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File: witchelf.png (1.19 MB, 1234x1553)
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How can I contribute?
>Roll 1D6
1) Write a new page for the wiki
2) Add existing but overlooked lore to the wiki
3) Write a page for a red Hyperlink of your choice
4-6) Expand one of the folowing pages ...

>...Roll 1D3
1) Roll 1D100
2) Roll 2D100
3) Roll 2D100 + 2D20

[...]
>>
>>85442583

[...]

1. Adamantine Archipelago
2. Alliance of the Belsire States
3. Alltaf
4. Altopolyan
5. Ampleazzo
6. Anchovia
7. Aquilea and Caprea
8. Arangea
9. Ashen Shore
10. Astromancers
11. Asvaran Confederacy
12. Avangar Empire
13. Azan Empire
14. Azan Faith
15. Azhar Nar
16. Bakir Sahabaharadad Sultanate
17. Bayukmen Marsh Kingdom
18. Bhakkari Tribelands
19. Biblion
20. Big Rock Candy Mountain
21. Black Prison Island
22. Bladegrass Lake
23. Blind Bastard's Domain
24. Bomilhald
25. Bumi
26. Cannibal Bay
27. Castle Athassel
28. Castle Durnhold
29. Celato
30. Chakobsa
31. Changrila
32. Chill Steppe
33. Circle of Scatology Wizards
34. City-State of Felovik
35. City of Qadash
36. Cloaked Kingdom
37. Cocoon Islands
38. Collapsed Realms of Rust
39. Confederated Chiefdoms of Badgassi Mara Honi
40. Coreteaou Canyon
41. Corteau Canyon
42. Crag Island
43. Crumbling Giantstep Wiki
44. Crystalids
45. Culinary Fungest
46. Cursed Battlefield
47. Daligrad Province
48. Dark Bog
49. Desert of 0gabo
50. Diaoul
51. Dominion of Leng
52. Dominion of the Bog Witch
53. Dreaded Wharf
54. Drouchont
55. Drow Citystates
56. Dsrvysth Peninsula
57. Dual Kingdom-Empire of Voita-Malagsh
58. Earldom of Chrysovica
59. Elder Kingdom of the Aine Saevherne
60. Elfwood
61. Empire of Elanxa
62. Erlkönig
63. Etera
64. Evergreen Pastures
65. Faarowt
66. Fairy Woods
67. Fehrum Edzulair
68. Florinth
69. Forest of getting Lost
70. Former Kingdom of Kinnog
71. Former Kingdom of Waldemaria
72. Fortress of the Night Rangers
73. Frostlands of Khelek
74. Frozen Lake and Isle of Cold
>>
>>85442603

75. Fûrlaniya
76. Gautlän
77. Giant's Handprint Desert
78. Giant's Staircase
79. Giantstep's Bestiary
80. Giantstep's Herbarium
81. Gibberlings
82. Glass Mountains
83. Glutton Island
84. Gnolls and the Gnoll Empire
85. Golden Sea of Wheat
86. Golden Skulls Knightlands
87. Grand Dutchy of Calcabra
88. Great Floating Garbage Patch
89. Great Ra'ga
90. Green Oak Forest and Woodcutter Cities
91. Grobianismus
92. Gvilderstaaten
93. Harpies Peak
94. Hasteria Province
95. Heraldic Kingdom of the Otamlar
96. Hithlone
97. InGurLand
98. Island of the Volcano God
99. Isle of Wizards
100. Isle of untangled Tongues

101. Isles of Hogmen
102. Jeraxih Tribes
103. Jibaro Wetlands
104. Kentogorod Town
105. Ketlovia and Setlovia
106. Kinalonga Colony
107. Kinga Badlands
108. Kingdom of Drunigzar
109. Kingdom of Gold
110. Kingdom of Grobianismus
111. Kingdom of Lorient
112. Kingdom of Nes and Fitt
113. Kingdom of Silver
114. Kingdom of Tarot
115. Kingdom of the Aurous Highlands
116. Kingdom of the Crimson Queen
117. Kowloon
118. Kresteneg Breeding Grounds
119. Künt
120. Land of Storms
121. Land of the Lord descended from the sky
122. Lands of fake Humans
123. Lands of the Star People
124. Laurentian Crusade Fortresses
125. Lemon Kingdom
126. Lichen Knights
127. Lotus Islands
128. Lucy's Land
129. Luden
130. Lumberling Grove
131. Lunatik Nine
132. Magpie Nesting Lands
133. Main Page
134. Maneater Islands
135. Mastodon Isles
136. Memory altering Statue
137. Merfolk Empire
138. Mg'umba
139. Misty Isle
140. Mixed Fungest
141. Mona Ki Ngi Xica
142. Moonlight Shores
143. Moreaux Island
144. Moreelese
145. Mossovy
146. Most Serene Republic of Kalydon
147. Mostnoblest noble Kingdemocracy of the Civilized Trolls
148. Mountain Hobbit Clans
149. Mumak Mahûdom
150. Mushroomites
>>
>>85442617

151. Nasr Satrapies
152. Nogar
153. Nomadic Kopwunrias
154. Nosso Lar
155. Ogabo Desert
156. Ogres
157. Okhost
158. Oligarchic Republic of Hithlone
159. Orange Marquissates
160. Orc'Eire
161. Oroma Islands
162. Oront
163. Ortuga
164. Ouroboria
165. Platanus Bog
166. Pondlings
167. Princedom of the Platinum Strait
168. Principality of Seagard
169. Red Lotus Congregation
170. Republic of Vilga
171. Republic of the Abandoned Automata
172. Rosmarinus Estate
173. Runaan Ashlands
174. Rögnarey
175. Scarred Phantoms
176. Sea Creatures
177. Sea of Bile
178. Sea of Wraiths
179. Sealed Grove
180. Seguerial Hordas
181. Shelkividur
182. Siuverland
183. Skrug
184. Skull Rock
185. Sniden
186. Snoloth Country
187. SonQo Temples
188. Squid Peninsulla
189. Stymphalian Swamps
190. Succubus Breaches
191. Sunflower Forest
192. Swaying Meadows
193. Tenzin People
194. Terminus
195. Terpsythea
196. Terrania Freeholds
197. Terusia Isthmus
198. The Conteplantor's Union
199. The Dancing Curse
200. The Eastern Sea

201. The Eternal Holy City of Tents
202. The Fyrd
203. The Golden Hills
204. The Golden Hillsbetween
205. The Gökmavi Khaganate
206. The Heavenly Procession
207. The Land of Changing Waters
208. The Land of Windmills
209. The Neeugs
210. The Remnants
211. The Strange Meadows
212. Thirteen Horrors of the World
213. Thirteen Wonders of the World
214. Thornwood
215. Three Sisters
216. Tower of Insanity
217. Toxic Fungest
218. Treassure Sea
219. Troll Wastes
220. Tuarapon
221. Uckerath Mountains
222. United Nomads of New Hyperborea
223. Urgun Plateaou
224. Urine Woods
225. Valley of Fallen Giants
226. Vampires
227. Vodyanik Lands
228. Wailing Desert and the Jooish Clans
229. War-Wel
230. War of the Lord Descended
231. Warmog Forest
232. Witchelven Empire
233. Zapalovach Republic
234. Zeresh
235. Zorya
236. Zulutaur Steppe
237. Zyla Gora
238. Äelar'Ra
239. Ögchuk Fiefdoms
240. Reroll
>>
I've got a handful of trade routes that I would like to put on their proper pages. How do I upload JPGs or PNGs to the wiki?
>>
>>85442583
Also here's the link to the wiki: https://crumbling-giantstep.fandom.com/wiki/Crumbling_Giantstep_Wiki
>>
Previous thread
>>85357735
>>
>>85442723
>>
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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
>>
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How can help I expand the wiki?
>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
>>
what happened to the previous thread's story?
>>
>>
>>85444808
>>
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Considering the related discussion in the last thread:
The guy that wrote the sea of golden wheat here. The nation is inspired by uk folk horror (wicker man, blood on satans claw, a feld in england etc), european/germanic folklore (Roggenmuhme, Korndämonen etc) and slavic/soviet agricultural aesthetic. It is focused (honestly obsessed) purely on farming grain and baking bread. Almost on a cultist level. The giant mill in the center is based on the millstone from Conan. There are no other plants cultivated there besides Wheat, Barley, Oat, Buckwheat, Rye and small amounts of Corn
>>
>>85444817
>>
>>85444704
It's still open for contribution. You can help to continue it
>>
So do we confirm what >>85431444 said and make the current year of the world 6322 A.B.E.?
>>
>>85444992
I'm up for it
>>
Well it took a fair bit, but I got all my maps uploaded to the wiki. I think there should be a bit more lore added to said wiki, but I'll leave that up to you guys.
>>
>>85446111
Though while I'm here, I'd like to suggest a somewhat major alteration to Baba Lustra's lore, in that she never really fought the Witchelven empire, but imposed trade sanctions on them and stopped the flow of ogre slaves. She would also be the major reason that the Dominion and the Empire have been at peace for so long.
>>
I think we should add grundiddy-i gromplos.
>>
>>85444992
sounds good to me
>>
>>85446111
Good job anon. I'd suggest we make a seperate header for Trade Routes
>>
>>85447503
seconded
>>
There is a problem with the trade route map of Drunigzar. They have no trade with the Kingdom of Otamlar due to a diplomatic incident.
>>
Updated the Dominion of the Bog Witch wiki page. Let me know if I missed something.
https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch
https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch
https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch
>>
>>85430741
>>85437864
is it possible to put hyperlinks into this? would be pretty sweet if one could navigate around the map by clicking the cardinal points
>>
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>Empire of Elanxa

>History:

The region that is now Elanxa was originally ruled by vassals of the Khenomeric Empire. It was home to both the coastal Northmen, who were reluctant allies to the Pharahkhans at best, and the interior horse nomads, who at least had stronger cultural and ethnic ties to the Pharahkhans.

