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File: what year is it.jpg (901 KB, 1200x1593)
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Thread question: How does the calendar work and what year is it currently?

>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) ?
>>
Previous thread
>>>85273765
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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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Please stop spamming the archive with these.
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>>85357781
There is a decent amount of people who participate in these threads and we need to be able to document what' has been established.
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>>85357877
No one will ever read these threads after they slide off the board.
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>>85358086
Having a log of previous threads is a necessery for this kind of project as >>85357877 has said. You needent go far into the last thread to see someone telling someone else to return to a previous thread to consolt some specific piece of lore not yet added to the wiki.
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>>85357781
Brainlet take. This is literally what the archive is for. To archive multithread projects.

>>85358086
I already had to do thread archeology on thread 5 because some things in the thread were missing in the wiki.
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>world wonders and horrors
Shouldn't they have in detail lorevbefore being added to the list? Most of them are barely mentioned in the wiki.
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>>85359276
I agree
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>>85357735
>Thread question: How does the calendar work and what year is it currently?
the calendar counts the years from the creation of the world.
Considering that there are Islands, deserts, valleys and volcanoes the world is surely hundreds of millions of years old, if not older.
>>
I say we count the date from after the big cursed battle between the empires
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>>85359276
Meanwhile multiple of the ones added like the Pyramids, Dance Hall and bubbling demon pit have plenty lore, but still not on the list.

Lazy copy pasting of OP from 2 threads ago
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>>85359700
>>85359671
Discussed last thread, but the only "constant" astral body in the sky is Mutaa the cursed moon.

Season, year and day leangth varries drastically. How is time kept?
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>>85359883
>the only "constant" astral body in the sky is Mutaa the cursed moon.
It would be weird to have a caledar based on an "evil" entity. We need some constant event that could work as the beginning/end of a year.
Maybe there's a big aurora borealis-like event that is seen everywhere in the world and that always happens at the start of winter. Thus being used to count years.
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>>85359937
Maybe alternatively the "true" date might be kept up by the astrologers which use an ancient long gone star's orbit as a basis and convert it every time a new one appears with complex maths and shiet.

The common people just settle for "a year is winter-winter". Which is what really matters for an agrarian society, this also means no one celebrates birthsday s
>>
the species of gromplos in grundiddy-i have long been at war with the nomadic kopwunrias for over a thousand years occasionaly pushing them back or having their land conquered by them only to recover the land or for the kopwunrias to return to attack again reconquering the same land over and over, eternal rivals constantly weakening eachother dedicating all their resources and manpower with their never ending rivalry
>>
Continuing the lore of the War of the Lord Descended.

After a lot of thought, it was agreed that keeping the “reality” pieces covered in blocks of volcanic cement and moved in separate places around the city, dispersing it as much as possible. These blocks would be watched over from a long distance, just in case the effects of the “reality” would still reach the minds of the guards.
>The arrival of the Expeditionary Force
The news of the recent victories in the colonies were received with great enthusiasm by the entirety of the kingdom. After the fear that the sudden attack and destruction had caused, the good news help the population recover their confidence in the colonies. Still, there was still much to be done. The main body of the Expeditionary force arrived to Crysanferno a couple of days after the Second Battle for Crysanferno, with Camilogos the “Count of Dawn” at the head. Thousands of highly trained infantrymen, alongside drunig cavalry and mercenary groups were deployed in the city. The first task of the force was to make the entirety of the island clean, no matter the cost. This would allow the Expeditionary Force a strong jumping point in the area that could be easily defended and from where launch the necessary attacks. This sweep would provide to the drunig experts a lot of information about the nature of the cultists. The few native towns that weren’t razed to the ground by the cultists themselves were a spectacle of gore and horror. There, the bodies of dozens of individuals had been tied to stones, posts, walls and whatever other surface they could find. Some of the bodies had rotten away, showing only dry parchments of skin and dry blood, but even then, the expressions of pain and horror could be seen in their long dead faces.
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>>85363277
The wounds varied from complete evisceration to the hacking and ripping apart of entire limbs. In the cases where the apparent sacrifices hadn’t died relatively quickly, there were signs of what looked like ritualistic stabbings in the eyes, mouth and hands, with the victims possibly struggling for days before death took them. This was hypothesized to be an attempt of converting them by using “reality”, since there were signs of introduction of stones and blades within the body which coincided with the witnessed cultists’ use of the material. If the victims didn’t die because of the grievous wounds, they would turn into fellow zealots. There was no distinction between the victims: men, women, children and old people. They were all shown to have suffered the same fate. The only case that seemed to have escaped were babies, their fate yet unknown. Another fact that made the authorities worry was that there was barely any “reality” remain on the sightings. The cultists didn’t leave any piece of “reality” behind if they could help it, which made once again drunig High Command worry. The material had been seen used to make weapons and armor, but if the entirety of the native population had been turned without drunig authorities noticing it, it meant that there must be much more “reality” running around. If so, an extraordinary amount of that stuff was still unaccounted.
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>>85363295
While this investigation was happening, the cleaning of Crysanferno was completed in near a week. The remaining centers of cultist resistance were discovered and neutralized. This task was easy since the territory of Crysanferno was relatively small, the cultists’ losses were severe after two great battles and they couldn’t receive help from the mainland due to not having any way of avoiding the Drunig Navy. Once the island was secured, the Expeditionary forces landed near Paolotera, to recover the city and assess the damages. To the surprise of the army, while the city had been ransacked of everything that the cultists might have found useful, the structural integrity was intact. They hadn’t burned the city, they hadn’t brought down the defenses, they hadn’t defiled the place with their rituals… the entire city had been plundered cleanly. Many agreed that a pirate raid would have caused a bigger mess. Fearing some sort of trap, they sent experts to search for any indication of anything afoul, from an ambush to a hidden stack of “reality” underground that could corrupt the unsuspected forces. This proved unnecessary, as the cultists hadn’t done anything to the city. Perplexed, but relieved, the Expeditionary Forces contacted the rest of the colonies. Once they reached the rest of the cities, they organized their forces to start the construction of the walls that would protect the cities from any kind of attack from the cultists. The atmosphere at this point was optimistic, since the amount of losses the zealots had suffered guaranteed the drunig a massive advantage: if the drunig scouts could discover and identify any concentration of cultists, they could be dealt with one by one, far away from the walls in construction, making the war effort a much safer affair for the colonies.
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>>85363313
And yet, the scout teams reported some strange sightings. Alongside the grimly regular dilapidated towns, they found many groups of cultists moving away from the colonies. All of them seemed to be carrying big quantities of “reality” on them, both wearing it as accessories and in bags and containers. Drunig High Command decided to send four scout patrols to follow closely and without being detected, to see what their destination and goals were. The first one was apparently ambushed during the night, and had to run away to the closest drunig outpost before getting any useful intel. The second one went missing and was never heard from again. The third one came back shouting and singing in the way of the cultists, their eyes gouged out but somehow able to ride their horses back to the colonies. They were shot on sight.
The fourth and final patrol was able to accomplish their mission. After they returned, they reported that thousands of cultists were gathering on an area near the border of the Forest of Bloody Vengeance. Most, if not near all of them, were bearing some sort of “reality” load, and they were concentrating it there. They had to turn back to their headquarters before the cultists could catch them. This news obviously worried immensely the Drunig High Command. “Reality” had proven to be supernatural and corrupting, and if the news were true, colossal amounts of the material were being gathered in a singular point. Whatever the cultists were planning could not be good. Camilogos ordered to move the troops to intercept whatever they were doing as soon as possible.
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>>85363277
>>85363295
>>85363313
>>85363328
I just wanted to post the cool photoshopped picture of a turtle I was sent on discord.
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>>85363038
What part of the map are those two races/kingdoms in?
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>>85363469
What are you talking about? I'm not on Discord, I only post in the threads.
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What hasn't been added to the wiki yet?
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>>85365553
Everything has been added to the wiki, the map is totally full. The only thing needed now is to add the creatures/monsters, plants, lore, history, a timeline or some way to measue years, etc. a lot of places are large swathes of land with barebones details everything needs a lot more detail way moreso than just piling on new bare bones concepts, the loredumps/fleshing out places are the only things of value now, just ignore any new additions to the map/geography.
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who burns crosses in this setting?
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>>85369829
I do
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>>85369829
Ι don't know but many places resemble the spanish inquisition
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>>85357771
Now that the political map is pretty much done, should we start making the trading route map? Or do we need more lore with some of the bigger countries?
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Truldommu

Truldommu is a popular Furlaniyan trick-taking card game which forces players to try and outbid each-other with increasingly risky plays. The game is based on the old Furlan folk tale of the King, the Donkey and the Shepherd. In the tale a shepherd boy is ordered by the king to bring him cherries from the only cherry tree in the land, for he grows weary of the world and longs for something new. In exchange the shepherd is promised the hand of the king's daughter, whom the shepherd loves. Because of a series of over-cautious decisions however, the boy fails his quest, which leads to the donkey dying of hunger, the king of boredom and the boy of a broken heart.

The folk tale and the game are said to be very representative of the psyche of Furlaniyans, which are known for their risk-prone ventures and their devil-may-care attitudes that lead many of them to become merchants and mercenaries. Truldommu is quite popular amongst all social strata and age groups, with many regional variants existing and some say each village in Furlaniya has their own specific set of rules. The game has spread far beyond Furlaniyan borders as well as it travelled in the luggage of mercenaries, merchants and other travellers alike through the ages. Though one can find people playing Truldommu from the Gvilderstaaten to Dsrvyth, the game enjoys the most popularity in Furlaniya as well as its neighbouring regions like the southern Azan empire, Azhar Nar and western Changrila, an area the Furlaniyans have informally taken to calling the Truldommiya and which they consider their wider cultural homeland.
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>>85371536
Many everyday expressions in Furlaniya are derived from Truldommu, another testament of the game's popularity. The most well-known ones are:

>being/getting the "tres du trul"
Is said of something that is excellent or of an extremely high standard. The tres du trul (the king, donkey and shepherd) are the three most powerful cards in the game and if a player manages to collect all three, he is awarded bonus points fro collecting the tres du trul.

>biting the pit
In the symbolism of the original folk tale cherries represent life while cherry pits represent death. If someone has "bitten the pit" it means they have passed.

>winning with bushels
Is said of someone that has achieved their goals entirely legally and without risk or alternatively of someone that has achieved their goals using an unusual and rarely seen strategy. Bushels are the safest cards to collect in truldommu but yield very little points and winning with bushels is both boring and fantastically unlikely.

>princess but no trul
Is said of someone that is of average quality and with no outstanding qualities. The princess is the highest ranking card after the trul, but if someone ends the game with the princess but no trul he usually doesn't stand a chance of winning.

THE TRULDOMMU DECK

>Tres du Trul
King, Donkey, Shepherd
>Figures
Princess, Cherry tree, Washerwoman, Smokehouse, Old Magpie, Pine tree, Fireplace, Three Goblins, Cherry Pit
>Suites
5-1 cherries
1-5 swords
5-1 panthers
1-5 wheels
>Bushels
1-20 bushels of wheat
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About the wiki, should we add in the articles the links to the threads where the lore was added?
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>>85371763
I don't think it's necessary.

Also we should have a sentient races map
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>>85369829
The Grobianism Inquisition burns them to get rid of the corpses hanging on them
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>>85365553
There are still a ton of monsters and animals mentioned that need to get added to the bestiary
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>>85371763
It would'nt hurt to post sources at the bottom of the article
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>>85357735
we don't even have a calendar as far as i know
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>>85362958
Or do it like the Koreans (I think?) and have all birthdays take place on the new years.
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>>85363328
The Expeditionary Force moved towards the area their scouts point them to, while fighting whatever cultist they found in their way. Oddly enough, this time around the cultists’ behavior tended towards avoiding fights, trying to scurry away at every chance they got. Still, they were pursued when possible, but the Count of Dawn prioritized the timely arrival to whatever the zealots were planning in the middle of nowhere.
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>>85374796
> The Discovery of the Blue Stairs
It wouldn’t be that long before the army’s scouts brought some info that made the Expeditionary Force’s advance grind to a halt. According to the reports, the scouts had witnessed the cultists concentrating on a strange, massive crater in an area close to the forest. Thousands of trees had been uprooted and fallen due to the force of the impact, whatever it was that caused it. The numbers of cultists that were in the area were astonishing, even the great masses that assaulted the colonies paled in comparison to that teeming mass of madness. It was theorized that this accounted for more near a fourth of the total native population in the area, and the cultists were still coming. The singing and shouting of the cultists could be heard from miles, haunting the eerily calm natural scenery with promises of madness and death. If those numbers were to clash against the entire expeditionary forces, they could easily be swarmed into oblivion.
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>>85374808
And that was not the worst part. Right in the middle of the crater, there seem to be some sort of building in construction. At first it was believed to be a temple, but after extremely careful observation, it was proved to be a stairs of some sort, a construction of colossal proportions. The ominous blue tinge it showed meant that the construct was entirely made out of “reality”. The construction seemed crude, with thousands of cultists (which included hundreds of drunig converted prisoners) working carefully massive blocks of reality to make a spiral staircase with crudely made weapons, also made out of the accursed material. Its height was, even at this stage, unnaturally high, and by all means it should have collapsed under its own weight. Whatever unnatural force was keeping it together was also making the cultists work to death. Repeatedly, the drunig watchers saw cultists falling over dead from exhaustion, their bodies used as either bonding materials to strengthen the construction or as food for the cultists, eating their fellows while they were still breathing.
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>>85374825
Whatever the purpose of the cultists’ construction, it couldn’t be good. The sheer amount of “reality” gathered made many drunig watchers either gouge their eyes out or just run laughing and singing to the site, even though they were looking at it from miles away. The army set up a vigilance system for the watchers, just in case they fell into madness and began sabotaging the army’s supplies. If the effects of the stuff were that great now, the stairs once built would have unimaginable consequences for the entire region. It was decided it had to be stopped at all costs. But getting near that thing was just out of the question. The Count of Dawn and the Drunig High Command had to think of a plan to take down the construction and deal with the hordes of lunatics around it. Fortunately for the army, the effects of the monstrous contraption seemed to be enthralling the cultists too much, pretty much ignoring the congregating armies of Drunigzar. This made enough time for the Count of Dawn’s preparations to begin.
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>>85374831
The goals of the Drunig forces were twofold: destroy the malignant structure and take down as many of the cultists as possible. The first one seemed possible: the army’s gunners promised that, with enough big cannons and enough gunpowder, they could eventually hit the stairs enough times for it to collapse. It would take a lot of time and shots fired, and that’s not counting the chance of the dark properties of the staircase affecting the trajectory, but it could be done. It would, however, necessitate bigger cannons, bigger than the Expeditionary Force currently had, and bigger than even the Navy had. The Count of Dawn ordered the best smelters and weapon makers of the kingdom to make 50 massive cannons, more than twice the size and range of even the biggest galleon cannon. These were cannons designed to break some of the heaviest and most defended walls in the world. Their ammunition was specifically crafted by wizards and astromancers to ward off magic, just in case the baleful effect of “reality” could nullify their power. Specially trained teams of gunners were brought from the mainland to operate this pieces. However, even if this plan was successfulll and the stairs were destroyed, most assumed that any attack against the cultists’ idol would turn the mass of cultists immediately in a frenzy, swarming the Drunig army and risking the safety of the colonies. The solution for this were to organize the parallel construction of a massive fortress.
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>>85374848
It was planned to be built at the edge of the range of the new cannons ordered by the Count of Dawn. The construction would need to be prepared for weeks, if not months of battle. A complex series of walls, trenches and dugouts was prepared to slow down the cultists. One of the ideas that was planned for it were a series of dugouts, as deep as possible, with retractable bridges to move across. It was theorized that the mindless cultists were capable of little complex coordination, and as such, they would either find this obstacles impassable or they would try anyway. This would slow them down enough for artillery, archers and arquebusier teams to thin them down. The entirety of the army would not be there, just enough to mount a strong defense against the zealots. It was simply too risky for the colonies to leave them undefended against the cultists, so they would remain in the cities, just in case the cultists decided to march against the colonies. Meanwhile, the defenses of the colonies and the great walls were underway, taking a lot of the energies of the colonists. The war economy had attracted many people to the cities, now boiling with life and activity, to the point where their economic growth was bigger now that during peacetime.
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>>85374861
The construction and preparations for the fortress and its massive cannons lasted for around a year. The growth of the cursed staircase was slowed down by attacking every single new group of cultists carrying “reality”, preventing both building material and manpower to arrive to the crater. Talks were made about just keeping this strategy to starve the cultists to death and forego the fortress, but the risks of the cursed staircase being finished was something unacceptable. Once everything was complete, the fortress was an imposing structure of wood and stone in the style of the old nogarese fortresses, but adapted to resist long sieges. It was prepared to push back any wave of cultists, and even if they decided to just stall them by cutting off supplies, they could be well fed for months while the drunig cavalry raiders picked away at their forces slowly but surely. Three floors, all of them filled with easily defended corridors and carefully prepared killing grounds, were prepared to be as tall as possible, to increase the defenders’ range. Spiral stairs that could be blocked easily could bottleneck the attackers if they ever got in. Specially prepared positions for archers and cannons were ready to use grapeshot and burning and explosive arrows to maximize their efforts. At the top of the keep, the great cannons were ready to launch barrage after barrage against the damnable staircase. Reinforcements were ready to both defend the cities and help the soon to be besieged in case of need. Once the preparations were done, the order was given to begin the assault.
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The Military of Nogar

The Nogarese military is divided up in three main forces: The Guardians, the Keepers of Harmony and the Expeditionaries.