As the Khenomeric Empire slowly collapsed, much of its northern territories split off and formed the nation of Greater Elanxa, which was centered around the massive island metropolis of Old Elanxa, in the middle of the Labyrinth Bay. Following the destruction of Old Elanxa in a massive earthquake/tsunami, its former territories split into several competing empires and kingdoms. The southeastern portion broke off into four tribes, which eventually merged into a nation calling itself the Empire of Elanxa, despite never having been a particularly important region within Greater Elanxa (several of the other of the successor states included the word Elanxa in their names as well, but gradually switched names or fell apart).

Elanxa had a string of powerful leaders, who managed to hold their nation together while others failed, as well as concentrate significant power around their own position. Eventually a cult of personality, and then a religion developed, and even when the Emperor is less than competent, the religious bureaucracy keeps the faith intact.

These days, Elanxa is stuck with an incompetent Emperor who inherited power at a young age. Fortunately or unfortunately. depending on one’s perspective, he takes little interest in foreign policy matters, leading Elanxa to be fairly neutral for a heavyweight power.
>>
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>>85449057

>Government:

Power rests firmly with the Emperor, who rules by decree via a fanatical clergy and yesmen governors and generals. Since the current Emperor, one Altan Delger, has little interest in politics, power tends to lie with whichever priestesses he is on good terms with that week (and often in bed with). Still, there are certain policies he is unlikely to change; he has little interest in war, he wants to keep massive amounts of money for his personal budget, and he will never willingly give up powers to others. Like all the so-called “Magpie-Emperors”, he has a number of innate magical abilities, including the ability to turn into a bird, though he has made much less effort to master magic than most Emperors.

The power of the nobility has diminished over time. The senior tier were once Grand Dukes (four, corresponding to the original four tribes), but long ago they were demoted to Marquis to emphasis the Emperor’s personal power and their own more limited role (usually Marquis rule over much smaller territories in other nations). Later, the Marquis (and several tiers of noble below that), became more of a governorship type role, with the Emperor choosing new ones from his loyalists each time an old one dies, or is promoted/demoted. These appointed nobles are also considered members of the Imperial Army, and often switch between governing and commanding soldiers at least once in their career. The hereditary nobility still have their lands, but taxes on land is so high that most Houses gain the majority of their wealth and status via positions in the military officer/governor and religious bureaucratic classes (commoners can also sometimes rises through the ranks via ability, political savvy, or looks).
>>
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>>85449064

The clergy is much more numerous than the military officer/governor class and can be found in even the smallest villages. They run much of the bureaucracy and law enforcement, and are notoriously corrupt, though some of the more religious common folk see that as their right, while most of the rest grudgingly accept that is the way things are. Priests with magic rise through the ranks quickly, particularly those who share some blood, and thus some innate magic with the Imperial Family. Their magic is typically seen as a sign of the Emperor’s favor, regardless of the source.

Overall, the system works, but not particularly well. Skill at internal political manoeuvring and joining the right social cliques often counts far more than actual ability to get things done, which only gets worse the higher up you go. Corruption and a strong emphasis on social conformity stifles the innovation and creativity of those not within the favored classes.

>Economy:

Elanxa isn’t a particularly wealthy nation per capita. The land is dry and rocky in most places other than the north coast, and most families make a living herding, growing hardy grains and vegetables, and/or fishing. Due to overpopulation, low numbers of merchants and craftsmen, corruption, and deliberate suppression, most of the population live in poverty.

It has reasonable amounts of mineral wealth, but most of this goes straight to the top, and a decent reputation for manufacturing magical items on a large scale, but this is more for internal use. The guilds that manufacture magic goods are prosperous, and make up a large chunk of the middle class, along with low ranking clergy, enforcers, army officers, and high ranking servants.

It is not a major trading nation for its size, but does export mineral wealth in return for luxury goods for the elite.
>>
>>85449075

>Foreign Relations:

Avangar – A more competent Emperor would have likely taken more steps to contain Avangar’s power, but neither Altan nor his father made any real effort, even as Avangar wiped out several of its allies. The clergy aren’t as oblivious though, and have used the past two decades to stockpile massive amounts of magical weaponry and recruit agents in Avangar’s vassal nations. A major fight between these two nations would like result in destruction not seen since the creation of the Cursed Battlefield.

Kunt and Neraga – Piracy from these two nations annoy Altan, and he has had a few inconclusive discussions with Avangar regarding a coordinated effort to wipe them out, even as some of his advisors recommend turning the pirates against Avangar instead.

Farrowt, Avangar, Seagard, Aine Saevherne, Leng, Kingdom of Silver, and the Golden Wheat Fields – Main trading partners of Elanxa, not that Elanxa does much trade for its size.

Drunigzar – Elanxa doesn’t like Drunigzar’s colonial mindset, and has threatened them with war should they try to create colonies in the east. They do maintain advanced diplomatic relations though, and Drunig merchant ships are a common sight in Elanxa’s waters.

Leng – Magic users from Leng and Elanxa sometimes share secrets, and their is a certain amount of shared respect as both nations have roots in the fallen Khenomeric Empire.

Seagard – Seagard’s inhabitants descend from Elanxan dissidents, which is a bit of a sticking point, but not enough to restrict trade.

Luden – Elanxa has little respect for the insane ratmen of Luden, but still sometimes trade with them.

Grobianismus and Kokaine – Elanxa has learned the hard way these lands are magically cursed, and any invading army or probing spies will go insane sooner rather than later.
>>
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>>85449083

Harmony Goddess’ Realm – In some ways this realm is the one the Elanxans fear the most. It is one of several realms across the continent where a god has taken an unusually active role in sculpting the terrain and guiding the people in order to suit their own preferences. And although the Harmony Goddess seems benevolent enough, one only has to look at what happened to Merfolk Empire to see what happens when a god unleashes his or her full power. Despite this, sometimes glory seeking Imperial Army commanders will launch small raids into this territory.

>Geography:

Elanxa is mostly dry and rocky, somewhere between a savanna and a hot-dry coastal climate. Along the northern border and some of the rivers, the soil is thicker and moister, supporting better farms and small patches of forests for hunting.

The best land is often claimed by the richest of the nobles, who build massive rambling estates and secondary summer homes, with carefully cultivated gardens, hedge mazes, greenhouses, and of course aviaries.

>Demographics:

Humans – Most of the population is human. There are four fairly distinct tribes, each with its own niche specialization, though in reality most of the population are farmers, herders, and fishermen regardless of where they live. Grass Tribe specializes in farming, Thorn Tribe in fighting, Clay in magic, and Lapiz in ships and aerial mounts. The population is a mix of Northmen and horse nomads, with the northmen mixture stronger on the coast and in the north.

Half-Ogres – Often employed as enforcers, mages, or shock-troops, particularly in the north. They descend from Horned Ogres so a few are potent magic users.
>>
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>>85449098

>Religion:

The main religion is the one centered around worshipping the Emperor, backed by a massive clergy. The Imperial Family and some priests have spellcasting abilities, though outsiders are dubious as to the supposed divine nature of this magic. The clergy keep a close eye on the common folk, enforcing laws, religious edicts, and taxes.

This religion also incorporates worship of certain saints, ancestors, and birds as proxies to the Emperor, though the clergy keep a close eye on any potential heresies or schisms.

Some members of the Thorn and Lapiz Clans maintain pseudo-religious warrior traditions from their nomadic ancestors, though these are considered heresy and must be done carefully.

>Military:

The Imperial Army is large, though somewhat ramshackle due to a lack of coordination in terms of equipment and uniform. It has been a while since they have had to face a major fight, but brutal training regimes helps keep them on their toes.

There are a number of elite units like half-ogres, dragonfly knights, dragonfly mounted skirmishers, as well as the large armies of clay golems and elite groups of spellcasting clergy.

The magical traditions of Elanxa are poorly understood, but it is believed to be cobbled together from Khenomeric Empire and Merfolk Empire traditions, plus bits and pieces from elsewhere. Given their magic is supposedly divine, their sources of knowledge and training methods are kept highly secret.
>>
>>85449057
>>85449075
where do you get this landscape art from anon?
>>
elanxa sounds rad
>>
Has anyone fleshed out Grundiddy-i Gromplos? It sounds interesting.
>>
>>85449057
>>85449064
>>85449075
>>85449083

I had always figured Elanxa's culture as a lover of high arts: great museums, art expositions from all over the world, big elegant theatres and operas, high fashion and architecture... To contrast it with the more rough Avangar neighbour.
>>
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Ok, so I'm making a timeline for the setting. Year 1 is the Battle of Empires that created the Cursed Battlefield, and current year is 6.322.

Any help locating every important dave in the calendar would be helpful.
>>
>>85451293
How long is a year in the setting? How many months do they have? How many weeks and days?
>>
>>85451909
I'd suggest making it like real life earth's to avoid any confusion, or making a year last less.