The Guardians of the west are responsible for keeping watch on the Bastion of Eternal Harmony. These men are armed with crossbows and long spears, patrolling the levels of the great wall and its many forts. The guardians are also in charge of the large number of catapults on the wall. In addition, they are accompanied by a large number of the famous Nogari stone singers, keeping the bastion intact. Always ready for an invasion from the Gnoll hordes, the men of the guardians were plucked from the elite of Nogari warriors. In later years however, they have become corrupt and lazy, seeing little action.


The Keepers of Harmony are mostly acting as an internal policing force, dealing with bandits, rebels or general unrest within the Nogarese lands. They are also expected to deal with any enemy force that manage to threaten the nation, either by sea or by bypassing the bastion. In addition to the spear and crossbowmen of the other forces they also employ a large amount of cavalry, lending itself to mobility. As the Keepers were originally created from the remnants of the Nogari armies after their defeat by the Gnolls they have a tradition of extreme revanchism. There is scarcely an officer not speaking openly about reclamation of Old Nogar, and there is an empty spot above the grand altar at the keepers headquarters, reserved for the head of the gnoll emperor.
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>>85371411
I already made a rough trading route map a few threads ago, but very few people seemed to care.
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>>85377691
The Expeditionaries were once known as the Rangers, consisting of lightly armored crossbowmen and archers being used to scout the lands of Old Nogar and protect merchants at land and sea. After seeing the success of the Drunig army however, reforms were taken to be able to compete, and to project power outwards. The Expeditionaries is the force seeing the most action, being the ones sent on foreign military campaigns or as in the older days, scouting missions over the wall into Old Nogar. While still consisting of mostly spearman, this army employs the most experimental and new technology, some regiments carrying blunderbusses and fielding simple mortars.


The Nogarese navy is much smaller than the Drunig counterpart. Consisting mostly of galleys, it patrols the coast hunting pirates and keeping watch for enemies. The only exception is a small number of light sailships, protecting trading vessels and being responsible for transporting the Expeditionaries should the need be present. Notable engagements have been eradicating a pirate gang basing at lotus island in cooperation with Drunig soldiers, and sending soldiers to Anchovia as a show of force during the five day war, a trade dispute that saw a series of skirmishes between the nations before being settled by Drunig diplomats.
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>>85377788
I remember it and liked it. Was it totally completed?
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>>85377929
Not as completed as I would have liked it to be. I could try again, if you guys want me too.
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>>85378333
The trade route would need to use a mix of the political map >>85357771 and the physical map >>85357783 to show as much info as possible. Also, it would need to include things like importance of the route, products transported, areas of piracy/banditry...
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>>85377886
>eradicating a pirate gang basing at lotus island in cooperation with Drunig soldiers
That's not possible. According to the Lotus Island lore, noone who has set foot in ththe island has left it due to how addictive the lotus stuff is. The pirates would have stopped their raids the moment they arrived there.
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>>85379110
Yeah, I got it, thanks. I'll be free for basically the entire day tomorrow, so I'll work on it then.
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>>85364730
There's nowhere left on the map, retard.

Even if there was nothing on the map, it's not worth giving the space for two fucking kingdoms and races crowbarred into the lore just to please the retarded faggot that wrote a single fucking sentence, fuck you and fuck the retard that came up with those shitty races, you're what's ruining /tg/.
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>>85363038
>>85364730
No
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>>85379582
Ah, scratch that then, didnt read that page closely at all.
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Who pounds my butt in this setting?
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>>85382622
Witchelves
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>>85377691
Nogar sounds comfy
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So about the calendar. From what I've read, we have two big camps:
-those who want the battle that created the Cursed Battlefield (Battle of Empires?) to be the axis for the calendar.
-Those who want an approximation to the world's creations to be the starting point, along the lines of the jewish calendar.

Should we put this to a poll? Otherwise I don't think we're gonna get a consensus.
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>>85374871
>The Battle for the Stairs
The first volley of the great cannons was unsuccessful. The range of the cannons was already struggling to reach the stairs, and the shots went around it, but they got no clear hit. They did a number on the cultists around, squashing dozens of the madmen and whatever few infrastructure they had built, but no real damage to the stairs. After the cannons cooled down, the second barrage started. This one actually had an effect, with one of the last cannons hitting the upper part of the stairs, not really threating it to collapse, but scratching a good chunk of the still unfinished areas. This did have an effect. The entire congregation of cultists screamed in pain and rage. In unison, they all ran towards the source of the being that had dared to hurt their idol. The order was given to the regular artillery to fire when ready at the mass, but then something unexpected took place. The mass of cultists stopped right before entering into the firing range. Thousands of pairs of eyes were looking at the fortress with an expression of undiluted hatred. Whatever foul madness had possessed them seemed to have noticed the drunig fortress as a veritable threat to its plans, rather than just a road bump or a source for more sacrifices and converts.
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>>85384073
After what seemed an eternity, the cultist armies smiled… and then revealed what seemed to be human figures, unnaturally thin and drenched in blood and dry parchment, covered in armor, ornament and weapons of “reality”. They were being carried in crudely made wood chariots pulled by cultists and seemed immobile, so it took a while for drunig watchers to confirm they were not just dark mockings of statues, but they were actually alive. Their eyes had been gouged out, and in their place, carefully crafted pieces of “reality” filled their eye sockets. Deep scars covered every inch of body, and their arms were contorted in a mockery of a prayer. Four of this things, which were later dubbed as the High Priests, began a howling scream that was slowly followed by the rest of the cultists there. So loud was the screaming that glass objects in the fortress cracked and shattered. The scream slowly morphed from an animal shriek to a cackling, maddened laughter, reminiscent of those seen during the previous confrontations with the cultists. And then, abruptly, silence.
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>>85384074
The drunig army contained their breath within their fortress, now expecting any kind of foul darkness to fall upon them. And after what seemed an eternity, the cultists ranks starting moving into two separate groups. To the horror of the defenders, half of the sea of zealots moved towards the coast, where the colonies were located. The drunig army sent a warning flashbang, seen by nearby scout units who immediately ran to the colonies to warn that another wave was coming. Meanwhile, the rest of the cultists began their assault on the fortress. The sudden charge surprised the drunig defenders, who took a moment to order the defensive firing to begin. Fortunately, the defensive moats slowed them down immensely. The deep trenches dug out around the fortress were both deep and wide, and no matter how many attempts the cultists made of jumping them, they all fell into the depth, dying from either the impact or from being crushed by the weight of other cultists.
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>>85384082
That was, until the bodies started piling up. The cultists began to throw their wounded and dead to the chasm, alongside those who had tried to jump over it. The holes became shallower until they created multiple bridges out of the deceased and dying. Multiple passages were formed, getting closer and closer at the cost of their lives. All while arrows, cannon and arquebusier shots rained down upon them. The great cannons were still active, shooting as frequently as their own ponderous weight allowed them to. Their rate of fire was quite slow due to the time-consuming reload and cool down times, and their accuracy was not the best at this ranges, but once in a while they hit the stairs, causing tremendous damages to the structure, and making the cultists scream in pain while this was going on. Still, the rate of gunpowder consumption began to be unacceptable. Even with the massive reserves they had prepared throughout nearly a year, the great cannons needed a frightening amount of gunpowder for each shot.
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>>85384089
The engineers calculated that at the rate of firing both against the cursed stairway and the cultists below, they would ran out of ammunition and gunpowder before they could take down the damnable construction. It was ordered that the rate of fire against the cultists would slow down, only shooting at ranges where it would cause the maximum damage. It was not a critical situation just yet, but by this point, the moat defenses had been breached, and now the cultists were piling up alongside the walls of the fortress. The many ogre cultists were individually targeted to slow them from taking down the doors, but their gigantic bodies created rises that the cultists were using to try and reach the first walls. The spearmen were on top of the walls, taking down any cultists capable enough to climb over the bodies of their comrades. The ferocity of the cultists was unlike anything the drunig army had seen before. The madmen were being blown apart, burnt alive from boiling oils thrown from the top of the walls, cut down and impaled, and yet they did not stop. They would ignore wounds that would kill a man twice over, and then they would jump at the walls to serve as another stepping stone for the teeming hordes. They would climb the towers of corpses forming alongside the walls, only to be skewered from above by spearmen. And even then, they would grab the spears with all their strength to throw the soldiers from their position and drag the soldiers into the bottom screaming.
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>>85384093
The Drunig High Command evaluated the situation. At first glance, the besiegers had the clear advantage. They had the fortress surrounded with enough numbers to spare, and while the defenders had taken every possible precaution, exhaustion, hunger and disease could undo all of their efforts. The only thing the cultists had to do was just isolate the fortress, even the reinforcements would be hard pressed to help the besieged, since they mass of cultists moving towards the colonies would be a big enough threat. But ending the defenders was not the goal, the goal was to stop them from damaging the stairs. And at the rate of damage it was receiving, they would be lucky if they’d take it down in two weeks.
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>>85384102
Still, the defenders were plenty and they still had resources to last more than that. The rationing of gunpowder notwithstanding, they were still defending solid positions, and trading near a hundred cultists for each drunig loss. Throwing boiling oil turned out to be a great strategy, not only by burning down the cultists, but by turning the human towers too dangerous and slippery to cross. The main problem the defenders had to deal with was morale. They were surrounded, no hope for escaping the fortress and no hope to cut their way out of the circle of madmen crawling upwards towards them. They had limited supplies and were exhausted out of days of fighting. To avoid accumulating wastes and preventing diseases, they could just throw their wastes to the attackers, but even still the space inside the fort was limited. The Drunig’s Expeditionary Force had been trained to deal with quick, fast-paced campaigns, and this slow siege was grinding the patience of the soldiers quite fast. And there would be a moment, however, in which they would require to start moving from the walls. When the space available inside the fortress started to shrink floor by floor, the defenders’ spirit might break, and once again, the reinforcements were just not expected. The masses that were on their way to the colonies needed to be stopped before a catastrophe could occur.
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>>85383735
both seem like to be good, i would go with the first since the second method will inevitably force us to count the years in milions and that would be just uncomfortable.
The problem is that if we have to center the history of the world around a battle, said battle must have a name and a lore and it also has to be inserted into an appropriate war.
It would be completely unrealistic to insert the biggest battle the continent has ever seen without adding any description or detail like no one has ever heard of it.
Maybe i can start writing something about the battle in the following days.
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Who stands on the street corner and causes problems in this setting?
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>>85386220
The poop mages?
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>>85386220
There are alyways plenty of vagabonds, drunks and people down their luck. Maybe some doomsday cult that has no ground in reality?
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>>85381127
>>85381944
why are you guys so mean theres plenty of space on the map and in the lore to include grundiddy-i gromplos and kopwunrias instead of seething over them what about the region that looks like a giant hand you could put two extra kingdoms and races right there assholes
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>>85363038
These are cool, I want to know more.
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>>85380982
Does anybody still want me to work on the trade routes using the updated maps?
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>>85388388
Yeah, please include grundiddy-i gromplos though
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>>85388388
You'll need the mixed maps, give me a second to upload it.
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>>85388473
>>85388388
Here it is, a 25/75 transparecy map. If you need the maps without the names, tell me and I'll upload the file.
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>>85388526
You forgot to add grundiddy-i gromplos and the nomadic kopwunrias though.
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some more ideas for the chronology of Furlaniya I've been mulling over:

>Primorscans and Daligradians used to be part of a common much larger people that used to live around the Bone lakes. Sometime between the 8th and 10th Azan dynasties they were driven out of their homeland by the expansion of the Witchelves and forced to migrate west and south. The massive wave of refugees destabilised the empire further until some emperor had the bright idea to settle them in various backwards and/or depopulated provinces and the backwood hills of Furlaniya were one such chosen location.

>the Nasr used to control a much larger portion of southern Furlaniya at some point but were driven out by one of the mythical petty kings of the mythical dark age immediately following the abandonment of Furlaniya by the Azanese. This mythical king was of course assassinated by one of his rivals shortly after. This led to a few centuries of hatred and open resentment between the two peoples. Open aggression is much rare nowadays and the coastal outposts of the Nasr have long become part of the accepted status quo in the region. Their presence is even seen as a vital deniable asset by some factions that regularly employ the corsairs to raid the shipping of their rivals.
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>>85389152
>the dark age of the Furlaniyan petty kings was brought to an end by the Golden Age of the Republic of Gurize, a time during which the city of Gurize managed to consolidate its power over much of the region and subject it to its peculiar form of government involving senates, consuls and city freedoms. It's because of this period that republicanism as a form of government is much more present in Furlaniya than any of its immediate neighbours.

>this golden age was brought to an end by a coalition of rebellious cities led by Manzan that decisively defeated the Gurizans and sacked the old city. As Furlaniya was free from any outside threats during this time, the region fragmented into increasingly smaller polities slowly developing into the geopolitical mess that is the region today. Meanwhile the traditions of Gurizian republicanism would continue to evolve. In the east it would merge with the old village council practices of the Primorscans to become the Veches - councils of elders which represent families and settlements. In the west the old petty aristocracy now assembles in what are known as the Cortes - general councils of the lands nobility the hereditary rulers must contend with when making their every move.