Also, how do seasons work?
>>
>>85449236
From punching things into google

>>85449736
They have that sort of stuff, but only for rich people

>>85451293
A lot of dates for the west can be found in a timeline posted on the second thread 15 (there are two thread 15s), aside from that, just CTRL+F "year" on each thread as most dates so far are given as "years ago". I guess also search "decades", "centuries", and "millennia" for when more vague time periods are given
>>
>>85447503
Bruh that wasn't me. Don't steal my name.
>>
>>85448570
I only connected the trade routes to the Drunigzar colonies and to the Gnoll Empire. Let me see if I can find a way around it.
>>
>>85448570
Got it. On one of the earlier posts people kept telling me that costal trade was king, and that I should keep them as close to the landmasses as possible. I'll fix it now, don't worry.
>>
>>85453245
Don't worry, it's fine. The lore says that the drunig merchants are forbidden from stepping into Otamlar, I ignore if they forbid them to cross their waters.
>>
>>85448570
Alright, it's fixed.
>>
Something else that I noticed is that the only way that the trade from the Orange Marquisates makes it to the Zaplovach Republic is that they have to go through the island of the volcano god, which would make the inhabitants have quite a bit of leverage on both countries. Is it okay if I mess around with the Volcano island's lore for a little bit?
>>
>>85453359
sure, try to avoid retconning existing lore though
>>
>>85453359
The Island of the Volcano God is not a country. The place is home to basically tribal savages raiders constantly fighting each other and trying to raid the sea trade to sacrifice their prisoners to the volcano. Just imagine WHFB norskans with even less of a civilization and a drive to capture people to throw at the volcano.
>>
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>>85451293
I'm going to try and make a general timeline of the setting by using this template. I'll probably have to ask for a lot of stuff, but I'll see what I can find first.
>>
>>85453466
I'll try my best to avoid doing that, thanks!
>>
Is there any lore on toadlings and boglings?

They only get a brief mention each.

I want to flesh out the Bog Witches Dominion a bit more, with more focus on the inhabitants other than the 13 sisters.
>>
>>85453508
Good to know, thanks!
Anyway, my idea is that it would be in the interest of both the Zaplovah Republic and the Orange Marquisates to "civilize" the tribes on the volcano island, basically exchanging prisoners and criminals for safe travel.
>>
>>85453669
I'm not sure if that would work. They are barely above caveman civilisation, and their tech is probably good enough to deal with fisher ships, but big trading ships probably need dozens of them to take down. If the trading ships are able to fight pirates, they can face off against the tribesmen.
>>
>>85453699
Fair point. Then how about a joint alliance between the Zaplovach Republic and the merchant cities of the Orange Marquisates to finally put a stop to the tribal raids once and for all?
>>
>>85453732
The raids only happen when the volcano priests say so. I imagine the civilised kingdoms send reinforcements to the waters every time they see the volcano more active than usual. Trying to stop the raids altogether seems impossible since the place is hell to occupy, or even just stay for enough time to fight the tribesmen, and the economic damage they cause is probably not that great in the grand scheme of things.
>>
>>85453761
I think it could still happen in the terms of the Zaplovach Republic. In the Wiki it says that "The Zapalovach Republic is a fantasy Novgorod republic in the north, seeks to expand its influence by mercenary companies and spies, infiltrating into societies to get sweet deals and basically finance the noble warrior caste so they can fight in honor combats in a massive arena. If the noble caste were not entertained enough, they would revolt as they have done many times in the past."
I don't think it would be too much of a stretch to say that the leaders of the republic would create tons of propaganda to blow the threat of the tribals out of proportion in order to send off noble warriors to their death so that they won't have to pay for as many arena fights.
>>
>>85453658
I'd say that the Toadlings and Boglings are probably pretty weak and tribal, like Kobolds or Goblins in other fantasy settings. Toadlings are probably small toad looking humanoids and Boglings might be more human
>>
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>>85453658
Toadling are humanoid walking canetoad creatures similiar to bullywugs. they secret hallucinogenic, poisonous foam when threatened. other than that there isn't much lore about them so far

Boglings are a species of small swamp goblins with some fish like features (frog eyes, fin residue, long webbed fingers) most of them live in Grundlog. One half of them is very active on the black market the other half are thieves, brigand murderers or fishermen.

>I want to flesh out the Bog Witches Dominion a bit more
Cool go ahead I'm looking forward to reading it! Just try to respect the existing lore and stick with the general atmosphere that is established so far. Other than that go wild
>>
>>85454225
... brigands, murderers*
>>
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>>85454225
Does this work for boglings? No visible fins, but has the other features. Maybe the fins are too small to be seen from this angle
>>
>>85453812
Ok, I'll input the new lore soon. Anybody else want me to add anything?
>>
>>85454225
seems like a solid image for a toadling
>>
>>85454376
A little too aquatic and humanoid. Looks more like Muckra
>>85454397
this one is pretty good!
>>
>>85454396
You mean like in general? The bestiary could need some updating
>>
>>85453564
Godspeed anon.
>>
I reall love this project even though I'm just watching from a distance. Just wanted to let you guys know
>>
I'm planning on write some lore about the Kingdom of the Aurous Mountains. Just wanted to ask, where do humans in north Scimitaria come from? The southern states are mostly immigrants or settlers from Azan.
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>>85454892
>where do humans in north Scimitaria come from?
They are a separate ethnic group, related to the people of the Isle of Wizards, Gvilderstaaten, northern Azan, Daligrad, Baalps, and some lost areas in Bog-Witch territory.

They have been around at least as far back as most other humans living in the west, and before that who knows.
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>>85453564
Make sure to include Vandervax the Virtuous’s fall from grace.
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Ok, I'm going to take a break from lorebuilding for a while. Let me know how I did with the Zaplovach Republic!
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>>85455458
Anon, did you post all of the stuff in the threads before adding it to the wiki?
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>>85455458
Anon, it's literally in the main page of the wiki, you can't put anything in the wiki without posting it in the threads first.
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>>85455588
>>85455952
Shit. Sorry about that. Guess I was a little distracted.
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>>85456276
>https://crumbling-giantstep.fandom.com/wiki/Crumbling_Giantstep_Wiki
Here's what I added:
1/2
However, over the past few years, the massive, mighty noble houses have been greatly trimmed due to a scheme orchestrated by two men: Delov Tsezar Yanovich, and his son, Krupnov Cheslav Yanovich, of House Yanovich.

The scheme began when Delov suggested something to the Noble Council, the heads of the Zaplovach Republic. It was a military invasion of the Island of the volcano god. Delov reasoned that if they could expand the borders of the republic there, they would have a stranglehold over nearly all of the trade that came from the east. It would be a simple war, he argued, and that the tribal cultists living there would be utterly crushed. And while the council did agree that it would be a short, easy war, they reasoned that the threats from the great kingdom of the Nes and Fitt and Gluttony Island, not to mention the massive volcano on the island itself, would make it too risky to hold for long, not to mention that the trade cities of the Orange Marquisates and possibly even the Platinum Princedom may see an opportunity to expand westward. The council also argued that they had enough of a stranglehold over the eastern trade as is. They dismissed his idea in its entirety, but Delov had other ideas, and began the scheme.

First it began with the spreading of propaganda. Captains, crewmen, soldiers, dockworkers, and other men got their palms greased by Delov to begin spreading rumors that the tribal cultists of the volcano island had begun to industrialize rapidly, unlocking bronzeworking, ironworking, and possibly even steel-smelting. Obviously, these were all lies, but the rumor began to spread. Month after month and year after year, the rumors became even more extraordinary, including things like grand battles, legions of tribal warriors covered in primitive steel plate, and even fleets of raiders sailing the open ocean, looking for new victims.
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>>85456358
After the rumors had spread enough, Delov began to actively advertise. He claimed that the fleets of tribal raiders were becoming more adventurous, that dozens, possibly hundreds of Zaplovian captains had nearly been captured but escaped through sheer luck and wit and begged the Noble council to do something about it, but every single one of them was ignored. Delov said that he was fed up with the council's willing, blatant ignorance of a real problem, and was actively planning to gather the largest army and the largest fleet in the republic's history to quell this problem. However, he needed soldiers and funds, and without those, the tribal armies would conquer not just the republic, but perhaps even the entire world. And yes, dear reader, all of this was still a blatant lie. Needless to say, many noble families actually did fall for it in the end. Delov promised eternal glory to all those who joined him in the invasion, that each and every noble would be forever known to have saved the world from the machinations of the Tribal cultists. And then Delov died.

It is still not known how precisely Delov died. Many people claimed that it was stress, some claimed that the cultists had cast a curse on him, some say that he was assassinated by the Noble council. Either way, his son, Krupnov Cheslav Yanovich, became the new head of House Yanovich, and continued his late father's scheme. It was quite convenient when Delov died, considering that quite a few nobles were getting suspicious of whether or not there actually was any threat. Krupnov claimed that the tribals had cast a curse on his father and melted his flesh off until he was nothing but a charred skeleton. For proof, Krupnov invited many nobles to his father's funeral, and what they saw before the casket was lowered into the ground was indeed a charred skeleton. Money, noble warriors, and sympathy flooded into the Yanovich family manor like a raging river.
Once again, sorry about not doing it properly.
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>>85273765

Is this thread not in the archive?
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>>85453564
Ok, so I've been doing some tests on what the timeline would look like. I chose Drunigzar since it has a lot of dates I can actually pinpoint, but it still has a lot of important dates that need filling. If this is what happens with a single kingdom, we're going to need a lot more written lore to fit all.