>the Accords of Liussul were a series of treaties in the last century that were concluded between most of the major city-states. To avoid endless petty warfare over existing lands they provided a legal mechanism by which the injured party could instead claim monetary compensation to be used in (re)colonising the north and east, which were by this time almost devoid of people. The system proved exceptionally effective and in the span of 100 years, many successful settlements were established in Troll country and the Golden Hills. Probably the most successful example is the Timavo Province, an area colonised by Gurizians that has been so thoroughly integrated it is now considered a core part of their territory.
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>>85389161
Some general ideas:

>due to an old curse by the witches of Lake Tzriknitz after they were scorned by a particularly arrogant noble, pots and pans with legs are a fairly common type of magical monster in Central Furlaniya. They aren't aggressive unless provoked which usually happens when someone mistakes them for free kitchen equipment. Wizards and mages from around the world sometimes travel to the area to capture one, either to take it as a familiar, experiment on it or as a mere curiosity.

>Tergaconne is well known for its peculiar system of government. It's head of state is a hereditary duke, but the city itself is ruled by its own districts - contradas - not noble families, guilds or merchant factions. Each contrada has a favourite colour, coat of arms and complicated legal system to select its leaders. In a tradition dating back to the times of the 3rd Azanese dynasty, the contradas compete against each other each New Years Day in a chariot race in the old Tergaconne hippodrome. the winning contrada assumes the leadership of the city council for the year and becomes the council to the duke. Of course the races are anything but fair and cheating, corruption, nepotism, sabotage and fixing are all fair game.

>the manufacture of playing cards is quite a profitable industry and at its center lies the small town of Bertanó. Due to its position at the mouth of the re-emerging Timavo river which roars back to the surface in a wild torrent, the Bertanese were able to harness the river's hydraulic energy with large waterwheels which are used by the towns many mills and paperworks. Most of the truldommu decks you'll find originate from this town and its local Ornate-Bertanó deck pattern has become the standard for card deck illustrations.
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>>85386391
they are called scatomancers
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>>85389161
What relations does the Republix of Gurize have with grundiddy-i gromplos?
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Added this thread to the archive
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>>85389152
>>85389161
>>85389407
Looks good. Though Azan only pulled out of Furlaniya about 500 years ago, so maybe not far enough back to be mythical. However, it could be just a period of bad record keeping where folklore has gotten mixed with fact.
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Which nation is the closest to Switzerland?
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>>85391873
In what sense?
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are the gnolls descendants of the Khenomeric empire or did they just conquer it? i need to know this or else i can't write the lore about the wicked wars.
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>>85392380
I remember reading long ago that the gnolls were born through dark magic. The lore also suggest that they were mere beasts until the fall of the Ogre Kingdoms, which brought them the minimum amount of civilization to organise and create their empire.

https://crumbling-giantstep.fandom.com/wiki/Gnolls_and_the_Gnoll_Empire?so=search
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>>85392811
thank you for the information.
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>>85391873
I guess the landsknecht forts near grobianismus
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>>85384110
The only real chance the drunig army had to claim victory was if the destruction of the cultists’ idol would break whatever foul darkness it had instilled in them and retreat. But that was not a guarantee. Another option, and one that was pursued by the drunig forces was the hunting of the so called High Priests. Out of the original four seen at the beginning of the battle, one had been seen leading the cultists that moved to the coast, and that left three in charge of the assault on the fortress. The drunig forces’ objectives were simple: destroy the stairs and take down the cultists’ leaders before being overwhelmed.

The destruction of the stairs was a slow but steady process. The engineers were more and more able to adjust the massive cannons to increase the rate of hits, and the structure began showing signs of wear and tear. Every successful hit was responded by the cultists with a loud shriek of rage, and it was then responded by the drunig with triumphant cheers. The problem was finding the High Priests. The first one was easy enough, once he was located, a barrage of arrows and grapeshot managed to take him down. The problem were the other two, since, after the fate of the first one, they blended alongside the masses. And spotting a single individual from the teeming masses was not easy. Drunig spotters were constantly on alert, searching for the High Priests day and night, even under the light of the cultists’ torches.
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>>85395067
At the tenth day of the siege, a sudden jolt of activity took the drunig army by surprise. The reinforced doors of the walls started to crack and buckle under the assault of peacock ogres, that had managed to reach them with enough strength due to the tightening restrictions in gunpowder. The drunig commanders gave the order to slowly prepare the retreat to the higher floors, to defend the great cannons as much as possible. The drunig army had started to move their resources upwards days ago, since the thought of the cultists getting a hold of part of the gunpowder cache and trying to blow up the foundations of the fortress altogether was something unacceptable. The doors were finally cracked and brought down, allowing the swarm of cultists to pour in. Slowly but surely, the assailants began to win ground, though even then the losses were such that both the defenders and the attackers could use the mountains of corpses to block entire walls shut. By the twelfth day, the drunig had to close the doors blocking the first and the second floors, now more trapped than ever within their own fortress.
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>>85395074
By this point, exhaustion and despair was beginning to bleed the morale of the defenders, fast. The chances of the attackers to cross was impeded every time, with gravity even more in the defenders’ side, blocking the stairs was now a game of seeing which side could clog/unclog the stairs fast. But eventually, the defenders would run dry of resources, and their rest was not ideal. Lack of sleep, rest and the constant noise of the cultists’ chants and the tortures of those few captured drunig, kept alive while slowly butchered and turned into madness with knives and blades made out of “reality”, was threatening to turn the defenders as mad as the masses they were fighting against. And yet, during the thirteenth day, fortune finally struck the defenders. Near depleted of gunpowder and with half the cannons rendered unusable due to the heat and the constant use, the last barrage managed to hit some sort of weakening in the base of the stairs.
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>>85395088
The screams of the madmen reached unheard levels as the stairs slowly buckled under its own weight, the previous cracks adding up more and more to the faster and faster chain that saw the complete structure tumble to the ground. Many of the zealots started ripping their eyes out, killing one another and themselves or screaming with such intensity that their lungs collapsed and fell right where they stood, devoid of air. The watchers even reported that hundreds of cultists, those in the outermost parts of the crowd were beginning to run away, either to the stairs or to the nearby forests, hiding from sight. This gave the defenders enough time to organize a countercharge, pushing the drunig cultists from the lower part of the fort, and even managing to retake the bailey, closing the doors with whatever they could find. With the cursed stairway finally down, the drunig artillerymen could finally begin shooting with the cannons at the swarm of bodies again, causing grievous damages to the horde. This would not be the end of the siege, however.
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>>85395096
The besiegers, while reduced after weeks of siege and upheaval in their ranks, still outnumbered the defenders by a wide margin. The difference in chants suggested that the High Priests were now focusing whatever foul forces they possessed into keeping the horde in check, and while the effects of the “reality” stairway was gone, they still had enough influence to keep the mass together and focused on the enemy. After the initial moments of chaos and confusion, the attackers redoubled their efforts, wanting to punish the interlopers for their sins. They began to try to crawl over the walls of the fortress, forming once again mountains of bodies by taking their fallen and piling them up, forming ramps that they could cross. The spearmen were able to defend the walls of the higher floors, but after having to slowly yield the first floor again, their reserves of gunpowder were spent. All they could do now is to resist for as long as they could and their now scarce resources allowed. In a moment of desperation, the engineers decided to take those great cannons that had broken of overuse and just throw them to the cultists below, turning whoever was below into a red mist. In another stroke of luck, this action would actually take down one of the High Priests, who was directing the masses to try to scale up the walls. The many tons behemoth of a cannon impacted upon the mass below like a hammer of the gods, crushing everything below. The engineers reported the cultist shrieking in a similar way that when the stairway was destroyed, and many throughout the mass began acting in disarray. While the actual body was not confirmed as dead, there was no way of confirming it after the sea of body parts that the fall of the cannon had caused, so they had to go with just the reaction of the enemy.
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>>85395109
Finally, by the eighteenth day, after near all water and food in the fortress was over and all hope seemed to be lost, the watchers announced a drunig army marching towards them. Reinforcements had arrived, and in the form of cavalry and gnoll mercenaries. The charge of this new army and the reinvigorated drunig besieged completely shocked the cultists. Not ready to fight a battle in two directions, and just as tired as the drunig defenders, the cultists were squashed. Thousands fell under the weight of the drunig cavalry and the gnoll savagery. The forces of the cultists quickly began to rout, their singing and screaming mixed more and more with tinges of death and fear. The drunig army chased as many as they could, the land covered in the dead. It took a full day of chasing the strugglers before the exhaustion of their steed forced them to go back and regroup.
The state of the fortress was of exhaustion, but relief, as they could finally sleep soundly, knowing that the enemy had been defeated. Though, after the reports of the rout arrived, there was no mention of the last remaining High Priest, so it was assumed he had managed to run away. Still, for now, the cultists were not in a position to restart the attack, now that the defenders had received reinforcements and supplies. The fortress had become a grotesque graveyard, covered in literal mountains of bodies. No amount of cleaning up and burying the dead would make that place inhabitable again, so it was decided to abandon with all due haste before the rotting carcasses began spreading disease. The defenders took whatever the cultists could use if they ever returned and left towards the colonies, leaving the fortress under the possession of crows, wolves, vultures and rats, lording over a true paradise of rotting meat.
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Continuation of the Nasr lore

>History

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. Many battles and attempts of a reconquest were made by the satraps, but ultimately at no cost, as they were repelled time and time again by the reinforced Azharnarese army. Not only that, but many millitary commanders and noblemen of Nasr were unwilling to participate or fully reinforce the subsequent invasions, as many of their kinsmen and family members were held as hostages in the former Nasrian lands of Azhar Nar.

The last war between Azhar Nar and the Nasr was fought about 50 years ago, as they put their differences aside and formed a fragile defensive pact alongside Furlaniya in order to protect themselves from the expanding Changrila empire.

>The Satrapies

The federation of Nasr is split between three satrapies, Calyx, Hadji and Fenix, each led by its own satrap. Many smaller lords are beneath these satraps, some being former warlords themselves.

Calyx is the smallest of the three satrapies, although it used to be the wealthiest. The majority of the armed forces that were used in the invasion of Azhar Nar were from Calyx, and consequently the satrap of Calyx was the one that controlled most of the land in Saraqusta and Bashar. Since many settlers from Calyx moved with their families in Azhar Nar, the satrapy lost much of its newfound wealth.
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>>85396916
Its capital is the city of Farok, standing at the western tip of the peninsula. It's well renowned for the huge arenas that house glamorous gladiator battles, as well as its exotic (to the Azaneese) spice and silk markets.

The satrapy of Fenix is the most millitaristic of the three, and also the most sparsely populated one. The satrap of Fenix consolidated a strong army to fight off the Lorientais to the south, a tradition that has been upheld ever since. It's capital is the city of Sorgadae, a city built in a natural harbor situated on a small bay. It's well known for its huge temples and giant marble and sandstone sculptures.

Sorgadae is also the home of the House of Maraal, a secretive guild of alchemists that are known for their deadly concoctions and poisons which have been responsible for the death of many satraps and kings in history.

The satrapy of Hadji is by far the biggest and also the wealthiest. Most corsairs and pirates that have given a bad name to the Nasr hail from Hadji, but what's even more famous than the Nasr pirates is Spinx - Hadji's capital - also known as the "City of a Million Riches".

At the height of Nasr's political and mercantile influence, Spinx was the richest city of the southwest, only rivaled by the metropolis of Fenqui and the capital city of the Azan Empire, Nananikor. That's because of its incredible strategic location, as it's situated right on the shores that overlook the Mahun-Oh Lei Tei's strait (also known as Mahun). Its direct access to the Huan Ho-Sei sea, as well as control over all sea trade in and out of Changrila led to Spinx accumulating enormous wealth throughout the years, with many ivory, ebony and golden palaces, arenas, temples, squares, domes and other luxurious buildings being built all over the city.
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>>85397208
As the infleunce of Changrila grew, so did Hadji's, although the last few decades have been unkind to Spinx, as the all so souring relations between Changrila and its neighbors have taken a toll at the sea trade, with many Changrilese merchants preferring to take alternative routes.

Spinx is the most diverse of all Nasr cities, and oen can spy many exotic animals and merchandise from all over the south at its busy bazaars. Some have said that the satrap of Hadjii personally owns twenty huge elephants, given to him as a gift by the Mahud of the Mumak.

>Geography

The inland of the Nasr peninsula is arid with few vegetation, and apart from the rivers and the few oases, the majority of the population centres are formed on the coast. Despite that, Nasr's climate is perfect for cultivating a variety of plants, like olive, lemon and palm trees.

Near the centre of the peninsula, there is a large mountain range - known as the Apex Mountains- that encompasses large parts of the Hadji and Fenix satrapies. Many salt lakes lie at the edge of these mountains.

>Economy

The economy of the Nasr relies on sea trade, primarily with Azhar Nar, Lorient, Changrila, Furlaniya and Azan. The primary exports of Nasr are spices, silk, salt, fish and fruit from various trees such as date palm. Many foreign merchants frequent the busy bazaars of the coastal cities, where they can ply their trade using a merchant language developed between the ports of Changrila, Azhar Nar and Furlaniya.

>Culture

The Nasr are known for two things - gladiator battles and piracy. Gladiator battles were developed in the smaller inland villages around the rivers hundreds of years ago, and were traditionally done until all but one gladiator were dead. The victor was hailed as a local hero and granted women and riches until the next battle ensued. Nowadays, gladiator battles are seen more as a sport - especially in the larger cities - and most gladiators don't fight until death.
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>>85396916
What relations does the Nasr have with grundiddy-i gromplos?
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>>85397581
Regardless, Gladiator battles are as popular as ever, with many foreign warriors travelling to cities such as Spinx, Sogardae and Farok to test their mettle against the local heroes.

Nasr pirates, corsairs and privateers are infamous throughout the southwestern portion of Giantstep. Raids have been conducted as far south as Asvaran and as far north as Chrysovica, although they mostly operate around the Huan Ho-Sei sea, the Lorient Gulf and the Gulf of the Yellow Sand. Most pirate crews are based around the northern coast of Hadjii, and their raids mostly target wealthy coastal or riverside cities and merchant ships of Furlaniya, Azan, Lorient and Changrila.

Capturing slaves and gold is the main purpose of these pirate raids, although some captains have capture entired cities in the past, even though they weren't able to hold them for long. Such was the terror they inflicted that coastal cities were seldom built on the Huan Ho-Sei Sea, forcing many people from Changrila to build their settlements further inland.

Piracy has diminished the past 100 years, although it's now seeing a return, with even more pirate raids being done now that less Changrilese wealth flows towards Nasr.

>Religion

The vast majority of the Nasr follow the monotheistic religion of Avestanianism. It's possibly older than the Dragon faith of Azan, being present in the Nasr peninsula for many millenia, but rarely spreading outside of it, with an exception of the Nasr settlers in Azhar Nar.

The Avestanianist faithful follow the teachings of the prophet Avestan imprinted in the holy book of Saoshyanta. Charity, abstence of sin and luxury, as well as heavy emphasis on the afterlife are some aspects of Avestanianism. Its clergy consists only of ritually castrated males, who wear a a white face veil while inside their holy temples. Although followed by peasants and nobles alike, its more fervent worshippers are found in the smaller settlements, especially in the satrap of Fenix.
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Kek when do we playtest this
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>Kingdom of Silver

>History:

Much like the Kingdom of Gold and other similar nations, the Kingdom of Silver was founded by colonists from the now dissolved nation of Greater Elanxa. It took on the “Kingdom of Silver” moniker even before it gained independence, as Lotysinhar was already known as the “Kingdom of Gold” (from an old poem) by this point. It is often referred to simply as “Silver”, just as the other Zemylander nations are known as “Gold”, “Copper”, “Platinum”, “Crimson”, and “Rust” respectively.