Also, I've been checking on >>85294488, but if the Dragon/Azan Empire was one of the big powers that fought in the Battle of Empires, I'm not sure if this dates still fit. Everything would need to be move backwards to some extent.
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>>85457263
Here are all of the relevant drunigzar dates I've been able to find.
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Shark hunting is a traditional, albeit dangerous fishing method practiced by the Aruandans of Nosso Lar. This practice was a developed in times when the soil of the Aruandans was poor, or when their swine and hens would fall dead due to sickness, leading them to pursue different ways to fill their bellies.

The hunters would set out in the Lamaholot Sea using small wooden canoes that were suitable for seafaring. The leader of the hunting party, also known as the Shaman, The shaman would drop many bells tied to a rod in the sea, and would rattle them for many minutes. Inside the bells there usually is chicken meat that would release in the rich waters. This action would attract fish such as barracudas and swordfish near the vicinity of the hunters. As such, a shark was sure to follow shortly after.

When a shark is sighted, a dead fish tightened to a bamboo rod is used to entice him into a noose which is attached to a curved stick. The noose is pulled tightly and the shark is clubbed to death.

This hunt is used as a rite of passage into adulthood for many tribal Aruandans. The young boy that participates in the hunt is usually escorted by an older member of the tribe, and in order to pass the test, the boy has to kill the shark bare handed, not being permitted to use a club or a knife.

When a shark is killed, its oil and blubber is extracted and sold, while the meat is used in a big feast, where the Aruandans thank the mother of the seas for their catch.

The biggest sharks in the Lamaholot sea are Clubheaded sharks. These predators are by far the riskiest prey, and only the most experienced and boldest hunters undertake the task of hunting them. Some Clubheaded sharks can even reach the size of a big cannoe, and thus the most viable option of killing one is through cooperation of many hunters at once that occupy several different cannoes.
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>>85456381
I'm gonna continue with the Zaplovach Republic lore and I will make certain to post it here first!
>>85457269
Good job Anon! We're all very proud of you.
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>>85456381
3/?
Not long afterwards, Krupnov had the funds and the glory-blinded nobles to start the invasion properly. On the outside, the first of many warships laden with brave young nobles were setting off to the metaphorical dragon's nest to show those dammed cultists the might of Zaplovian steel. What was actually happening could be considered the start of the single longest-recorded suicide charge in the whole world. Yes, the warships were fancy, and their hulls could certainly take any outside damage thrown at them. However, Krupnov made certain that within the center of every warship was a load of explosives large enough to splinter said warship, but small enough that it wouldn't really be noticeable.
However, the amount of funds and allies the young Yaplovich had acquired certainly worried the Noble council. Yes, he was spending those same allies and funds on a pointless war, but if he figured out how much power he really held, the nobles on the highest seats of the council might be in actual danger for the first time in decades.
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>>85458391
4/?
The relationship between Krupnov's new faction and the established leaders of the Noble council continued to worsen over time. First, the Noble council tried to have him assassinated, but Delov (Krupnov's father) knew how risky it was to go against the council, so before his death, he thoroughly trapped the Yaplovich family manor, and drilled young Krupnov on where exactly they were. Needless to say, their assassins only got themselves killed, though they had no way of telling Krupnov who hired them.
Krupnov played off the attacks, saying that the tribals had attempted to kill him in order to stop the ships. Clearly the tribals were afraid, and they ought to press their advantage by sending more men.
However, Krupnov had a general idea of who hired all those assassins, and it certainly wasn't a bunch of primitive cultists. He began making demands, telling the Noble council that he needed more docks, more ships, more men. Obviously, they declined every time he asked. Then one meeting, where every ruling noble was present, he decided to gamble. He vehemently declared that the leaders of the Noble council were in cahoots with the tribals, that they used their dark magics to puppet said nobles as easily as those powerful old nobles puppeted those under them. He accused them of conspiring with the tribals since the start, it was why they always forbade his father from raising an army of his own to combat them.
The entire council was in an uproar. Those allied with Krupnov accused their enemies of being controlled by demons. Those allied with the upper nobles accused those allied with Krupnov that they were fools following the words of a mere child. Blades were drawn, blood was spilled, and as Krupnov made himself absent, one of the most ironic civil wars ever seen kicked off.
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>>85458597
5/?
As the nobles within the council fought each other, Krupnov escaped and set fire to the council chambers. The nobles were too busy fighting each other to notice the fire until it was too late.
The day afterwards, Krupnov called a meeting at the Yaplovich family manor, and invited nobles from all across the republic. He told them all that the nobles leading the council had been controlled from the beginning, and that they had started the fire. They had been defeated, but no-one survived except Krupnov himself, who had been spared by becoming trapped under a luxurious couch from the Orange Marquisates. At least, that was the story he told his guests.
After the meeting, Krupnov gave a speech. It involved many sentences about glory, honor, sacrifice, treachery and other concepts, but it basically boiled down to "Give me all your shit so we can fight at our full strength".
In all honesty, most of the people there were second or third in line for most of their thrones, so they didn't know much about things like administration or the economy, so it was surprisingly easy to convince them to give Krupnov control over their holdings. While they went off to fight the tribal barbarians, Krupnov assured them, their families would be taken care of until they got back.
That was three years ago. And ever since then, Krupnov has continued to wipe out noble lines going back for hundreds of years. As fathers, brothers, and sons go out to their deaths, their wives and children are assassinated they day after they leave. There are very few nobles who have stayed behind, and Krupnov, while not an absolute ruler, is getting very close to becoming one.
So what do you guys think? Is this good enough to stay on the Wiki?
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Fixed the map of the Drunigzar colonies.
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>>85460808
Not included the ruins of Bibiferno, north east of Crysanferno.
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>>85458796
looks good, though some people may have more to say about lore consistency, I don't know much about that area
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>Dominion of the Bog Witch – additional information

>History:

In ancient times, this region was on the edge of the Dragon/Azan, Khenomeric, and Elven Empires, and was as a result sparsely populated, even more so after the destruction that resulted in the Cursed Battlefield.

Its population was an odd mix of humans and fey, living in a mix of small nations and Azan Empire vassals. This all changed several centuries ago when a large horde of ogres from several races congregated in the area east of the Cursed Battlefield and established a kingdom based around their shared faith in the Glutton God.

This ogre kingdom quickly became a thorn in the side of neighboring lands, and few were sad when it unexpectedly collapsed (aside from the waves of ogres it sent into neighboring lands, and later, as some believe, the fact it served as inspiration for the Gnoll Empire). How exactly Old Bog Witch and her daughters managed to defeat the ogres remains a bit of a mystery, but most believe her sheer magical power convinced the ogres that she was a god, and this new dominion was hers to claim by right of her sheer might.

The ogres were perhaps correct in their estimation of her power. The area around the Cursed Battlefield had always been a bit swampy, and became even worse with the creation of the Cursed Battlefield, but with the arrival of the witches, even the more vibrant patches of marsh and forest, and the drier foothills towards the center seemed to grow diseased and foul, and thick fogs and mists never seemed to leave the region. Surely only a god on par with Uun, the Glutton God, the Succubus Queen, or the God of Action could reshape an entire region like this?
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>>85460854

The Dominion quickly spread westwards and southeast. Some circled the Cardammon Plateau and establishing territory around the Widow’s Lakes. This eventually brought them into conflict with the Witch-Elves on occasion, but for unknown reasons these two factions largely get along. Others took land around Chicken Pond and Molchloch, where minor human colonies were gradually brought into the fold.

In modern times, the Dominion is isolationist, and surrounded mostly by minor, isolationist, or empty lands. However many think it is only a matter of time before they reveal the next step in their unholy plan.

>People (added detail for wiki):

- Witches – Also often known as hags. In some other parts of the world they are separate things, but here anything that is ugly, vaguely female, and not readily identifiable often gets labelled either a hag or a witch. They tend to be the elite of the Dominion. Aside from the Bog Witch and her 13 daughters, there are many more, some of whom are offspring of the daughters, some of whom are true hags from other regions, and some of whom are spellcasters who were gradually corrupted by the magic they use. They are a diverse lot, often copying their behaviors on the daughter controlling their region, but not always.

- Pitchhaulers – Stocky, peaceful creatures of fey origin, they seem content to harvest and move pitch. Mostly found in the west, and not in large numbers.

- Peat-cutterlings – One eyed brutes of unclear origin, they are usually found cutting up and moving peat, but also sometimes serve as shock troops. Mostly found in the west.

- Kikimori – Bird headed humanoids who were harsh and cruel even before some became corrupted by the magic of the bog. Mostly found patrolling the northern and western borders. They are mostly hunter-gatherers and raiders.

- Grutzlings – Finned hobgoblins that can be found throughout the bogs in reasonable numbers. They are hunter, soldiers, and raiders.
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>>85460878

- Toadlings – Poisonous humanoid toadmen, they are relatively peaceful hunter-gatherers found throughout the bogs.

- Boglings – A relatively rare type of swamp goblin, they are mostly found in the northeast bogs where they are key to running the economy (such that it is) and well as raiding and hunter-gathering.

- Swamp Ogres – Includes the pale swamp ogres, and the rarer frog-like green swamp ogres. They are dumb brutes, used as labor and fodder by the hags when needed, and in some territories allowed to hunt and terrorize the bogs and bordering lands when not needed. Mostly found in the eastern bogs, with one large pocket in the north, and some enslaved in the far west. Originally all swamp ogres were green, but the corruption of the bog has made most pale and sickly.

- Human Slaves – Long time residents of the Dominion are known as bog people and have gradually become corrupted by the bog’s magic and/or are of mixed origins. They can be found in most parts of the bog. Despite being called slaves, they are more like serfs. Other longtime residents remain relatively uncorrupted, despite living within the boundaries of the Dominion, mostly because they live in forests and foothills rather than the boglands themselves. They are mostly in the southeast, and although they fear the witches, they are essentially cut off from civilization and have no where else to go. And then there are actual slaves, mostly captured from the Bayukmen, Daligrad, or Kalydon. Those in the northeast are generally worked to death in short order, but those in the west are converted to bog people.

- Woggies – Small humanoid pseudo-amphibians. They are barely sentient and serve little purpose other than sometimes as spies, but about one in every hundred has the potential to grow into a hag-like creature of moderate magical power. Mostly found on in the larger lakes.
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>>85460891

- Gibberlings – Some have been enslaved in the western bogs, mostly used as fodder and laboring slaves.

- Will-o-Wisps – Common in many parts of the bog, they are particularly useful in the northeast and west for trapping escaped slaves.

- Cave Goblins – Found throughout the bogs, but particularly in the southeast. Often used as servants, fodder, or food, but most try their best to avoid the attentions of the witches and the ogres.

- Gombwoddle – Aquatic hunters related to Grutzlings, they fill a similar niche, but are more common in the larger lakes.

- Witch-Elves – Prisoners of war taken during past raids, they are mostly found in the court of Mutaa, who loves to befoul all things beautiful.

- Wisplings – Small grey humanoid fey mostly found in Platanus Bog, but also around Toadpond, as Muckra rules with a light hand.

- Harpies – Some variants of harpy live in the drier parts of the Dominion and make useful scouts.

- She-ep – Can sometimes be found enslaved in Mutaa’s realm as mounts and beasts of burden.

- Swamp Gnome – A relatively rare species found mostly in the north, Norn and Lustra leave them alone in return for a portion of the goods they produce. Smaller groups can be found in Muckra and Baba Yuma’s realms.

>Mutaa (additional notes)

Mutaa lives the closest to major civilization, so perhaps its is not surprising her realm is among the most organized. Many small villages dot her territory, some dedicated to industry (peat cutting and pitch harvest), some to raids and drug smuggling, and some are the courts of the most powerful witches allied with Mutaa, with Mutaa’s personal seat of power almost the size of a small town. Different races are encouraged to live together in mixed villages, likely in order to reduce tribal loyalties, and keep everyone under the watchful eye of Mutaa’s lieutenants.
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>>85460908

Mutaa’s realm also contains several ruins from the early Dragon/Azan Empire where items of great power are said to be found. Few such items have actually been found, but it doesn’t stop adventurers and mercenaries from trying.

Mutaa’s agents, whether they be young witch, disguised hag, or naïve fool, can be found in numbers in Daligrad and Kalydon, and some even in Azan, Siuerland, Gautlan, and the Baalps. They spread Mutaa’s influence and earn her hard currency with smuggled drugs from the bog, moneylending, blackmail, and offers of power or salvation to the desperate. As far as anyone can tell, this is done mostly for the amusement of Mutaa and her inner circle, but one day this network may be put to a darker use.

Slave raids targeted at Daligrad, Kalydon, and the Evergreen Pastures are not uncommon, but many of her slaves are actually purchased from the Witch-Elves instead. Mutaa also highly prizes elvish playthings, and raids against the Witch-Elves have sparked off more than one war, though Baba Lustra usually smooths things over.

Mutaa loves targeting the beautiful and the powerful. For the former, she has her agents manipulate young adults into regions where she can stalk and toy with them for sport, before crushing their spirits with terror, and warping their beauty with magic. For the later, she expects her agents to defer the most powerful individuals seeing to make a bargain with a witch, where she meets them in the squalid splendour of her court. Such deals rarely work well for the applicants, and Mutaa delights in finding loopholes or applying her idea of karmic justice to any contract she makes. But she also has her agents spread stories of the great boons that can be had by those who negotiate carefully with her or her lieutenants, some of which may even be true.
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>>85460916

Mutaa’s main strength is her magic. She specializes in spells of concealment, geas/mind magic, and making potions which alter the flesh of the drinker. She envies the beatiful, resents her own appearance, and often rails against her mother’s ban on using her magic to give herself a more aesthetic form.

>Baba Lustra (additional notes)

Baba Lustra’s realm is sparsely populated even by the standards of the Dominion. Even its few small villages are considered major landmarks, as many of her servants follow her habits and live alone. The north is mostly ogres, kikimori, toadlings, gombwoddles, and grutzlings, and the south is mostly pitch-haulers and peat-cutterlings.

Baba Lustra and a few trusted apprentices are obsessed with poisons, and as a result, she is one of the more mercantile minded daughters. Aside from selling ogres and certain human slaves to the witch-elves in return for rare foreign ingredients, she also trades goods with Mutaa for ingredients from the west (and passage through her lands for raids to capture human children), and trades with other sisters for access to ingredients from the eastern bogs and adjacent lands.

>Morkdrak (additional notes)

Morkdrak’s realm is one of the least inhabited in the Dominion, perhaps because it is mostly grassy foothills and small swamps and marshes rather than true bogland. A few harpies and undead dwell among the ruined cottages and castles of this windswept land, only visited by slaves carrying goods between the realms of Lustra and Norn, or necromancers and looters trying to sneak into the Cursed Lands. Morkdrak can attack the dreams of those far from her physical location, even on the far ends of the continent, but she will typically prioritize those travelling her lands uninvited first.
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>>85460931

>Norn (additional notes)

Norn’s realm is the most organized and militant. Her organized tribes of ogres, grutzlings, toadlings, boglings, kikimora, gompwoddles, harpies, bog people, and cave goblins, all led by tribal leaders and witches allied with Norn, regularly raid the Bayukmen. Norn dreams of one day conquering the Bayukmen, but it is unclear why she doesn’t take a more active role in the fighting. Perhaps she fears getting too close to the Glutton Lands, or perhaps she doesn’t see it as being worth her time. After all, her agents are said to have conquered Zorya and Zyla Gora from within, so perhaps it is only a matter of time before Norn falls.

Norn’s realm contains many villages, each the seat of power of a clan loyal to her. It also contains Grundlog, the largest community in the Dominion, and main merchant hub, though little more than a town by the standard of other nations. Norn herself is frequently on the move and holds court wherever she feels like.

Norn’s realm is a major hub for both internal trade, as well as trade with Zyla Gora, Zorya, and certain corrupt individuals in the Land of Windmills and the Marsh Kingdom. Goods produced by the swamp gnomes fetch particularly high prices.

>Muckra (additional notes)

Muckra cares little for commanding those who live in her realm, preferring to periodically feast on those living along the edges of the Toadpond, including villages of cave goblins, bog people, wisplings, swamp gnomes, kikimora, toadlings, woggles, and the relatively pure blooded humans who sometimes come from the lands to the south and east to settle somewhere even more remote.
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>>85460940

>Pestara (additional notes)

Pestara’s realm is too barren and rotting to properly be considered bogland. Instead clumps of dead trees and foul sludge rather in the low points of the rocky foothills of this region. Not much lives here other than rodents, fungi, hardy grasses, and Pestara’s assorted creations.

>Baba Vegna (additional notes)

Vegna’s realm is a mix of bog and foothills. In the foothills regions, one can still find the crumbling villages and manors of its previous inhabitants, some of whom held out until a few decades ago before fleeing to the dubious safety of Baba Yuma or Urkdra’s realms.

Harpies live up in the foothills, and ogres, woggles, cave goblin, and toadlings live in the boglands. All do their best to avoid Baba Vegna, who has little company except for a few allied humans and witches who live in ruined manors, and only converse with her through thin walls or cloth screens.

Her realm’s only real contribution to the Dominion is the operation of a few cursed mines and forges in the foothills operated by fanatical cave goblins and witches.

>Urd, Verda, and Suld (additional notes)

This territory is arguably the heart of the Dominion. Aside from the triplets, Baba Worna, and even the Bog Witch herself sometimes spend time here. Fanatical goblin, grutzlings, and ogre slaves keep others from entering the territory. Aside from this, some harpies and witches live in small communes near the Urdrag, where their scholarly and arcane expertise can be called upon if needed.

>Urkdra (additional notes)

Like Muckra, Urkdra acts more like a predator beast than a leader, roaming her realm and attacking at will.
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>>85460953

The bogs here are relatively free of corruption along the south and east, and are home to humans and cave goblins who mostly just want to mind their own business, but have nowhere safer to go. Aside from Urkdra herself, they also have to contend with swamp ogres (sometimes the rare green ones), bored witches from other realms, and raiders from the Ogabo.

The humans here (along with those in Baba Yuma’s realm) are cousins to those who live in Florinth, who were once frontiersmen before being cut off by the appearance of the Forest of Getting Lost. They live in small communities in the border forests, and have trading relations with the Bhakkari and a few mages from Florinth with the means to bypass the Forest of Getting Lost.

>Baba Yuma (additional notes)

Baba Yuma’s realm is the most peaceful in the Dominion, not that that is saying much. It is home to mostly humans and some cave goblins, toadlings, swamp gnomes, and woggles, plus a few ogres, harpies, grutzlings, gombwoddles, and witches loyal to Baba Yuma.