True to its name, vast deposits of silver exist in the territory, though it possesses gold and metals as well, and Silver quickly established itself as a wealthy nation.

Violence between the Zemylander humans and the snow elves was particularly bad here, as the humans were invading one of the core parts of the snow elf realm. However, following a long chain of wars and conquests, the Kingdom of Silver eventually reached its present boundaries, and has more or less been at peace with the snow elves, though small wars and skirmishes are common.

Since its establishment, Silver also has gone to war with other nations on behalf of its fellow Zemylander allies, including Arangea, Mossovoy, and certain Hyperborean tribes. It has also established itself as the main merchant power of the Zemylanders, with ships going as far west as Zapalovah, and as far south as Drunigzar on a regular basis, though Platinum controls the Strait and taxes east/west trade heavily, giving only a moderate break to their cousins in the Kingdom of Silver.

>Government:

The Kingdom of Silver is a hereditary monarchy, with regional governors and boyars reporting to the monarch. This system is similar to the Kingdom of Gold’s, but is much more top down, backed by a large army that also runs a spy network, maintains an extensive roster of magic users on its payroll, and runs much of the kingdom’s bureaucracy.
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not sure if 4chan is working right now, I will post the rest later
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>>85397931
>Piracy has diminished the past 100 years, although it's now seeing a return, with even more pirate raids being done now that less Changrilese wealth flows towards Nasr.
Could there be a movement of pirate fleets from the east to the west? Considering the recent appeareance of the Drunigzar fleet, maybe most pirates are just going to waters where they can't reach that easily, the west.
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>>85401882
We need a codified magic system before that. Also, all the "to do" lidt in the OP.
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>>85401882
We need to add grundiddy-i gromplos before we wrap it up.
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why is this faggot spamming all of sudden?
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Anybody willing to make a list of the big religions of the setting? So far we have the faith of Azan and whatever the gnolls worship, but which others have been made ATM?
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>>85403157
More than the religions, we should track all of the gods worshiped in the setting, it would be easier.
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Ok so the wars that created the cursed battlefield were between the Dragon (or Azan) empire and the Khenomeric empire, the aim of both parts was to control the territory that is now the cursed battlefield, wich was the only neutral land left between the two empires, populated only by small villages and tribal societies who were not even considered states.
The wars were very short but extremely large in terms of size and intensity, the conflict culminated in the "cursed battle" (this is just a placeholder name and will be changed) where an extremely powerful weapon was used and the destruction led to the formation of the cursed battlefield.
The battle was so intense and violent that it's still used in the continent to count the years and divide the eras of the world, due to the great impact it had on the peoples of the continent, it also ended the war and led to the decline of both the empires, wich would have collapsed decades later.

What do you think about this? It's just a very primitive draft and feedback is deeply appreciated.
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>>85403468
>Cursed Battlefield being the result of an Azan-Khenomeric war
>A great weapon was used and that caused the land to be cursed
>It was so big that the world now uses it to measure time

This has been mentioned so many times by now it should be canon. The only things this needs is a history before the Battle and after the Battle. And which year we're currently in.
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>>85403499
At the very least the khenomenic empire's final fall is relatively recent, so we should take that into account.
>The Bog Witch invades the Ogre Kingdoms.
>Ogres are pushed southwards, towards the gnolls.
>The gnolls learn from the ogres, organise and begin their expansion.
>The gnoll expansion completely alters the equilibrium in the east, finishing off whatever remained of the Khenomeric Empire and pushing back most other kingdoms.
>The expansion of the gnolls causes chaos in the east, allowing Drunigzar to capitalise and take over most of the region's sea trade.
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>>85403499
>>85403468
maybe a rogue mage(s) used some kind of nuke-esque explosion, resulting in large amount of land being inhospitable and leading to some sort of not!radiation or volcanic winter in the surrounding area?
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>>85403688
Okay, but where do the Grundiddy-i Gromplos fit in with all this
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>>85388526
Thanks dude! I'll work on them now after I check the wiki again for all the trade routes.
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>>85403852
>>85388526
I think I'll need a map of where the beasts live and a map of the elevation too. I'll be going through the entire wiki, so you won't have to rush.
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>>85403877
>Altitude map
Isn't that >>85357783?
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>>85403877
NVM I got the elevation map, just need something akin to a bestiary map.
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>>85403887
Yep! Just got it! I still need a map of where all the random beasts are tho.
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>>85403877
A couple of pointers that might be useful.
>The Bakir Sahabaharadad Sultanate and the Bagdassi Confederation have a very important land route that connects the Sea of the End and the Sea of Fog (and thus the eastern seas).
>Drunigzar has a lot of trade routes in the east with all the nations there and their colonies.
>The Woodcutter cities of Littlestep control the production of oak wood, essential for shipmaking of the nearby kingdoms.
>The Orange Marquissates have a lot of trade around them, but mostly through the merchant cities, the noble marquissates don't have near as much trade.
>Changrila controls a great deal of silver production in the area.
>For an empire as big, Avangar has very little trade.
>The only real trade partner the Gnolls have is Drunigzar, and most of it is probably behind doors to not upset other kingdoms. Gnoll have slave raiders, so I guess they do something with them.
>The Red Lotus Congregation probably has no trade going with the outside, due to it being the North Korea of the setting.

>>85403891
I don't think a map of the beasts is that necessary right now, if anything the map of sentient beings is more relevant. The bestiary on the wiki and the articles should be enough for their location.
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>>85403975
Thanks dude! Is the trade of rare swamp ogres from Baba Lustra's realm to the Witch-elven empire still a thing? Because I'd like to know about this dwarf fortress here (circled in light blue).
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>>85404027
No idea, though most of the elements in the depth map have no lore. They were made so that people could write stuff about them.
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>>85404052
I'll remember that. Could that dwarf fortress and the human settlement under it be abandoned? Cause that would be a good way for the traders from the great bonefort to avoid the huge number of goblins to their direct north.
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>>85404083
It's abandoned. It's in the map legend.
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>>85404156
Whoops, must have glossed over that. Thanks dude! Also here's the first trade map:
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>>85404231
I'd recommend using a program that allows layers and transparencies. Otherwise the moment you start crossing trade routes, it's going to look messy.
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>>85404255
Do you know of a decent program that can do that? So far I'm just using a built-in inking tool.
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i'm developing the aspect of the war further, i have already projected the table of contents of the war.

>name
The great wars
>date
1 BGB (before the great battle) - 1 AGB (after the great battle)
>location
contested zone of the plain (now cursed battlefield)
>combatants
-Azan Empire
-Khenomeric empire
>generals and heads of state
-Azan Emperor (as commander in chief of the armed forces)
-Khenomeric emperor (as commander in chief of the armed forces)
[more to be add once the lore is expanded]
>fighting forces
-Azan empire:
Azan ground forces; artillery divisions; spellcasters brigades
-Khenomeric empire
Khenomeric infantry battalions; longbowmens' command; special alchemists' military section.
>result
inclonclusive: both empire failed to conquer the plain's territory, start of the empires' decline
>territorial changes
the cursed battlefield is formed
>casualties and losses
catastrophical casualties from both sides

what do you all think about it?
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>>85404271
GIMP is a good free alternative to photoshop. I still prefer the latter, but it's no bad by any means. Plus there are a lot of tutorials around.
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>>85404286
Ok. So far, I'll mockup the individual trade routes and later on once I've figured out how GIMP works, I can put them all on one map.
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>>85404272
It's fine, but we ought to make the history of both countries before that, otherwise is going to sound like they are fighting just because.
And the name should not be plural if it's a concrete conflict.
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>>85403975
Here's the current mockup of the Bakir-Bagdassi trade route. As far as I can tell it goes through a relatively flat area of grassland, so it should be a pretty good place to travel through. It also goes straight through Widow's castle, and so far I haven't seen any lore for it yet, so I think I'll make some for it.
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>>85404438
Whoops, forgot to upload the pic.
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>>85404438
>grassland
It's desert, it's in the biome map.
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>>85404461
No, I checked the biome map. It says it's grassland. I made sure before I uploaded it.
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>>85404523
Just checked. Yes there is a tiny bit of it that goes into the desert on the Bakir side of it, but it's so close to the actual grassland I overlooked it.
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>>85404554
Also the biome map that you're talking about says that it's savannah, not desert.
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>>85404565
NVM, that is hot desert.
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>>85404461
Honestly, it's on the border of both biomes, so either of us could be right.
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is the azan empire a successor state of the dragon empire or just the same empire with a different name?
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>>85363038
FUCK OFF and kys, this shit would ruin the entire world. I've been here since the first setting /tg/ ever made and if you Gromplo faggots get your way I ASSURE you it'll be the last because I'm not the only one who hates your malicious little shitpost to the point it boils my blood, we can't let this shit ruin the setting we need to erase all traces of this shit off the wiki and ban anything and everything even Grundiddy-i Gromplos adjacent, fuck you you malodious troll you will never win. There will never, EVER be any Gromplos in /tg/ or any of it's settings Grundiddy-i or not do you understand that, you piece of shit?!
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>>85402105
>Could there be a movement of pirate fleets from the east to the west? Considering the recent appeareance of the Drunigzar fleet, maybe most pirates are just going to waters where they can't reach that easily, the west.
Pirates pop up anywhere where there is a large volume of trade passing through a lawless region. The west has more piracy mostly because it has a lot more worth stealing, given it has a mix of massive, well established nations mixed in with a few lawless areas. The southeast on the other hand seems like a clusterfuck, and probably didn't have much trade at all for the past few centuries until the Drunigzar forged a few routes.

>>85403157
>Anybody willing to make a list of the big religions of the setting?
Most religions so far seem to be regional except the Azan Faith (and its variants) plus the Zemylander Pantheon. The Glutton God and the Succubus Queen are also in more than one region though they are evil cults which would lie low in civilized nations

>>85403468
I feel the stakes should be higher than just fighting over a patch of unclaimed land. Also the weapon of mass destruction was probably Khenomeric as it seems to have incorporated both necromantic and plant magic

>>85403896
Probably just about every area has at least a few monsters
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>>85403975
We should probably have some way of distinguishing between the main trade routes and the cool sounding but very minor trade routes for niche goods. Maybe make them different colors plus use thicker lines for the really big trade routes. I would say the biggest trade route is between Azan and Changrila, with a fair bit going to nations in between, but most nations in the west are at least a bit connected. Drunigzar has a smaller network of trade routes in the southeast (see colonies map) and the northeast has some moderately important routes between Orange Marquisates and Drunigzar including most nations in between.

East-west trade would be more rare and limited to extreme high value goods. Northern route would probably be from Zapalovah to Orange Marquisates and south route would probably be through Mona Ki/Badgassi/Bakir on land to Mumak and Blind Bastard's Domain. A land route through the center of the continent is unlikely. You would have to go through some seriously dangerous nations, also this continent is three times as wide as Eurasia.

Don't forget a lot of nations on the map are monster infested wastes, isolationist, or hostile nations at odds with most/all of their neighbors

>>85404272
- Azan didn't go into terminal decline until the arrival of the drow and witch-elves, but this war could have resulted in a major decline it later recovered from depending on the date.
- Azan may have at least one pseudo-god dragon, and Khenomeric probably have robot like golems
- There is a good opportunity here to tie this lore to the gnoll lore regarding the trapped dragon. Also someone mentioned tying this to the gods nerfing certain types of magic

>>85404940
Basically the same empire, the two names used to be used interchangeably until the separation of Changrila and later the reforms of the New Azan Faith caused dragons to become less important to Azan.
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>>85405516
The Platinum Princedom ought to be one of the most wealthy nations in the setting by sheer geographical location. Constantinople times ten.
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>>85401943

The current queen is Morozova Sobol, a distant relative to the queens of Gold and Copper. She is authoritarian, with a keen interest in magic and mysticism.

>Economy:

The Kingdom of Silver is home to massive deposits of silver, but also some of gold, gems, iron, and other metals. It is also a significant source of timber, amber, high quality furs, whale oil, carved tusks, and spider silk.

Farmland is of marginal quality, and the winters are long, so many of the common folk work in mining and forestry during the winter months when farming and fishing is less viable.

Silver has an unusually large middle class due to its disproportionately large army, merchant class, and crafting class.

Silver is also the main shipping nation of Zemyland, and thanks to its ties to Platinum, dominates much of the shipping that happens through the Platinum Strait.

>Foreign Relations:

Kingdoms of Gold, Copper, Crimson, Platinum, and Rust – As fellow Zemylanders, Silver is sworn to protect these nations against major threats. Other Zemylanders tend to see Silver as greedy, fickle, paranoid, and biased against non-humans, but despite this, most trade from Gold to the outside world runs through them, and Platinum has even more extensive ties. Silver meanwhile sees Gold as arrogant and lazy, Platinum as authoritarian and controlling, and the others as poor and backwater, yet like all Zemylander nations they stick together when threatened.

Aine Saevherne – Even more so than other Zemylander nations, Silver doesn’t get along well with the snow elves, and skirmishes between the two are frequent, though Aine Saevherne knows declaring a major war would bring the rest of the Zemylanders into a large war against them.
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>>85406349

Avangar – Although distantly related, the Kingdom of Silver does not get along with Avangar due to their on and off wars with the Princedom of Platinum, and their conquest of several of the Kingdom of Silver’s most valuable trading partners. If a major war between Platinum and Avangar broke out, Silver would no doubt ally with Platinum. Despite this, Avangar is a moderately important trading partner.

Zapalovah, Elanxa, Orange Marquisates, Woodcutters, Leng, Luden, Drunigzar, and Seagard – Other major trading partners of Silver. Ties with Zapalovah are particularly close as they are distant cousins to the Zemylanders, and as a result Silver is a major contributor to the Laurentian Crusade.

Neraga and Kunt – Pirates from these regions are a major nuisances to Silver’s southbound trade ships.

>Geography:

The Kingdom of Silver is relatively flat, but still very rocky, with thin soil or exposed rock in many areas. Much of it is covered in quick growing pine forest despite extensive forestry operations. Small farms are scattered about wherever the soil is thick enough to support them, with the main crops being hardy variants of wheat and potatoes, and major livestock being cattle, pigs, and reindeer.

>Demographics:

Humans – Zemylander humans make up most of the population. They are generally considered an attractive people, though perhaps not as much as those from the Kingdom of Gold with a touch of rusalka blood. Some humans in the Kingdom of Silver do have some fey blood though, or some snow elf ancestry.
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>>85406386

The Fey – Aren’t as numerous here as in other Zemylander nations, though you will find the odd hag or other solitary fey in the more remote regions. It is believed most of the darker fey were driven out ages ago by the snow elves, and some of the friendlier fey in this particular region allied with the snow elves against the Zemylander colonists and were driven out. However, others argue against this, pointing out most fey get along with Zemylanders in nations other than Silver. One type of fey that the humans of Silver do get along with though are the arctic merfolk, who often warn ships from the Kingdom of Silver of trouble in return for treats and trinkets.

Trolls – Like much of Zemyland, trolls are an ever present danger, and several variants live in the region, though the higher population density and large army means only Platinum is more effective than Silver of keeping their populations to a minimal.

Snow Elves – There are a few snow elves in Silver, though they must tread carefully, as the inhabitants of the Kingdom are distrustful of non-humans, and many are outright hostile to snow elves. However there are some ambassadors in the Royal Court and a few of the regional courts. Others are usually prisoners of war from raids, often working off long criminal sentences as Silver considers most captured near the border to be mere bandits, except when Aine Saevherne actually acknowledges the raiders as having state backing, which is rare.