Baba Yuma sees herself as a benevolent leader, but can switch to cruel and murderous with little provocation. The villagers try their best to avoid her attention, as although she often gives out gifts, sometimes something random and minor will draw her ire.

The people of Baba Yuma’s realm do minor trade with Aquilea and cities of the Urgun Plateau, though neither region much likes those who serve the Bog Witch, no matter how unwillingly.
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>>85460962
comfy
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Ok, so I've been doing the Azan timeline and... I think I have a problem. The dates of the Azan Empire (and most of the related countries) are all way too late. If we assume that the Battle of Empire is year 1, then we ought to change the dates, since the og lore assumes that the history of Azan is all around three millennia, and the Battle of Empires was more than 6 millennia ago.

Also, am I missing some important azan dates and events?
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>>85461224
Alsom I don't know where should I put the independence of the Drow Citystates.
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>>85461224
I thought the Battle of the Empires was between Khenomeria and the Dragon Empire? I assumed that the Dragon Empire was the predecessor of Azan, kinda like with the Roman Empire and the East Roman Empire, so technically not the same empires.
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>>85461494
According to the Wiki page, the country has been called both the Dragon Empire and Azan Empire, but the Dragon Empire refers to the earlier centuries of its existence.
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>>85462102
Hmm, so the dates are indeed scuffed. I think it makes more sense to move the "Battle of the Empires" to the future than making the Azan Empire 2 times as old as it's supposed to be
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>>85462650
For now I'm going to make the timelines of more countries. If there's no solution other than changing the date, we'll have to think about it.
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What's happening in this world?
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Here's all the lore we have of the Kenomeric Empire. Considering it is one of the big ancient empires, we need a lot more lore for it.

Also, about the date of the Battle of Empires. I'm going to just finish all of the major timelines (that don't require going into myth or legend), and once I have that, I'll see how can I fix the chronology so that everything fits well and orderly.

Also, at some point some dark powers created the gnoll, but I am not able to pinpoint exactly when that was.
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>>85463192
Also, here's Changrila as well.
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>>85463192
You can check out the lore pages of the Scimitarian nations on a timeline for the first and second Elven empires
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>>85460854
>>85460878
>>85460891
>>85460908
>>85460916
>>85460931
>>85460940
>>85460953
>>85460962
Hey Bogwitch anon here! I have read through everything you wrote and I have to say good job! Your additions stay very close to my original vision for the witches bogs. Especially like the Gombwoddle's and the Woggles. I'd love to hear more about them! The only thing I would like to use my veto for are the harpies. I wrote the swamps as an amalgamation of the elements earth and water in which the dangers mostly come from below and as far as i know there are already harpies in various other areas so adding them feels like making the bogs less distinct. Besides that the niche of half bird creature is already filled by the Kikimora. I would suggest replacing the harpies in your lore dump with the following creature (next post) in order to not change it too much. I hope you agree with this compromise and don't take offense in it. Like I said almost everything else is really good stuff. Some minor changes I'd also propose are calling all gobling species of the bog "Boglins" (Pond Boglins, Cave Boglins, ... and so on) to stick with the swamp speech and distinguis them further from their goblin counterparts outside of the bogs. Also I suggest not specifically listing some of the slave races as bog inhabitants such as witchelves, she-eep and gibberlings. That being said I present to you the Rotsucker.

[...]
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>>85463430

[...]

>Rotsucker
Rotsuckers are large winged predators of the witch's swamps that prey on those who roost there, especially those who try to climb the trees for shelter from the various dangers of the ground are at risk. They will also attack other animals, as tasty wanderers are not all that common in the Witches' Swamp. In addition, they feed on all kinds of carrion, which they suck up through their toothy trunk, which has given them their name. When angry or frustrated, Rotsuckers spit a corrosive bile. Rotsuckers are known to follow their prey from a safe distance, circling unnoticed at a considerable height until the unsuspecting victim goes to sleep. Awake travelers will only be attacked when the Rotsucker is particularly famished or when a flock of them gathers to hunt, a rare but deadly natural phenomenon in the witches swamps.
When a Rotsucker finds a sleeping victim, it injects its caustic bile into it. He then coats the now partially paralyzed body in a rapidly hardening tar-like liquid that he produces in glands on his abdomen. The result is a kind of hard black cocoon. The bile and its caustic fumes kill the victim in a short time, breaking it down into a thick slimy liquid. The Rotsucke then grabs the hardened cocoon, rises into the air with its powerful leathery wings and attaches the sac with its sticky saliva to one of the large, gnarled Bulgebirches (also called Suckerfruit Trees for this practice) that can be found almost everywhere across the swamps. After 5 to 7 days, the Rotsucker then drills a hole in the cocoon with the circular, jagged, ossified end of its proboscis to suck out the nutrient-rich broth.

[...]
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>>85463462

[...]

Every once in a while, a gang of Boglins steal these black nutrient sacs on the sly, heat them up over a fire, cut them open, and drink it as what they call "stinky soup".
Rotsuckers are surprisingly intelligent and lead long inner monologues as they glide across the nocturnal swampy plains. However they are not capable of verbal language. To the east of the swamps rises the infamous giant Muckbark Tree (a name presumably derived from the sour-smelling, anal secretions of the Rotsuckers that almost completely cover the top of it's bark) where, contrary to their nature, the Rotsuckers gather annually to breed and lay their slimy eggs in its knotholes. The mighty dead tree corpse stands in the otherwise sparsely wooded Moderholz and not only in the mating season should a large as possible berth be made around it. Up to three hundred Rotsucker are said to have been sighted sitting and hanging all over its branches at peak mating times.
>>
>>85463462
Ah, I love the reference! Too few people know about the Edge Chronicles!
>>
>>85463643
true! surprised someone here picked up on that
>>
Mind if do some more lore on the Gluttony Island? Only suggesting it because the Wiki entry specifically says [NEEDS MORE LORE]
>>
>>85463694
Sure, go ahead!
>>
>>85463688
Did you know that there's more novels that just came out a few years ago? It's more of an industrial revolution feel than fantasy, but the authors did really well with it!
>>
Is wiki anon still lurking?
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>>85463710
I've heard about them. Might read them one day but after the twig arc I kinda stopped following it.
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>>85463712
I think I might be default Wiki anon at this point. Not sure where the original Wiki anon went off to.
>>85463720
Oh, man. Did you only read the first 3 books?
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>>85463730
I started reading the Rook ones too but I'm not sure if I even finished one book. Not that I didn't like it or anything but it was long time ago and I guess I just got distracted
>>
>>85463750
Did you read the Cloud wolf prequel trilogy?
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>>85463773
Nope
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>>85463750
Honestly the first Rook book goes pretty slowly, so I don't really blame you.
>>85463781
The Cloud wolf trilogy is freaking awesome, dude. We get to learn about where the Gloamglozer came from!
>>
>>85463712
are you referring to the original OP?
>>
>>85463694
1/?
Gluttony God
According to legend, the Gluttony god used to be a mortal that was both a powerful magician and a world-renowned cook whose home used to be the Glutton Island, but on the day he became a god alongside his rival, the god-king of the kingdom of the Nes and Fitt, its island changed into a land of milk, honey, and nearly every other foodstuff that exists. Not long after their ascent to godhood, both gods agreed to not make war with each other, lest the world be destroyed. However, that did not mean that they couldn't mess with each other.
They abducted many other mortals similar to themselves to build up their retinue, and would occasionally abduct mortals from each other, but they both agreed that they would not abduct or mess with the Island of the volcano god, not because there was an actual volcano god, but because they both agreed that island would be neutral territory.
One thing to acknowledge is that the gluttony demon that the Gnolls and Ogres worship is technically the same person as the Gluttony God, just a slightly different aspect of them. The Gluttony god, like their rival, looks and acts like a different person depending on who is looking, but the majority of the time they appear as an incredibly obese blob of fat with characteristics of the onlooker's preferred sex.
Inhabitants
The inhabitants of the Gluttony Island contain former mortals of nearly every race, but they are all extremely fat and gluttonous, and appear to be much more attractive than they were in their mortal lives.
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>>85464041
2/?
Some of the inhabitants were abducted from the Kingdom of the Nes and Fitt and were forcibly converted from muscular and statuesque to obese and gluttonous. Occasionally people with enough money will buy small ships and sail onto the island intentionally, often they are starving refugees escaping from war-torn countries.
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Fanged Slug

Slimy and disgusting, Fanged Slugs (Pulmonata Dentata) are abhorrent creatures that inhabit the witches swamps, where they wander slowly in search of food, with their preference being dead or decaying organic material. They use sharp extendable teethed jaws to reduce food into manageable chunks, then devour it. There are reports of them also attacking live prey, boglins and wanderers. They leave a slimy trail behind them that persists for days. Slipping from such a trail of slime and falling into one of the deadly pools, a leech hole or a pit full of quickmud has cost the life of many a traveler. An adult fanged slug can reach about the size of a large dog. Their poisonous fangs are turned into daggers and knives by various crafty swamp dwellers. A wound inflicted by such a weapon, if left untreated, will result in a slow and agonizing death, the emphasis being on slow though since the slug venom takes about a month to reach the heart and to subsequently trigger the fatal cardiac arrest. However, the wounded is only able to move at a third of their normal speed for the duration of the poisoning.
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>>85464134
Glad I'm not the only one updating the Wiki!
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>>85463800
I really need to get back into them someday. Thanks for reminding me!
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>>85464161
No problem!
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>>85462777
>>85463192
I don't see why we should retcon all the dates so far just for the arbitrary 6000 number.

If we want to keep the 6000 we should just assume it took a long time for the world to recover from the battle, and much of what happened during the earlier millennia has faded to myth.

>>85463430
The harpies don't really live in the bog itself, if you compare the political and terrain maps there are places where the Dominion controls rocky foothills.

The inclusion of cave goblins is due to their appearance on the underground map in that area. The ones that live in the bog proper are probably mutated somehow though, so once this gets posted to the wiki I will change to cave boglins and add a small note that cave boglins are just a regional variant of cave goblins.

I like the fact that you have made the Dominion very interesting and unique, but I also feel all areas should be at least somewhat integrated with their neighbors and the wider world, otherwise this setting just becomes a dumping site for unrelated ideas. If you want though, I can take the she-ep, gibberlings, and witch-elves off the people list and just put them in the Mutaa section instead.
>>
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Glubbo

Glubbos are a species of unsightly swamp dwellers. Their body resembles a large, more muscular Boglin while the face looks like a nosed Lamprey. What is special about these creatures, which feed mainly on mudfish, is their ability to camouflage and blend in with their surroundings. Moss, ferns and reeds grow on their backs while their skin resembles dead wood. When lurking for prey, they are nearly immobile, only to suddenly spring out of their camouflage and strike with either their sharp-toothed maw, a primitive knife, or a spear. They generally shy away from humanoid life forms, which has led many swamp dwellers to remain unaware of their existence. However, if you get too close or even accidentally step on them, you can expect to lose at best a toe, finger or hand and at worst an arm or a leg, which will be severed cleanly by the Glubbo's razor-sharp rows of teeth. Very few, however, will then look for a fight. Most will just use the element of surprise to quickly disappear into the reeds. Little is known about their culture and intelligence. Supposedly there are entire villages full of these creatures, but no one has found them yet.
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>>85464321
>The harpies don't really live in the bog itself
Alright that's acceptable. And again thanks for your contribution!
>I will change to cave boglins
That's nice!
>I like the fact that you have made the Dominion very interesting and unique
Thanks!
>I can take the she-ep, gibberlings, and witch-elves off the people list and just put them in the Mutaa section instead.
That would be much appreciated
>>
>>85464321
Agreed on the first part
>>
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Pondmaid

Pondmaids are omnivorous humanoids that live in small communities in some of the smaller pools of the Witch's Swamp. They love to charm anglers with usual intention of drowning them or taking them as cattle to their murky underwater villages. When they are burrowing, they hide their ugly faces under their long hair to look like a naked human female bathing. They have minor magical abilities, which they use to enhance their enticements or to allow humans to breathe underwater if necessary. Every few years, a pond witch emerges from their ranks, which has stronger witch powers and usually becomes the leader of the group. Such pond witches have the ability to transform entirely into the form of a beautiful young human female, sing hauntingly to hypnotice prey, leave the water for long durations, control aquatic creepevines and lesser sea creatures. Ordinary Pondmaids only speak the mute language of the fish, which is inaudible to humans.
>>
I agree with the other anon, for most countries atm, the absolute earliest dates given are 2 millenia ago, with most actual stuff happening in the past 1000 years. Either we stretch the timeline or we invent more bullshit to fill in the remaining unaccounted for 4000 years.
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>>85465808
I think we just put the battle of the empires much earlier than 6k years ago
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>>85463192
Somewhere along the line countries started to break away I'm pretty sure so they would've conquered what was left and the surrounding countries
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>>85467662
6000 years is a really long time as it is, I'm sure we can just slide stuff to have happened more recently.
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>>85468552
I meant to say more recently, oops
>>
So is the ancient Western Elf Empire another name for the First Elven Empire?
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>>85471302
So I was under the impression that the Drow Citystates were once the First Elven Empire, but the wiki page of the Drow Citystates weren't part of it. So where was the First Elven Empire located? And while we're at it, where was the Second Elven Empire?
>>
>>85471383
Can someone post tge map of the ancient empires? Thanks.
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>>85471383
Pretty sure the second Elven Empire was Drow
>>
What are the ores in this setting?
>>
Ok, there has to be more relevant lore dates about the witch elven. If I've missed anything, please let me know.
>>
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>>85473296
Also, Avangar timeline.
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>>85473296
the witchelves never really "opened" the breaches. they just started appearing and got connected to the sinful behavior going on in the empire
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>>85471302
Yes

>>85471871
I think this is the latest attempt, but there is an earlier one floating around too. This one probably shows a lot of alliances and such. Western Elf Empire was generally understood to be just on Scimitarian, so the other stuff is probably allies, vassals, maybe an allied empire, etc.

>>85472076
"demon ore" and "underworld ore" have been mentioned. Arcanium is a volatile ore used for enhancing certain magic items but is very dangerous to mine. Dimeritium is a metal that suppresses magic. Belsire iron is also maybe special.

A metal that moves and regrows has been proposed, as well as a "death metal" that interacts with souls, and an unstable magic uranium (though Arcanium may fill this niche)

>>85473296
Witch-elves probably weren't big players in the Battle of Empires. They didn't gather in their current territory until well after the battle. If they were allied with anyone it was probably the green faction.
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>>85473324
Seems pretty accurate to me
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>>85472076
The "reality" material in the land of the Lord Descendant.
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>>85473891
>Witch-elves probably weren't big players in the Battle of Empires. They didn't gather in their current territory until well after the battle. If they were allied with anyone it was probably the green faction.
I know, but if we're still assuming that the Battle of Empires is year 1, it's good to add it to the timelines regardless or participation, to organise the dates.

Also what happened to the Second Elven Empire? Was it just the lands of the first one rejoined? Or was something else? Because if it was a reunified First Elven Empire, there must have been a war with Azan to free the territories under their power.
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>>85473891
forgot to post map, see comments above
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>>85474085
Second Elven Empire was just a name used by the drow to unsuccessfully rally some malcontents who missed the Western Elven Empire. It dissolved when the drow nation broke up.
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>>85474111
>Second Elven Empire
Oh, so the Second Elven Empire is just a confederation/alliance and not really an empire? If so, the timeline would be something like this.
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>>85474086
So if the Western Elven Empire reached to the lands of the hobbits, did they rule over the hobbits, or did the hobbits take over the land after Azan conquered the Western Elven Empire?
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>>85474944
There should probably be areas untouched by the empires even at their heights
>>
The gnoll lore is very fun, also shockingly detailed. I'm sure I've missed something important, since there's so much gnoll related.
>>
What are the top five comfiest nations?
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>>85476559
You could probably do the timeline of the Western Nations (Scimitaria) in one go since all of their lore is interconnected
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>>85478564
I'm going to do that eventually, but for now I need to prioritise the big powers, since they are the ones with the most lore written. Some countries have just two or three worthwile dates to add.

That, and we still have to see how to fix the calendar axis.
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>>85478497
1. Mastodon Isles
2. Gvilderstaaten
3. Hobbitlands
4. Orc'Eire
5. Hithlone
>>
>The tale of Bobbit the Hobbit is not in the Wiki
I'm creating the page, but right now I can't browse through all the archives.

https://crumbling-giantstep.fandom.com/wiki/The_Tale_of_Bobbit_the_Hobbit
>>
Isle of Wizards timeline.
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>>85456980
Can someone upload this thread to the archive?
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>>85479168
There's also the Florinth story that's going on
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Very curious to see how the lore writing anons write Vandervax's fall to darkness when they get to doing Okhost
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>>85483069
I'm not sure why he's called Vandervax the Vile, Okhost seems such a comfy undead kingdom.
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Elanxan timeline.
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>>85483633
I'm reading about the Dominion of the Bog Witch, but other than the wars between the Bog Witch and the Ogre Empires, there's not that much. Any suggestions? If I can't find anything, I'll just move to either Zemyland countries or to the Gokmavi.
>>
>The Azan Dragon Empire and the Khenomeric Empire were the ones who fought in the Battle of Empires.
Did the Dragon Empire reject the use of magic? According to what I've read, magic was initially discovered in the Khenomeric Empire, so the great war between them could've been fueled by some sort of wizards vs non wizards.

Maybe the dragons wanted to stop the mortals from using magic, and the khenomerics, at this point ruled by a magocracy, wanted to expand the use of magic to expand their influence throughout the world.
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>>85483723
Witch corruption, drug trade, slave trade, kidnapping, smuggling and stealing, infighting shenanigans, power struggles between the daughters, individual histories of countless different swamp dweller races, paid murder, bog bandits, fishing, poison brewing, peat-cutting, hunting and getting hunted by bog monsters, pitchhauling, herb, moss and mushroom collecting, distilling and peated liquid brewing, cooking disgusting swamp stuff, nog butter production, alchemists entering to collect ressources, feet rot, black market trade, bog iron, waterway transportation, river network, cypress woodcutting, clay extraction, the place where delinquents and apostates from other countries are exiled, which usually amounts to the death penalty, long term conspiracy schemes by the old bog witch, swamp cheese, tangle trees, thieviesguild hideout
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>>85484225
*bog butter
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>>85484225
No, I meant in historical terms. We don't know what was there before the ogre kingdoms, when did the bog witch appear, when did she reunited enough forces and/or magics to fight the ogres, we don't know when the ogres exiled themselves...
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>>85484391
Not the one who wrote the bog witch lore, but I always assumed that the bog witch was a primordial evil sort type of creature, so her dominion over these lands makes sense to be longer than most (if not all) Empires.
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>>85484622
Not really, the lore established that the Bog Witch defeated the Ogre Kingdoms and drove them away to the south and the east. It was this migration that put them in contact with the gnoll, starting the gnoll empire.
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>>85484622
seconded
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>>85484646
She could have already lived there for a very long time though. Maybe she just took advantage of the moment and decided to strike in order to to strive for power.
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>>85484666
Still, I can't add to the timeline something entirely new if it isn't written.