>Religion:

Like most Zemylanders, the Kingdom of Silver follow the Zemylander Pantheon. The War God Vursid, the Ocean God Legoluboy, and the Wealth God Zolovora are most popular here. Some merchants and spies also pay their respects to little known fey gods associated with trickery and/or murder.

>Military:

The Kingdom of Silver has a large professional army backed by mages, spies, and a large military bureaucracy capable of mobilizing the many regional militias and conscripting labor.
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>>85406406
>Military (continued)

Although man for man they aren’t as good as many of those they fight, they are trained to use numbers and teamwork to bring down more skilled combatants. And despite what their opponents say, they are better trained than most armies, and are incredibly hard to break.

They share many of these traits with the army of the Kingdom of Platinum, who they often fight alongside.
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>>85401943
>>85406349
>>85406386
>>85406406
>>85406424
Guy that added the Silver Kingdom to the map here. I approve this lore. Good job!
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>>85397931

>Warfare

Unlike their neighbors from Azhar Nar, the Nasr infantrymen and corsairs alike prefer wearing light armor instead of chainmail and heavy, steel plate armor. Many Nasr pirates prefer using curved swords such as scimitars and cutlasses, although they refrain from using spears and shields, unlike many in the Satrapies' armies.

The Nasr are also adept at magic. Historically, many female sorceress have been employed by the Nasr armies. Those women were known as "Gul l’Abis", and were usually groomed for their roles since they were little girls. The source of their magic power is unknown. Many believe it derives from a mysterious meteor crater that stands in the middle of a salt lake in the depths of the Nasr drylands, while others just boil it down to genetics.

The Nasr warriors are known for their use of enchanted weapons, created by renowned craftsmen known as "Runewrights". The craft of enchanting has been kept tightly as a secret by the Nasr runewrights, and consequently their services are sought out throughout the southwest and beyond. For thar reason alone, the Nasr satraps have to shower the runewrights in riches in order for them to not leave their services in favor of Azan, Changrila or other wealthy patrons.

>Demographics

Nasr is almost exclusively human, with the locals making up the overwhelming majority of the population. The largest percentage of foreigner resides in the coastal cities (where 80% of Nasr's total population resides in). Those foreigners are mostly merchants from Changrila, Lorient, Limontais, Azan and Azhar Nar as well as mercenaries from Furlaniya and Ampleazzo.

The few hobbits, dwarves, zulutaurs, trolls and elves that find themselves in Nasr are seen as exotic and paraded around the bazaars as oddities from lands far away.
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>>85405516
I'm still trying to figure out GIMP, so it might be a while before I upload anything else. So far I'm trying to do the smaller ones.
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>>85406784
>Foreign Relations

Azhar Nar - They have recently joined a defensive pact against Changrila. Despite that, the memories of the invasion have soured their relationship, and their alliance is one out of necessity and not friendship. Traces of Nasr culture and religion are still evident in the places conquered and settled by the satrapies.

Fûrlaniya - Likewise with Azhar Nar, they have joined a defensive pact against Changrila. The Furlaniyans are generally distrustful against the Nasr, however, due to centuries of pirate raids on their shores.

Changrila - A defensive pact against Changrila has been formed between Nasr, Azhar Nar and Furlaniya, thanks to Changrila's expansionist policies towards the western realms. Changrilese cities have been the main target of pirate raids, with many corsairs sailing upriver in search of wealthy cities they can plunder. Despite that, Changrila has been Nasr's main trading partner for centuries.

Azan Empire - The Nasr are a proud people, and as thus see the centuries where they were under the Azaneese as dark times. Despite that, relations between the two nations nowadays range from nonexistent to good, and most temples erected by the Azaneese are still intact, albeit with few worshippers in their halls.

>Lorient and Lemon Kingdom

These nations are hostile towards the Nasr, a feeling that's mutual. The dynasty members of the former satrap of Ganex have continuously tried to rally the Fenix and Hadji satraps to wage war against them and reconquer the lands up to the Ganex river and beyond, although such notions have been dismissed, as a front to the south would leave them vulnerable in the coast against Changrila.

>Civilized Trolls

Some brave pirates may - from time to time - sail down the Huan Ho-Sei sea in search of physically strong Trolls that make good slaves, although many of these raids have been fruitless, and the virtually poor lands of the trolls have dissuaded many pirates from undertaking such labors.
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>>85407155

>Maneater Islands, Ogchuk Fiefdoms, Terusia and Hithlone

Many pirate lords from Nasr have settled in the Maneater Islands before, while others prefer raiding the lands of the Ogchuk as they make an easier, albeit less attractive prey. Some corsairs prefer raiding the lands of Terusia thanks to their attractive women of elven descent, while the most ambitious ones try to intercept rich merchant barques from Hithlone, although those are almost always heavily guarded.

I also forgot to mention that although not widely used in the army, many warriors from the inland villages use camels as battle steeds, as well as travel mounts used by salt merchants in order to carry their merchandise in and out of the desert.
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>>85403975
I haven't done Drunigzar yet, but I just finished up the woodcutter cities. I'll work on the Orange Marquissates next.
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>>85407424
Before I do, though, what's the status of the Glutton islands? Besides, of course, a place that should be avoided?
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>>85406104
Agreed. Though one better might be Gilverstaten. But only in terms of placement.
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>>85407424
Just did the Orange Marquissates, and I have to say that trying to design a decent trade route for them was pretty hard with the kingdom of nes and fit and gluttony island in the way to the west, but I did it. I'll try Druzignar next.
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>>85407765
I did Druzignar and the route from its colonies to Gnoll territory. I have absolutely no clue where any Gnoll cities are, but I did see an underground area that currently doesn't have lore yet. I stopped at the Gnoll borders, but if you guys want me to continue, let me know!
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>>85407885
As far as I can tell, I only have Changrila and Avangar to do. I'll try my hand at Changrila since it seems to be the easier one to do.
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>>85395117
>The Third Battle of Bibile
While the Battle for the Stairs was going on, the colonies received the news that an untold number of cultists were marching once again to the shores. The efforts of the cities to shore up their defenses tripled, and levies were called to reinforce the Expeditionary Force. At this point, the walls of the cities were quite underway, and many were near construction, but they’d still need some more time before they could truly be foolproof. The Expeditionary Force organized all of their available manpower in each colony, preparing to defend the territory like before. The spirits were high, however, since this would not be the first time they would face the cultists, and this time they had professional reinforcements. The increasing presence of the Navy also meant that there was little fear of running out of supplies, so even a prolonged siege would be fine. The problem began when the scouts informed that the mass of zealots was not dividing to attack each colony, it was going in full force against Bibile. With the numbers that the horde had amassed and Bibile being one of the hardest hit cities throughout the entire war, plans were approved to send as many reinforcements to the colony as possible. Helping Bibile in full force was not an option, since there was every chance that a yet unseen horde could pose a threat to other colony, and thus they needed to take precautions.
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>>85407995
The hordes arrived around a week after being spotted. The city had rushed the construction of the walls and had managed to finish the first of the walls, but the second line of defense was still under construction. The army commanders in Bibile decided to use reinforce it as much as possible, and maybe turn this weakness into a possible killing ground. But after repeated discussions, the chances of creating controlled killing grounds in the spaces between the walls was thought of as too risky, and so the first wall prepared for a rapid evacuation should the barricades in the incomplete parts of the wall began to crumble. The population of Bibile had been thoroughly prepared to deal with the invasion, and if at any point the city seemed to be overrun, the Navy would organize the evacuation. Still, the defenders were spirited. This was not their first confrontation, they had pushed the madmen twice already, and this time they had more men and supplies than ever before. The numbers were a problem, though. The sheer brutality of the assault saw the outer barricades inundated, and had to be abandoned with due haste to the second line of defense. This was expected, but the speed in which it fell was not. The attackers were attacking as if they were rabid animals, their usual screams and chants replaced by raged shrieks. They were more coordinated than before, and more determined, taking the bodies of their fallen comrades as shields to advance and to create human piles to scale up the walls.
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>>85408010
After the fourth day of fighting, the drunig reinforcements were nearing the walls of Bibile. Sensing danger, the cultists redoubled their efforts to get in. Though the reinforcements could have advanced on them, they were still outnumbered, so the Expeditionary Force decided to launch hit and run attacks with mounted archers and arquebusiers. With little chance of breaking the walls now that they were being surrounded, the cultists started doing something they had never being seen doing before: during the night, they starting moving towards the coast and jump into the water. Hundreds of cultists jumped into the waters, their weapons gripped firmly on their mouths. This took the defenders by surprise, especially the Navy, since it was designed to fight other ships and provide long range artillery support, shooting down a sea of cultists struggling to fight against the currents was an extremely inefficient use of their weaponry.
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>>85408030
And while the lack of light was a problem, the number of cultists made aiming pointless. There was no way they would be able to climb over the navy ships, but with so many of them, a good amount of them was bound to reach the dockyard, opening a new frontline right at the city’s undefended side. The authorities quickly sent reinforcements to the docks, but by the time they arrived, hundreds of cultists had already climbed up and were running into the streets. This was particularly dangerous, as many of the cultists who arrived were peacock ogres, whose brute strength tore down the few defenses that were in the right positioning. This caused a panic in the harbors, and allowed the cultists to start running amok the docking districts and resulting in hundreds of civilian casualties. It took a while for the city defenses to start stabilizing the situation, and while the drunig tried to stop the cultists from butchering the civilians, the zealots were looting as much weapons and gunpowder as they could find. While they couldn’t really use cannons or arquebuses, they knew to explode the gunpowder caches wherever they could find them, causing many fires in the city.
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>>85408040
Dozens of drunig civilians were called to help slow down the fires while the army kept the cultists at bay. The city was close to fall into a state of near pure chaos. Enemies at the door and enemies within, the defenders were beginning to stretch thin, their close rank formations in tight streets invalidated by the growing fires. The reinforcing armies, trying to relieve the pressure, intensified their attacks, ordering successive infantry and cavalry attacks. The navy started to bombard the areas where the cultists were throwing themselves to the sea, slowly clogging the coast with bodies, but their proximity to the walls made the navy bombardments fearful of accidentally opening a crack in the walls, so they couldn’t unleash their full potential. Thankfully, the sheer amount of bodies in the water was slowing the cultists more and more. Not all of them could swim well enough to reach the docks, and the amounts of dead bodies and blood was making swimming impossible. This gave an opportunity to the defenders to assemble and regroup. At the head of the defenders were the veterans of the Battle of the Mudded Wastes, who at this point had become heroes for the citizens. Carrying the banner of Drunigzar and launching a defying war cry, they slowly pushed back the cultists back to the sea, though the destruction in the city was making the tight formations of spearmen difficult to maintain.
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Hey, anons, quick question. Do the Golden skull knightlands trade with Changrila? Cause I just read the Wiki and I know that the original Golden Skulls mercenary group was kicked out of Changrila, but that was probably a few years ago, right? The Wiki doesn't say. Anyway, here's what I have right now.
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>>85405028
Say no more senpai, Umaroreris is a gigachad triggering all the Gromplofags.
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>>85408232
I like the idea of an underground trade route, but nearly 1000km seems a bit much for a major trade route, maybe move it to the thinner section of land between water bodies near the civilized trolls instead.

>Do the Golden skull knightlands trade with Changrila?
Golden Skulls seem to be a pretty minor player so far based on the way they are written. It is basically a small city/oversized archaeological camp sitting in troll territory, that mostly exports artefacts and isn't popular with Changrila. I would say they are supplied by a minor smuggling trade route.
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>>85408337
Kek based, not even sure why they let those shitty species on the wiki, jannies should notice the good work Umaroreris is doing and dellete those articles and stop them from ever being created or remade again and not allow any of the other countries or regions lore to even mention Gromploshit. God speed based Umaroreris, all of /tg/ stands with you praise kek and shadilay
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>>85408730
Oh, I didn't mean that it was underground. I just kept forgetting where the silver mines and the aether cave were, so I decided to use the underground map. Sorry about that! Moving it/adding another one to the thinner section of land is a good idea though, I'll have to do it tomorrow.
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>>85409503
Only admins can delete pages and there's only one (the one who created the wiki in the the first place)
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Has anyone expanded on grundiddy-i gromplos
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>Dominion of Leng

>History:

During the time of the Merfolk Empire, the Ancient Kingdom of Leng was one of five kingdoms making up the wider Empire. They were infamous for using their magic to help them build massive buildings, fortresses, and mazes. Some say these fortifications were simply a precaution in case another divine backed empire launched an all out war against Leng, but others noted that was unlikely at the time, and that some of the mazes and fortresses may be preventing the wrong people from coming in contact with an unknown evil, deep within the most dangerous of the mazes. However, it is hard to say for sure in modern times. The Merfolk Empire was ruined by its own god over 1500 years ago, and much of Leng’s knowledge was lost in the process.

Most of Leng’s inhabitants were said to be cursed to become near-insane rat-like creatures, who, for unknown reasons migrated to the Dem Helidden Peninsula.

Only a few individuals remained, the Besshiru, said by some to be the now immortal cursed inhabitants of Leng’s most prominent citizens. Some believe the Besshiru were meant to be the demented ringleaders of the insane ratfolk nation, but a few seem to have somehow retained their magic and their sanity and instead help guard the deepest portions of the mazes, fortresses, and labyrinths from those with intentions they deem impure.

Almost immediately after the fall of Ancient Leng, there were some, generally pirates, fugitives, and looters, who tried to colonize Leng Island, but most such colonies disappeared under mysterious circumstances, and the island became regarded as cursed. However, in secret, some researchers from the Khenomeric Empire eventually managed to figure out the strange rules and habits of the Besshiru and other maze-dwellers and establish a few minor outposts.
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>>85411859

Leng Island remained nearly empty until about two centuries ago, when several major cities along the southern coast of the remains of the Khenomeric Empire fell to the gnolls, prompting the elite to flee. Some who knew of the secret outposts settled on Leng Island made their way there, and established a secretive magocracy. But within a short time, the new civilization grew tired of isolation (and doing their own grunt work) and began allowing limited immigration of those willing to assimilate into their culture and accept long indentures.

Today, Leng Island is still relatively sparsely populated, but has become a moderately important trade hub and source of luxury goods, though among those with an interest in magic and history, Leng is more interesting for its carefully horded knowledge of old secrets of the Khenomeric and Merfolk Empires.

>Government:

Leng is an oligarchy dominated by families descended from the original elites who fled to the island. These families are in turn served by peasants and indentures who work their land, crew their ships, and work as domestics. Originally these were the only two social classes, but over time a middle-class has formed made up of craftsmen, captains, tavern owners, etc., who bought their way out of bondage and either built a small business, or continue to work for their previous masters but with more freedom and better pay.

The heads of main families meet periodically to resolve disputes, make new laws, appoint officials, and decide on state policy.

>Economy:

The island is rocky and not well suited to farming, but is still self sufficient in food, both from small farms, and the fishing communities.

Fishing and whaling generates a fairly large surplus of meat, which is mostly salted, then sold to Drunigzar. Whale oil, walrus tusks, and seal skins are also major exports.

Mining is fairly rare, other than silver, which they have an abundance of.
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>>85411881

Many merchant ships from the north end their journey here, unwilling to compete with Drunigzar and their rock bottom rates for shipping. As a result, the harbor cities all contain large warehouses full of goods dropped off by ships from the Kingdom of Silver, Seagard, Elanxa, and others, that then will be transferred to ships from Drunigzar.

Leng is mostly content to allow others to handle merchant shipping, but they do have a few merchant ships they use for secretive trade deals with Okhost, Tenzin, and Elanxa among others.

>Foreign Relations:

Okhost, the Astromancers, certain druid factions, Elanxa, and a few more secretive societies – The inner circle of mages on Leng consider themselves, and the elite of these other factions to be among the last few true heirs of the Khenomeric Empire’s traditions. Although they don’t trust them, they do sometimes trade ancient secrets and knowledge with them.

Drunigzar – Has become a major importer of salted meat from Leng as its population has outgrown its marginal land. They are also a major purchaser of whale, walrus, and seal parts like skins, oils, and carved tusks and bones, as well as silver. Leng regards Drunigzar as a nation of greedy weasels (particularly due to their trade with the hated gnolls), but still value their coins and willingness to ship Lengi products further south at cheap rates.

Seagard, Elanxa, Avangar, and the Kingdom of Silver – The main trading partners for goods going northwards, Leng trades oil, seal skins, silver, carved tusks and bones for coin, silver bars, and metals (Leng is mostly a net exporter of silver, but also import some from Seagard, who use silver bars for many of their purchases).
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>>85411905

Ruins of the Merfolk Empire – As the core of both ancient Leng, as well as the surface component of the merfolk kingdom of Akuwamaden, the Ruins have nearly as many hidden treasures and guardians as Leng Island, plus a few Besshiru. The modern Lengi often launch expeditions to the Ruins, but the area is considered too dangerous for permanent inhabitation.

>Geography:

Leng Island and its smaller siblings are sunny and dry, though not as warm as the mainland due to cold ocean currents. The islands are natural fortresses, as the oceanfront mostly consists of tall cliffs with piles of jagged rock at the bottom. The few breaks in the cliffs have been blocked with maze-like fortress, towns, and cities. Although many such constructs are now empty, finding ones way through the mazes aren’t easy, and some still have dangerous guardians.

Away from the coasts are a mix of rocky grasslands, pastures, fields, and small forests. Many ruins are still considered dangerous and are given a wide berth, though as population growth is low and the island was only recently settled, there is no shortage of land, and many other areas are left empty as hunting grounds for the wealthy families.

>Demographics:

Humans – make up the majority of the population. The elites are “South Coast Khenomerics”, an ethnic group that could be easily mistaken for Azanese, though there is no known linkage. Most folk allowed to settle the island since then are from similar groups, though some are from ethnicities further north along the coast. In the port cities once can find all sorts of folk from the eastern side of the continent. Lengi are known for their archaic clothing taken from their region of the Khenomeric Empire. Light skirts, robes, gowns, tunics, and loin clothes are common, and many, but not all female fashions involve bared breasts.
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>>85411922

Monsters – All sorts of strange golems, hybrids, undead, bound demons, and stranger things can be found deep within the mazes. They are few in number, but very powerful, and no two seem to be completely alike. In theory they never leave the deepest parts of the mazes, but in practise some say they can leave to wipe out communities that displease them, or if commanded by the Besshiru. This hasn’t happened on Leng Island for a while, but may still happen in the Merfolk Ruins if the stories are to be believed.

Besshiru – Said to be the cursed elite of old Leng, they sometimes appear in the mazes to provide snippets of information, misled adventurers, or even command monsters. Their goals are mysterious, but some believe they want to guide the new Lengi to develop a culture similar to the old Lengi, but deeply fear capture, and therefore only appear to those who seek them out in the mazes. They also seem to be guarding something though, secrets they believe are better off forgotten.

Squid-folk – These foul creatures are said to be the cursed elite of the eastern merfolk civilization. No two look completely alike. Some also have masses of tentacles for arms, faces, heads, or legs, while others look more octopus like, or are covered in growths of seaweed, mussels, coral, barnacles, and/or sea lice. They seem to flip between aggressively sadistic and deeply depressed, and as a result few land dwellers are ever happy to see them. Luckily they are rare, even around Leng Island and the the Merfolk Ruins. Despite popular believe, they have nothing to do with Squid Island, though they have been encountered anywhere in the eastern ocean as far north as Kentgorod, and as far south as Kinalonga.
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>>85411963

>Religion:

The Lengi mostly worship the old gods they brought with them when they went into exile. Two particularly popular goddesses are Tauora, the bull-headed goddess of war, bravery, and athleticism, and Kagal, the goddess of mystery, knowledge, and magic.

>Military:

The Lengi tend to think defensively, not surprisingly since their islands are natural fortresses, made all but impenetrable by the old Lengi.

Magic is their main asset. They use a mix of Khenomeric magic, old Lengi magic, plus tricks they picked up across the globe. Alchemic bombs, fire projectors, and pyromancy are particularly popular against ships, while golem creation, plant magic, certain tricks derived from necromancy, and enchantments are also popular.

Soldiers tend not to wear heavy armor, and the bow, short sword, javelin, and spear are the preferred weapons.
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>>85411859
i really like this
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https://crumbling-giantstep.fandom.com/wiki/Oligarchic_Republic_of_Hithlone

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

We have the same place in the wiki twice.
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>>85413883
the first is the wiki page for the nation while the latter is for the city

also, I realised that many places have gotten their original names misspelt lol
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Lengi maze city carved out of basalt
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What's your favorite page on the wiki?

https://crumbling-giantstep.fandom.com/wiki/Special:AllPages
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Whose Palace is this?
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>>85414674
Grundiddy-i Gromplos and the nomadic Kopwunrias, of course!
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>>85415320
Stop. Just stop.
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>>85415310
Maybe Elanxa? It seems that some nations in the east have reach a more Renaissance-esque level of development, so I assume arts and culture would be there as well. Besides, Elanxa has little lore written anyway.
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>>85415867
The Elanxan Imperial Palace is not only famous for the elegance of its construction, crafted in white marble and lapislazuli, but also because of the beauty of its gardens. Crafted in the form of past and present stellar constellations, the elanxan imperial gardens gathers some of the rarest and most beautiful species of flowers in the world. Once every decade gardeners, botanic experts and alchemists in the world gather in Elanxa to offer the Emperor their greatests creations to gain fame and the favour of the imperial family.
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>>85415867
>It seems that some nations in the east have reach a more Renaissance-esque level of development
I imagine a lot of the nations on the west coast also have Renaissance level tech, but just don't have renaissance aesthetics
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Where is Grundiddy-i Gromplos and the nomadic Kopwunrias? Are they safe? Are they all right?
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>>85417124
So what ARE the aesthetics of the major powers?
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>>85417827
I don't even know who the major powers are.
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>>85418155
Grundiddy-i Gromplos is probably the most powerful nation.
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>>85418155
If I had to guess, Azan, the Witch-elves and Changrila and the Gnoll Empire seem the big powers.

The Drow City States seem to be to divided to be considered a power, but they are the biggest power in Scimitarian.

Other regional powers seem to be the Platinum Princedom, Avangar, Elanxa, Drunigzar and the Gokmavi Khaganate.

No idea about the Isle of Wizards, but they are probably the utmost magical authority in the world, so that's gotta count for something.

Same for the Bog Witch, she defeated the ogre kingdoms, that also has to count for something.
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>>85418194
Hmmph we will never stop blanking your shitty gromplo pages until they're all deleted, how do you feel about that, CHUD? gonna cry? HAHAHAHA seethe about it Gromplo fag
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The nations circled by neon green are the ones that have excessive lore written about them.

There are some others like Waldemaria, Dsrvyth, Ortuga, Nogar etc but I tried to include the ones that seem to have "completed" lore atleast up to our standards as of now.
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>>85418832
>excessive lore written
Why would their lore be excessive?
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>>85418832
Newfag here where is the Grundiddy-i Gromplos and nomadic kopwunrias everybody's been talking about on the map? I tried to see the wiki but apparently trolls keep blanking those pages? What's going on and why is the whole thread seething about them and the wiki trying to delete the pages? Sorry if it's there and I just can't find it I literally don't know what's been going on with them all thread tho....
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I really hate the Grundiddy-i Gromplos antis...
I wish they would fuck off back to /pol/
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>>85411774
Nah it's open to any and all Grundiddy-i Gromplo bros to add as much Gromplore as you want.
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>>85417827
>>85418378
>So what ARE the aesthetics of the major powers?
Azan - mostly Byzantine, but some Renaissance, and a mixed bag of Eastern influences
Witch-Elves - Dark Elves from Warhammer but sluttier. So far most images have been Warhammer witch elves
Changrila - Chinese pastiche, particularly Warhammer total war stuff
Gnolls - dnd gnolls, but the edgier imagery - they live in the ruins of an Egyptian/Mongol empire
Drow - mix of dnd drow and TES dunmer, possibly others
Platinum Princedom - Early modern Slavic/Warhammer Kislev plus some fairy tale stuff
Avangar - traditional clothing covers almost all skin, rural folk live in swamp caves and swamp huts, only city not conquered from another culture seems to have classic evil wizard/Sauron vibes
Elanxa - originally meant to be Asian, but never really defined well
Khaganate - Mongols/Central Asians - some ride spiders
Drunigzar - "mix between ancient Greece and age of exploration Portugal, with all of the themes of sea trade and exploration" - though from what I have seen their aesthetics mostly come from Portugal
Isle of Wizards - classic/dnd wizards and bucolic Shire type countryside
Bog Witch - dark fairy tale type stuff
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bump
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>Princedom of Platinum

>History:

This region was once a part of the short-lived nation of Greater Elanxa, and after that, a part of the smaller Arkadiya Empire, of which it was one of three Princedoms. After Arkadiya fell, the region took on the name “The Princedom of Platinum” to reference both an heir to Arkadiya, as well as a part of the Zemylander nations, most of which were named after metals, though unlike Gold, Silver, and Copper, it isn’t a reference to the old poem. Despite being a princedom instead of a kingdom, Platinum is the largest, most populated, and most powerful of the Zemylander nations by a wide margin.

Unlike the other Zemylander nations, it has a reputation for skilled empire building and realpolitik. Following the collapse of Arkadiya, Platinum expanded in all directions, gaining the allegiance of new areas via a mix of exploiting regional rivalries and corrupt rulers, or making generous ultimatums for surrender, then gradually and carefully assimilating its new vassals.

At one point, it even had a strong grip on New Hyperborea and Shelkvidur, but it has largely abandoned these regions to focus on the more profitable coastal regions. In particular, they have developed a strong fleet which allows them to dominate the Platinum Strait and gather high taxes on the high value goods being shipped in from the far west.

Lately Platinum has found itself under pressure from all sides, with Avangar gearing up for a new war, Aine Saevherne waiting for an opportunity to cause trouble, and New Hyperborea doing...something. But Platinum also has a long list of allies and potential allies.
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>>85424281

>Government:

Much like the other Zemylander nations, Platinum is a monarchy, backed by regional governors, voivodes, and boyars, who are in turn supported by bureaucrats, spies, and soldiers. Although its government system is fairly top-down, they aren’t afraid to make allowances for useful allies, and as a result, it contains several small “special territories” led by allied fey, dwarf-gnomes, or non-Zemylander humans.

Platinum has had a long string of highly capable rulers, and even the weaker ones are balanced out by strong advisors. Supporting this is a strong bureaucracy that actually gets things done, a strong diplomatic core who ensure Platinum has access to a long list of open allies, hidden allies, and enemies of enemies, and a loyal church who help keep the population firmly united.

The current Prince is Sila Maksimin. As fine a prince as any Platinum has had, he is a skilled diplomat and strategist, though the antics of Sofia, Morozova, Meda, and Tamara has caused him to become a tinge misogynist in his old age.

>Economy:

The Princedom of Platinum has substantial mineral wealth, including gold, silver, gems, iron, and of course platinum.

Another major source of wealth is taxing the high value goods coming from the far west. Ships are expected to pay high taxes before entering Strait. Merchant vessels will inevitably be stopped at least once for paperwork by the Platinum Navy, who are notoriously hard to bribe. Many vessels simply offload their goods rather than pay to travel through the Strait. Zemylander vessels (mostly from Silver, some from Platinum) pay much lower taxes, and thus have an unfair advantage, though many don’t mind as they already travelled very far to get to the Strait anyways, and all sorts of goods are available for sale in Platinum’s markets for the trip back.
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>>85424295

Farms tend to be small and hardy, producing grains, potatoes, cheese, apples, vegetables, and meat from reindeer, cattle, and pigs. Food also comes from the Strait itself via fishing, whaling, and seal hunting.

Fur trapping, timber harvesting, and stone quarrying, ship building, and fortress building are also important sources of employment, though these are mostly for domestic use. Like the Kingdom of Silver, an unusually large percentage of the population are well off, due to their involvement in trade, crafting, the military, or the bureaucracy.

>Foreign Relations:

Avangar - Platinum and Avangar have been gearing up for another war for a while now. For its part, Platinum has been building fortresses, hiring/allying with spell casters, building up its army, funding resistance groups and criminals like Quamona Tong, the Gryphons, and the Neragian pirates, and encouraging/paying foreign wizards in Avangar to steal secrets and assassinate local wizards.

Kingdoms of Gold, Copper, Crimson, Silver, and Rust – Platinum can generally count on their Zemylanders to have their back, but it goes both ways. Some of the other kingdoms resent Platinum’s de facto dominance of the Zemylander nations, but Platinum has helped them all out at least once.

New Hyperborea, Shelkvidur, and the Ashen Shore – Platinum has largely pulled out of these regions over the past century or two, feeling policing Hyperborean nomads is not worth their time. Although Shelkvidur and the Ashen Shore have become monster infested unclaimed land, the nomads have concentrated themselves north of Platinum’s territory, and have shown signs of wanting to become a sedentary people again. Although there is much bad blood between the two, Platinum hopes Aine Saevherne’s recent aggression towards the nomads will allow them to find a common cause, though so far the new Hyperborean King’s goals remain a mystery.
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>>85424329

Corteau Canyon/Nerim/Nemir Tribals – Platinum is the main employer of Nemir mercenaries, which have come in handy in several past wars.

Aine Saevherne – Platinum and Aine Saevherne are old enemies, though peace treaties between the two are lasting longer and longer. However, despite their concerns about Avangar, it seems more likely they would harass Platinum if fighting with Avangar got intense enough.

Elanxa – Platinum has had on and off discussions with Elanxa to coordinate an attack on Avangar, but these haven’t really gone anywhere lately. Some in the Prince’s court fear Elanxa may end up being even more dangerous than Avangar if they ever got a competent leader.

Zapalovah, Mossovoy, and the Laurentian Crusade – Platinum is a major supporter of the Laurentian Crusade against Mossovoy, and a major trading partner of Zapalovah.

Orange Marquisates, Leng, Luden, Drunigzar, and Seagard – Are all major trading partners of Platinum.

Woodcutter Cities – Platinum spends a lot of money keeping their allies here loyal and encouraging Avangar’s vassals to rebel.

Kingdom of Tarot – Platinum has been encouraging them to shake off Avangar’s influence.

Astromancers, Azan, Biblion, and the Isle of Wizards – These factions believe that the Elyrians are playing with forces beyond their comprehension that are a great threat to the continent, on par with the demonic breaches. They discretely supply much magical knowledge and defensive enchantments to Platinum.

Florinth – Platinum has been making secret deals with them to help drive Avangar’s influence out of Tarot.

Kunt – Platinum has been playing on Kunt’s increasing paranoia about Avangar to encourage them to undermine Avangar where they can.
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>>85424394

Pondlings – Much of Uska Island is a series of “Special Territories”, where colonists from Zemyland and the Woodcutter Realms are expected to put up with Pondling antics. In return, an old, almost forgotten though extremely powerful hag on the island leaves Platinum’s coastal fortresses alone.

>Geography:

Much of Platinum’s territory north of the Strait is pine forest, with plentiful lakes and swamps. Small farms can be found here and there where the soil is good enough. Along the northern edge of the Princedom are cold barren foothills and small mountains. South of the Strait is also pine forest, but it becomes more grassy and open further south, aside from some large swamps.

>Demographics:

Humans – Make up most of the population. The majority are Zemylanders, but some are Hyperboreans or Plains folk who are to varying degrees assimilated into Zemylander culture. Nerim mercenaries are not uncommon either. The Zemylanders of Platinum have a reputation for being fairly conservative, religious, and devouted to their nation. Humans with fey blood are less common than in Gold, Crimson, or Rust, but more common than in Copper or Silver. Hag and vodyanoi blood are most common, rusalka somewhat less so.

Fey – The Platinum Princedom has a reasonable number of fey, including hags, rusalka, vodyanoi, sirins, pondlings, balachko (distant cousin of ettins), chorts (horned troll-like creatures, but smarter), and arctic merfolk. The more powerful ones are granted their own mini-territories that answer to the Prince in return for occasional assistance on military or occult matters.

Trolls – Wild trolls are fairly rare compared to other parts of Zemyland, but Platinum has found ways to enchant them to be guards and shock troops, thus they are not uncommon in forts and military encampments.
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>>85424416

Snow Elves – Are a bit more welcome here than in the Kingdom of Silver, but that isn’t saying much. Mostly merchants, mercenaries, exiles, prisoners of war, or the odd diplomat.

Gnome-Dwarves – Are fairly rare here, and are mostly miners and craftsmen from other Zemylander nations attracted by high pay.

>Religion:

Platinum follows the Zemylander Pantheon, with Vursid (War), Legoluboy (Oceans), Zolovara (Wealth), Mirslava (Winter and Death), Soshotnik (Hunters, Foresters), Zverukitel (Beasts), and Aoghm (Scholars) being the most popular.

The fey, gnome-dwarves, snow elves, Nerim, and some of the Hyperboreans and Plains Folk still follow their own gods, though the Hyperboreans and Plains Folk sometimes mix and match, and some fey follow Mirslava or Soshotnik.

>Military:

Platinum has a large professional military, navy, and assorted pseudo-military formations like bureaucrats, engineers, magic users, militant priests, and fey “specialists”.

Like the Kingdom of Silver, their soldiers are infamously stubborn against superior foes, and like the Kingdom of Gold, they have a knack for taming dangerous beasts like trolls, giant spiders, giant bears, tigers, mammoths, woolly rhino, and moose.

Mercenary formations are fairly common, usually Nerim, but sometimes Hyperborean tribes, Rogarey, or Alltaf.

Magic users are fairly common. The Isle of Wizards, Biblion, Azan, and the Astromancers have thrown significant resources into improving the knowledge and ability of Platinum’s magic users. Some allied fey magic users are also quite powerful (and unconventional).

Platinum is very fond of fortifications and castles, and has built many along its borders. It is one of the few nations in the area to use gunpowder weapons, but mostly on ships, in fortresses, during sieges, or in large pitched battles. Bows, melee weapons, and magic are preferred for dealing with the fast-moving elite skirmishers that Platinum often faces.
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>>85424427
bonus image
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>>85418832
Platinum just got added

Daligrad isn't circled

Realm of Rust isn't circled, nor is it on the wiki (its entry is on the last thread)

The map is useful though, thanks...
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>>85418832
Someone should do Okhost
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>>85424487
The Okhost lore makes the skeleton priests look like they are just playing some sort of simulation with zombies and the undead.
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>>85418832
damn, so the west/Scimitaria is almost "complete"
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are there any ongoing wars or major conflicts going on in this setting?
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>>85425080
i don't think there are any conflicts at the starting point, maybe the players can start one? Like in mount and blade.
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>>85425080
Grundiddy-i Gromplos has long been at war with the nomadic kopwunrias for over a thousand years occasionaly pushing them back or having their land conquered by them only to recover the land or for the kopwunrias to return to attack again reconquering the same land over and over.
But, you would know that if you read the thread.
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>>85424438
nice we need more landscape art like this on the wiki
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>>85418832
Thanks for doing this anon! Helps alot
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Whose castle is this?
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>>85426592
That architecture is reminiscent of Grundiddy-i Gromplos design.
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So fully grown gnolls are a mix of human, hyena and anglerfish? Do we have an artist's interpretation of the things?
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What the fuck is a Grundiddy-i Gromplos
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What place looks more like this?
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>>85426706
Hithlone, Arangea, Azan, Florinth maybe?
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>>85426706
>River in a city
Any country with cities across a river, I guess?

This reminds me that most of the nations don't even have a close map for them. We don't know their local divisions, cities and in many cases, their capital.
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>>85426706
I'm pretty sure Grundiddy-i Gromplos has some cities on the water like that
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So is it Zapalovach or Zapalovah Republic?
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>>85426767
I think for starts we could do something like the Furlaniya map, a geographical or political map for larger areas.

Like Scimitaria, Zemyland etc
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>>85427906
The geography part is easy: just take the big altitude map and use it as reference, maybe add some more details, but in general that seems the faster thing to do.

The complicated part is the political map, writing lore for the political divisions, cities, and stuff. That needs much more thought and detail.
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>>85408050
The battle was balance on a knife’s edge. If the drunig armies could push the cultists back into the sea, defending the dockyard would be easy, but the longer they stayed inside of Bibile, the more chaos and disarray they would unleash. And that would stop the city’s efforts to stop the fires. If nothing changed, the entire town would burn to a crisp without the cultists needing to breach the walls. When all seemed lost, the drunig soldiers received reports of a particular individual between the cultists. He had his eyes gouged and was being guarded by a dozen or so peacock ogres that had managed to swim across the dockyard. His eyes had been replaced with pieces of “reality”, and his body was covered in a mix of bloodied leathers and “reality” armor. This was one of the High Priests, and in his hands rested a two handed sword, swinging it at blinding speed despite the apparent weight of the blade. The local authorities assumed, and correctly so, that this individual was the leader of the cultist forces, and decided to order an attack to take him down. This was not easy, since the cultists were pressuring the settlers from pretty much everywhere, and there were at this point little forces available for the attack. And since the dockyards had been overrun, there was no hope of receiving aid from the seas, and that included getting more supplies.
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>>85428291
The drunig organized a hundred men, including gnoll reinforcements from the Gnoll Corps available within the city, and charged. Despite grievous casualties, the cultists stayed strong, seemingly protected from harm and fear by their leader, who kept screaming and singing all throughout the battle. Even shooting him from a distance was pointless, since his ogre bodyguards were able to stop most of the fire shot against him. The cultists managed to push slowly towards the city’s biggest powder keg, somehow knowing its location and importance. If the powder keg was destroyed, so were the majority of the city’s reserves of gunpowder. Without them, there was no way to stop the cultists from crossing the walls, condemning every single man, woman and child in the colony to the fire and the cultists’ desecrations.
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>>85428304
The defense of the powder keg was the zenith of the Third Battle for Bibile. The defenses of the powder keg, while strongly designed, were mostly focused towards an invasion from the walls, but not from behind. This forced the defenders to rush many cannons to the streets connecting the area to the docks, to try and bottleneck the cultists. While they were slowed down, the presence of the High Priest seemingly gave the cultists unnatural durability. Ignoring most but the most damaging of the wounds, the cultists overran the defenses and pushed the spearmen squares to the very doors of the building. The Gnoll Corps was once again thrown into the maw of the enemy, and once again, it had considerable success, slowing their advance to a crawl. The drunig troops began encircling the cultist forces, which quickly reduced the numbers of cultists that were attacking the powder keg. As a last ditch effort, the cultists threw themselves into the spears of the defenders, climbing on top of their skewered bodies to try to jump over the defenders. This ended in a panic run towards the building, dying by the hundreds. A group of two dozen or so cultists, including the High Priest, managed to enter the building. They couldn’t just burn the powder keg by throwing torches at it, since the building was prepared for that kind of attack, and the gunpowder reserves were in the deepest part of the building. The corridors of the powder keg ran red with blood, while the desperate cultists trying to reach the depths.
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>>85428312
The following events are poorly recorded, since both the drunig and cultists entered into a panicked frenzy: the drunig had ended all of the encircled cultists, but the infiltration of the powder keg caused a massive panic. Hundreds of drunig soldiers franticly advanced towards the docks, to both secure the dockyard and to run away from the now seemingly inevitable blast. Cultists entered in some form of trance, and many of them suddenly started to scream confusedly, their prior cohesion suddenly lost. Many of them actually began retreating, jumping into the red waters and leaving their wounded comrades behind. The cultists at the doors of the city also began to find some way to flee the battle, slowly at first, and then on masse. The drunig armies engaging the cultists had to retreat, least the mass of running cultists overran them. Many of the zealots didn’t even try to run, but fell into an state of rage and despair, tearing chunks of their own flesh while screaming. In less than an hour, the fighting inside the walls had stopped, and outside of the walls, the drunig army was chasing as many cultists as possible. The city was in a state of chaos, with drunig soldiers evacuating nearby buildings from the seemingly inevitable explosion, though the sudden panic within the cultists’ ranks was making everyone in Bibile ask themselves what was going on.
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>>85428334
It would be during these moments of chaos when the soldiers within the city saw the figure of a gnoll exiting the powder keg. He was a hulking figure, covered in scars and wounds old and new. He was dragging a two handed sword made out of “reality” in his left arm and, grasping within his half broken jaws, the ragged head of the High Priest. The sight of this brought cheering to the entire city, now putting two and two together and linking the death of the head cultists to the routing zealots. The city began focusing their efforts in extinguishing the fires, which they managed to do. By the break of dawn of the next day, a fifth of the city had fallen prey to the flames, and the streets were covered in bodies, but Bibile still stood. After two days of resting and regrouping, the armies that had been sent to aid the city were diverted to help the forces embroiled in the Battle of the Stairs.
>>
I propose a new world wonder:
The great bell tower of the sea
Description:
"the great bell tower of the sea is a colossal structure located in the middle of the sea of Wraiths, it is 300 meters tall making it visible from the coasts of the nearby islands.
The bell tower follows advanced standards of style wich include the simmetry between the lesenes and the pale look of the stone bricks stuck in such a suphisticated way to the point that they perfectly match each other.
The bell tower stands solid onto the sea with his thin look that ends in the enlargement of the loggia opened by three arches on each of the four sides, inside the loggia are two bells made out of pure silver; the loggia is then closed by the pyramidal shaped roof wich ends with a roof lantern on the top, this one made out of simple iron."
Story:
"little is known about the bell tower, if not that it is very ancient: there are no inscriptions on the structure and the only decorations are the very simple lesenes wich tell us nothing about the identity of the creators or the reason the structure was built for.
Inside the tower there is only a spiral staircase, it leads to the loggia where the bells are located; some historians have speculated that the tower might be the remnant of an ancient society, but this was disproved since no ruins were found under the sea.
The silver bells:
The bells inside the twoer are the real treasure of the structure, playing the bells will produce a beautiful, pleasant sound capable of calming the mind and healing the psyche of everyone listening to it.

So what do you think about it?
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>>85428764
that's interesting, although the world wonder and horrors list hasn't been updated for some time despite many suggestions coming through.
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>>85428877
I think we are well over 13 wonders by this point, if anyone ever updates the list, there will probably need to be some honorable mentions, or a line of text on how there are many competing lists
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>>85428944
I created a wiki page that lists just the ones in the OP. I am obviously not the one that decides which are "canon' and which are not, so I'm leaving it to other people to decide in these threads which ones we should add. Also, I'm unaware of the lore behind those so I just left the pages blank as of now
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>>85404272
>>85404306
Was the Khenomeric Empire a confederation of kingdoms? If not then the surrounding nations like Nogar, Ketlovia etc would probably be allies
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The Tower of the Eternal Fire in Alga, capital of Avangar.
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>>85430052
(ignore the mountains in the background, Alga is a pretty flat city, but the AI isn't perfect)
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Gilgemash Ziggurat
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>>85430052
alt
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>>85426723
It's a bit too urban for Florinth
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>>85428961
link?
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>>85430014
>Nogar, Ketlovia etc would probably be allies
I kind of imagine many of the smaller nations were born after the fall of the big empires.
>>
Props to the guy that added pic related to the gnoll empire page! We need something like this for every large nation. I'd suggest adding
>important exports/trade goods
>major
>biomes and landscape
>monsters and wildlife
>military power
>heraldry
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>>85430741
-major
>>
So, to sum Zemyland up

>Metal Kingdoms came from what is now Elanxa a few hundred years ago, gave their name to the continent
>Hyperboreans and Alltaf tribes are related and are older than the Zemylanders.
>Snow Elves/Aine Saevherne also predate the Zemylanders
>The Nerim and the Valkyries predate the Snow Elves, and probably the Hyperboreans as well.
The Valkyries' origins are supposedly divine, and since the Nerim are human and kinda have a desert/oriental aesthetic about them, I suggest that they were from Ancient Khenomeria and fled to the North like 1-2 thousand years ago.
>Bilbion Dwarves probably predate all those. I don't know about the owlfolk, but the librarianfolk could be Hyperboreans/Nerim who were mutated by book alchemy.

Let me know what you think.
>>
What are the continents called again?
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>>85430828
Metal Kingdoms came from "Greater Elanxa" which also included most of Small Giant step
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>>85431200
>>
I have an idea about the calendar. The age of the world, from its creation to current year, is 84.774.616 years. It's the number of the original OP's post, so it seemed fitting.

As for the axis of the calendar, whatever caused the Cursed Battlefield is 6322, since the day the thread was made was 6/03/22. As in, current year is 6322 A.B.E. (After Battle of Empires, or whatever it's called). I think this gives us enough time to add a lot of things while also being reasonably precise. Any suggestions?
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>>85431444
6322 is reasonable enough, although I don't think the year of the world's creation matters that much
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>>85431471
Just in case we need to add godly stuff that needs massive amounts of time.
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File: Germaine.png (1.19 MB, 730x1095)
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Let's collectively narrate a story taking place in this setting since the hobbit one seems to be over or on hold.
No rhymes this time to make it easier for everyone to participate. Also no trolls please.
Write as much as you like. Just try to keep it consistent with the setting and don't go into fetish territory.
Let's flesh out this world by giving it some stories. What's the point otherwise?
Stuff like towns, rivers or people that get made up on the way will be added as canon.
Ignore the inevitable trolls and only respond to the last serious poster. Joke replies will not get added to the storty.
I'll start.
>It all began with a little peasant girl from Florinth called Germaine ...
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>>85431516
>She was an orphan and miserably poor. The few pennies she had were earned by picking poppies and selling them to local perfumers who felt sorry for her.
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>>85431242
>Giantstep
>Smallstep
Are we really going with this? Sounds pretty uninspired desu
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>>85431530
>However, she felt that this day would be different than the rest. As stated by the letter she received the day before, Germaine headed to the Quartz Tower before dawn could arrive.
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>>85431560
>The spire of white quartz and ivory soared high into the sky, like a mighty needle piercing the clouds.
>The sun reflected off his crystal glass windows, blinding Germaine.
>She had seen this monumental structure every day of her short life, sometimes from near sometimes from far away, and always wondered what might be hidden on the inside.
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>>85431516
the limitations of rhyme make it easier for me to guide a coherent journey
i might give the orphan prose later
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>>85431676
I personally like the rhymes but I feel writing in a standard novel way lowers the barrier to entry
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>>85431655
>Yet, no one she knew had ever seen anyone get in or out from the Quartz Tower
>She waited and waited, until she heard the hinges of the marble door behind her squeak loudly
>Germaine made sure no one had seen her and then followed the sillhouette inside
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>>85431655
>On the inside two tall guards blocked her way.
>They wore shining armor and each had a glass rapier tucked into their belts.
>Their helms were topped with sprawling red plumes made from the precious tail feathers of expensive Florinthian purple roosters, which could reach the size of a small horse.
>The taller of the two, a middle-aged aristocratic looking man with a long but carefully trimmed white beard, addressed her in a deep voice, friendly but firm:
>"What are you doing here, little lady? Have you gotten lost? Commoners are not allowed to enter the holy of holies."
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>>85431965
>The shorter of the two guards nudged the tall one with his elbow.
>"Quiet, you numbhead!" he whispered to him. "She's the one that Ruben told us about."
>The tall guard seemed confused and quickly changed his tone. "Uhmm, please excuse me, I must have mistaken you for someone else. Go up the stairs, the man you talked with is waiting for you, lass." he said.
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>>85432069
>As Germaine was walking up the chiselled white stairs, she couldn't help but smirk as the guards made furtive glances at her bottom. Every girl in Florinth's poppy perfume industry had to learn how to handle the city guard, as bribes were not easy to come by.
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>>85432599
>She walked and she walked until her calf muscles started to ache and she ran out of breath. She must have walked atleast five floors up the tower and all the rooms so far had been empty of life. Germained stopped for a moment to catch her breath, taking a look outside the small, arched window.

>As the sun rose from beyond the eastern hills, Senozza's streets came to life. Merchants and fishermen set up their stands while hordes of peasants stood in the line for the daily rations. A stern voice behind her stopped her daydreaming. "You must be Germaine" the voice said.

>She turned around and glanced at a tall, tanned man with a disinterested face. "We'll talk upstairs, where it's safer. Follow me." he added.
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>>85432671
Ruben lead the way into a quiet office with a flickering fireplace. He locked the door behind them and took a seat next to an emerald glass panel.

"I trust you've brought the shipment that we agreed on" he said.

Germain felt her throat being dry. "I have" she replied, the words coming out with great effort. She knew that this moment could determine the fate of all Florinth.

Ruben got up and approached her slowly. On one hand, she clutched a large glass bottle she had hidden in her bag. Ruben got within touching distance and looked her in the eyes with his hand extended. Germaine's forehead was dripping with sweat as she wondered whether she could pull out the poisoned needle under her sleeve in case Ruben attacked her.

She handed the bottle to Ruben. His lips formed a satisfactory smile. "Very well" he said. "I think we both know that this is no ordinary perfume".

Ruben took two steps backwards and pulled a small cage from one of the drawers. Squeaking could be heard from inside. He grabbed the rat by the tail, as the poor rodent struggled to set itself free.

"You might want to wear this" Ruben said as he tossed a peculiar mask towards her with his free hand. "Come forward, girl" he commanded her. "I've only got one mask, so you'll be the one to do this. You'll grab the rat as I'm doing now, and I'll move to the opposite wall. When I tell you, you'll open the bottle and wait. If the rat dies, you'll get what we promised and we'll never see each other again." Ruben said.

Germain initially did as he told. "If I let the bottle fall from my hands, he'll die, and I'll leave. I can end this madness here and now. But then, how will my friends.. no, I knew it would come to this, I have to do it" she thought and prepared herself for the task.
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>>85433256
"Why are you shaking, girl?" Ruben asked. "Surely you're not thinking of betraying me now, are you?" Ruben said as he could read her thoughts. "Don't be so foolish as to think that this measly mask can protect you from the contents of this bottle. Shall it break, the gas inside can be enough for everyone in this tower to drop dead within minutes. Now, open the bottle".

And so she did. In what seemed like mere seconds, the rat's squeaks turned into sounds of agony as it vomited all over and the struggle soon ceased. Germaine closed the bottle in a hurry and watched in the distance as Ruben's eyes flickered like two bright flames.

"I did as you asked, sir Corrino. I expect of you to do the same." Germained said.

"With this substance, my dear, you'll soon call me Lord Corrino" said Ruben, unable to contain his excitement.
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>>85433399
As if he could read her thoughts"
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What if the Copper Kingdom's guards/soldiers whore armor like the ordinators from Morrowind?
>>
Grundiddy-I Gromplos bros..... Nomadic Kopwunrias sisters...... It's over..... :'(
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>>85434785
Let's hope the original Op gets to it
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>>85430741
I'm trying to make more templates for things. There are a lot of available templates in the wiki as it is, but they are for generic use, so I want to see which are the most needed.

For now I've made a template for governments and wars. There's a generic template for characters too, but that needs to be adapted to our needs.
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>>85437864
Also, I'm not sure how to work with confederations/federations and other similar loosely held together unions, like the Orange Marquisates or Fûrlaniya.
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How does the Dominion of the Bog Witch work as a nation? The wiki doesn't really talk about it, and since the Bog Witch was the one who destroye the Ogre Kingdoms, she clearly is a major power in the world.
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>>85357735
I want to write something about the yellow lakes but I can't discern what kingdom they're in. Help.
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>>85438054
The Golden Sea of Wheat
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>>85438079
Alright.
The lakes are called Lake Barley (west) and Lake Rye (east), based on the crops the sourrounding settlements focus on growing there.
The Wheatmen's understanding of irrigation is highly advanced, thus they built complex watering systems around all the rivers and lakes they could find, the Yellow Lakes being no exceptions.

The Raft Race of Lake Rye:
On the northside of Lake Rye lies the town Roggenheim and at its south end the city of Mahlbach. The lords of these two important settlements happened to enter a territoral dispute many many decades ago. Both claimed to have the exlucisve right to all the fish in Lake Rye and only their fishermen were allowed to cast their nets into the waters. What started as heated arguments in hearings and councils turned to bloodshed as both local lords decided to protect their claims with force. Boats manned with archers began patrolling the lake and rained arrows on any poor fishermen that dared to fly the flag of the opposing settlement.
After 9 years of brutal fighting, the King of the Golden Sea of Wheat [enter historical figure here from that time period] forced them to an agreement:
The dispute will be settled in a non violent competition.
Both towns were to set up a huge straw wickerman at their docks. A man from each settlement was to race to the other on his raft made from straw, which was common among the fishermen, with a torch in on board.

Whoever got to light the other town's wickerman first would win the fishing right's for the coming two years.


And thus was born the tradition of the Raft Race of Lake Rye which ended the bloody conflict and became a festival both in the north and the south.
(The political consequences are long forgotten, both settlements parted the Lake along the middle a long time ago but the festival is still held).
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>>85438200
Considering how Crops, Harvest and Straw are important elements for that region, I imagine most of their infrastructure, tools and clothing to make use of the abundant resource of straw.
Rice fields along the shores/rivers might also make sense as would these boats made of straw and strawhats.
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Which place in this setting has the most eldritch monsters?
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>>85439490
I imagine that the Eldritch Jungle and the Dominion of the Bog Witch are probably the most haunted places of all. The demon breaches could be too, but those are demonic, not eldritch, if that distinction has any merit.
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>>85438001
Think of the witch sisters as warlords that merely tolerate each others insidious machinations. Everyone else bows to them in fear due to their dark powers and cruel authority. They will band together as soon as there is a common threat though. The Old Bog witch is pretty much a godlike deity pulls the string from behind the senes, keeps an eye on the going of things in the bogs and will only step in personally if some of her offsprings chooses to crosses a line. Her own schemes and conspiracies are unknown to outsiders but most certainly very sinister deeds.
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>>85440242

Tthere's (black market) trade eg:
>black milk and other drugs, stolen goods, crude weapons, potion ingredients, poisons
>slaves, kidnapped children, mercenaries
>captured bog creatures and animals
>varieties of fish, leeches and pickled food

And quite a bit of substantial production/resource extraction. The main professions in the Witch's Swamp are:

>Fishing/leech fishing
Although most of the creatures that are pulled out of the swamps are not particularly tasty, local residents are not choosy and in fact there are also some international delicacies such as steamed and salted lampreys or the cooked mudskippers, which are particularly popular with the Bayukmen

>Mushroom picking
The witchbogs are home to countless mushrooms, sponges and roots. While most of these are poisonous or inedible, a significant number of them can be eaten when properly prepared or, like many ingredients found in the Witch's Swamp, can be used in potions, spells, or as alchemical reagents

>Pitchhauling -> pitch -> sold to foreign militaries
Used among other things for the purpose of making flammable pitch ditches, pitch torches and boiling cauldrons of pitch that can be poured from the battlements of a fort over enemies

>Peat-cutting -> peat
Used among other things to improve soil aeration, for the production of textile fibers and medicinal purposes

>brewing of poisons
Due to the numerous poisonous herbs, aquatic plants, mushrooms and roots native there, the witch bogs are the ideal place to collect ingredients for poisons. Some of the most talented poison brewers on the continent have emerged from the various ethnic groups that populate the witch swamps, and witch poisons have brought down many a king and taster
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>>85438200
>>85438206
So who curates if this goes in or not?
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>>85428343
>Aftermath
The drunig victory at the Third Battle of Bibile and the Battle of the Stairs marked the end of the War of the Lord Descended. The destruction of the Stairway and the death of most of the known High Priests forced the cultists to retreat inland, to places far away from the drunig forces, now coming to the land in more and more numbers. The lack of proper opposition allowed the Expeditionary Force to sweep the land, forcing them to run away from the colonies, task that they completed without any real difficulty. Meanwhile, the settlers finished the construction of the dual walls that now protect the colonies, and even expanded the sea defenses to avoid an attack through the coast, like in the last battle for Bibile. They also started the reoccupation of Paolotera by civilians, since up until now only military forces had been allowed to take positions in the abandoned city. The paoloterans commenced the construction of their own double wall project, guaranteeing that the population never had to suffer the misfortunes of the war.
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>>85441575
After five years without attacks to the colonies, the Crown declared the war over, confirming the victory of the drunig forces. Drunigs both in the mainland and colonies rejoiced the news by throwing great parades and parties. Many of the soldiers who fought for the colonies were allowed to settle in the territories, not only rewarding the war veterans but also giving the colonies settled defenders. The reconstruction of the colonies became a prosperous business, and the arrival of new manpower for the reconstruction of the cities and the walls made the colonial population grow quickly. The recovery of the farmlands near the colonies was more difficult, since the mere idea of possible cultist attacks kept people from living outside the walls. To compensate this, there’s been many propositions to create an unified third wall that would defend the entirety of the coast from the inland. Even though this would allow to safely control a major portion of the land, the sheer costs involved and relatively low benefits keeps this idea from materializing.
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>>85441592
However, not all was good news. The costs of the war, while not catastrophic, had been higher than expected. For an army composition that focused on small and fast moving elite units, an attrition war that threw pretty much the entire population of the region against the drunig’s forces was possibly the worst matchup. And that showed in the casualties, much higher than expected, though most of them were civilians. The Count of Dawn was summoned to the capital to share his account of the war and to explain some of the decisions taken. In particular, the Count of Dawn received accusations of overconfidence in the face of very little solid data. The plan to destroy the Stairway from afar had barely succeeded, and the preparations for the siege had been barely enough to survive until the enemy broke. If the cultists had shown more resilience and/or the stairway had resisted the attacks, there was a big chance of losing not only the colonies, but a great portion of the Expeditionary Force as well. The Count of Dawn countered this accusations by saying that a safer but slower plan would have given the cultists the advantage, seeing as they, unlike the drunig, did not care about their own loses, and could throw every single man, woman and children to the walls to drown the defenders in blood. He also defended his plan saying that, whatever the evil purpose of the Stairway’s construction was, it was surely not a good thing, and thus they needed to act fast before its construction. All and all, the Count of Dawn managed to come out as a war hero, despite his many naysayers in high places.
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>>85441599
The Crown also awarded knighthood to many of the heroes of the war, to honor their bravery and courage. Most of the recipients were members of either the Expeditionary Force or the colonial garrisons, although many civilians also received awards for heroism due to them fighting for the defense of the colonies. The most significant of this was the knighting of the gnoll that survived both the Battle of the Mudded Wastes (renamed by many historians later as the Battle of the Bibile Gates, even though the fight was many kilometers away from the city) and the Third Battle of Bibile, and had ultimately killed the High Priest leading the hordes of zealots. This event actually brought a lot of attention from other nations, since the mere idea of giving a nobility title to a gnoll was unheard of. Now Growgodorr the “Hero of Bibile”, he was given a leading role in the Gnoll Corps forces stationed in the colonies. According to rumors, it is said that the Gnoll Emperor himself, upon hearing the news, sent a reward and a message to Growgodorr, although what exactly either one contained is unknown.
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>>85441612
The threat of “reality” had not gone away. The area around the ruins of the stairs still contained tons of the cursed material, and thus a series of walls were built around the area, blocking anyone to enter there. The Fortress of Corpses (the posthumous name the fortress where the Battle for the Stairs was fought, due to the mountains of dead bodies lying there) had to be cleaned up, and massive graves were dug to fit all of the cultists who died there. Once the fortress was safe and free of health risks, it was turned into the linchpin of the defenses that blocked the land from the piles of “reality” that used to be part of the accursed Stairway. The area is, even now, approached by cultists. The sheer strength of the walls and the low numbers keep them from doing any harm. Nevertheless, many experts speculate that the cultists are accumulating “reality” somewhere far from the drunig’s eye, and the need to reduce the army’s efforts in the area after the end of the war obstructs the vigilance in the area. The great cannons that were used in the Battle of the Stairs were brought to the colonies as both monuments to the war and as proper defenses against threats from the sea. Nowadays, any further colonial projects are mandated to be designed with a minimum of defense in mind, even if the land and local population seems to be friendly.
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>>85438200
>>85438206
too asian. the sea of wheat is inspired by slavic folklore. this would fit better into the changrilla's
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>>85441914
slavs are asian it fits in perfectly you falseflagging gromplofag troll
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>>85442410
>>85441914
There is rice production in eastern europe, albeit the most southern part of it. You could make the sea of wheat more Romania-esque.
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>>85441914
the barley and rye stuff is good, but i agree about the rice
straw can still be made from grains other than rice
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>>85440531
Ι'm fine with this addition
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>>85441914
Apart from the rice nothing of this is inherently Asian. The whole story is quite culture independant and relies on aspects that were already there on the wiki (that didn't mention slavic culture btw.)
The images were just to help you visualise it, if those bother you that much your imagination is very stiff.
Also in a fictional setting, if the geography allows for the cultivation of rice, a nation that built its identity on grain would definitely grow rice there. adhering too close to real world inspiration is exactly the reason why so many fantasy civs turn out to be notRomans or notVikings. In a thread where building a world is the main excersize, just copy pasting an IRL culture seems pointless.
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>>85443839
>adhering too close to real world inspiration is exactly the reason why so many fantasy civs turn out to be notRomans or notVikings
Guess why so many worlds are extremely samey and uninspired. Self proclaimed world builders would put their totally not Mongols on an Island and instead of becoming a seafaring nation they'd just ride in circles around their horses on their island instead. Not because that would make sense but because it's supposed to be totally not a Mongolian people and those need horse archers.
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>>85438206
a rice story could fit nicely into the jibaro wetlands
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>>85443879
preach
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>>85443051
It's called the sea of wheat not the sea of rice
>>
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>>85442583
>>85442583
>>85442583



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