I'm having to add some small things that help fitting the lore writings with each other, but not major pieces of lore.
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>>85484718
>if it isn't written.
it's implied from very early on:
>Evil half godess witch
Also it's the 34th post made in the first thread which means it's one of the oldest parts of the world
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>>85484769
Yeah, but if I don't have what exactly happen and in what order, I can't really add it. The only real order of events I have thus far from the Bog witch are.

>There's a semidivine witch
>The Ogre Kingdoms are born
>War between the Bog Witch and the Ogre Kingdoms.
>The bog witch conquers the kingdoms
>The ogres move en masse to the south and east.
>>
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Ulwogs

Ulwogs are a colossal species of amphibian swamp dwellers. They are distant relatives of the Toadlings but of considerably less intelligence. Their language sounds like deep bubbling and quacking noises and consists of only thirty phrases, the most important being "there food", "attack" and "hungry". Their jaws are extremely muscular and can bite through entire tree stumps. Unlike the Toadlings, their body venom is significantly less toxic, but can cause itchy skin irritations, warty rashes, and fungal-like infections. They feed on leeches, fish and various swamp creatures, basically anything that moves, is smaller than them and stepts into their territory. Some Ulwog tribes engage in territorial feuds with the swamp ogres, who are almost equal to them in terms of strength and physical stature. Their largest settlement is Muckmarsh, a semi-aquatic swamp village consisting of large round mud structures mounted on stilts at various heights, vaguely reminiscent of oversized frog spawn. A slimy secretion that the Ulmogs secrete from their abdominal glands allows them to waterproof the clay burrows and construct these dwellings both above and below the water. The Ulmog are generally antisocial loners and mostly roam the swamps in search of food, since there is hardly any food left for them in the vicinity of their home ponds. During the mating season they collectively return to their foul-smelling home villages and the males engage in brutal fights over the strongest females, resulting in large numbers of dead Ulwogs every year. The horrifying sounds of these gruesome courtship fights alone are enough to send even the most hardened and vicious swamp dwellers fleeing. If an Ulwog cannot find other food, it will resort to cannibalism.
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>>85484769
I don't think post order should equate to order of establishment within the history of the setting. Avangar was written in thread 2 or something yet it's like 30-40 years old, same with the Gnolls
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>>85485057
I'd argue it should at least be taken into consideration. And rank higher in terms of canon
>>
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Rust Beetle

Rust Beetles are a species of Diving Beetle that occur in swarms and, through their droppings, can change the chemical composition of stagnant water bodies to such an extent that certain inorganic materials such as metal, iron or steel will be slowly decomposed when they come in contact with the contaminated pond. Just getting in the same pool of water as one of these things degrades the ferrous equipment of adventurers.
>>
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The Zemyland timeline thus far. I've had to fill a make up a couple of events and dates to fit the lore as well as I could, if anyone detects a contradiction or error, please let me know.

Also, there are a lot of things that aren't there because there's no lore written about it:

>Biblion's origin and history (when was the library founded, when did the owlmen arrive, when did Biblion become a nation, anything worth adding to the timeline...).
>Kentgorod's origin and history.
>The Kingdom of the Crimson Queen's origin and history.
>The entirety of the Kingdom of Copper lore.
>>
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Gryplow

A species of small pond dwellers with sharp fish teeth and six tentacles on their lower body, allowing it to navigate underwater with exceptional speed and agility. The Gryplow has a sickly green colour, with green teeth. It has long, strong fingers which it uses to strangle its prey. It is generally found in still or stagnant water and behaves surprisingly aggressive for its size. It hunts in packs usually strangling its victims with its long fingers and octopus arms. However some of them are tamed by the Grützlings, Pondmaids ans Gombwoddles who like to keep them as pets and guard-dogs.
>>
>>85485642
great job anon
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>>85485642
just a small correction, "Zemylanders" are only the humans that migrated from Greater Elanxa. The other humans were just known as Hyperboreans/Alltafers I guess
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>>85485968
Ok, I'll correct it now, thanks.
>>
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Mirewenches

Mirewenches (also called Mirewitches) are the great-great-grandmothers of the more human looking Pondmaids. They exhibit similar behaviors when it comes to hunting anglers and adventurers, but have significantly stronger magical abilities at their disposal. Luckily there are only about a dozen of them living in the depths of the Witch's Swamp. It seems they neither die a natural death nor reproduce. They are rumored to have been created by Muckra in which case they'd be directly related to the Old Bogwitch, what would explain their dark powers. Her lower body resembles a long green eel's tail while her upper body looks like a pale woman's body, easily mistaken for a drowned corpse. They are capable of commanding large fish monsters such as Bogfishers, giant swamp pikes or the terrifying Swamp Serpents. In addition to all the magic tricks at the Pondmaids' disposal, they are capable of raining black tar, creating illusions in the minds of the weak-willed, and spawning lesser swamp elementals. They are able to leave the damp wet for long periods of time to slither like snakes through the damp swampy soil of the witchbogs, though they do so only very rarely and under special circumstances, as they abhor the aridity of the overworld.
>>
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>>85485798
>Gryplow Village
>>
What would be the most interesting route for a campaign in this setting?
>>
>>85486112
Interesting in what regard?
>>
>>85486124
interesting in the sense of being good campaign fodder
>>
>>85486204
Yeah, but what'd be the tone or goals of the campaign?
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>>85486211
>tone
medieval fantasy possibly also decided by this setting
>goals
having fun
>>
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Swamp Ogre
>>
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Mirelow

Mirelows are the bigger cousins of the Gryplows. They are about three times the size and have the lower body of a moray eel instead of tentacles. They are exceptionally fast swimmers, more powerful, and will occasionally lead schools of Gryplow, especially when it comes to taking down dangerous aquatic animals. With their bright yellow eyes, they can see pin-sharp even in the murkiest of mud.
>>
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>One Eyed Bats

The eyes and ears of the old bog witch.
>>
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>>85486725
>female Mirelow
>>
>>85483907
>Did the Dragon Empire reject the use of magic?
Probably just necromancy

>>85484818
>The only real order of events I have thus far from the Bog witch
Someone is writing the Cursed Battlefield lore, that will answer some questions about the history of the region.

>>85485642
Nerim and Valkyrie humans were in Zemyland before the snow elves. Also, snow elves arrive about 2000 years ago, so potentially the Battle of Empires occurred first. Whoever were living in Zemyland at the time of the Battle of Empires were likely only loosely allied with the Khenomeric Empire. And Zemyland was never apart of Greater Elanxa, but was colonized by it.
>>
>>85487065
>Nerim and Valkyrie humans were in Zemyland before the snow elves.
>Zemyland was never apart of Greater Elanxa, but was colonized by it.
Can I get the source for these?
>>
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Froglins

Froglins are distant relatives of the Toadlings. They are slightly smaller and scrawny than their toad-faced elders and live in secluded stilt villages. Their appearance resembles erect frogs, although their faces and bodies also bear some fish-like features. They feed exclusively on fish and insects, and they particularly like catching maggotpox mosquitoes with their long tongues. Froglins are usually armed with wooden spears, which they only use for defensive purposes. Unlike the Toadlings, they have no endogenous poison. They are among the most peaceful inhabitants of the swamp, but are shy and generally suspicious of strangers, which may be due to the fact that cooked froglin thighs are a coveted and extremely tasty delicacy not only in the witches' swamps. They don't like violence and if you manage to gain their trust, they might even hospitably grant you shelter and food for a few days in one of their Hidden Villages. Unfortunately, due to the fact that they are at the bottom of the swamp's food chain, their numbers have declined drastically in the last millennium. They call their remaining congregation the Slippery Diaspora since being decimated at large numers by rapacious Kikimori. For every 100 males there is only one larger and fatter female, who lays thousands of eggs per year, from which tadpolings hatch, with at least ninety percent of them usually being eaten by predators. When a froglin broodmother is pregnant, she will eat copious amounts of food brought to her by the males. Due to the fact that they also eat meat and larger creatures during this breeding phase, it is advisable to avoid Froglin Villagers at this particular time, as the survival of their own kind is still their top priority.
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>>85487065
>>85487188
https://crumbling-giantstep.fandom.com/wiki/Princedom_of_the_Platinum_Strait

>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.

Seems pretty clear Zemyland indeed was a part of Greater Elanxa.
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I've checked for Gokmavi lore, there is no need about how did it come to be. No history at all. Needs lore to be written.
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>Boglin
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>>85487332
>no need
no lore.
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>>85485642
I could try my hand at the kingdom of copper's lore.
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>>85487540
Are there any Wikis that mention it?
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I updated the political map, finally found the names for the neighbour countries of the hobbits. I think the only one left is Not!Redwall, I don't know how that is called.
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>>85487188
>>85487306
>Nerim and Valkyrie humans were in Zemyland before the snow elves.
From the Aine Saerverne page, under Corteau Canyon at the bottom

>Zemyland was never apart of Greater Elanxa, but was colonized by it.
>This region (Platinum) was once a part of the short-lived nation of Greater Elanxa
Boundaries change over time. I meant for the older part of the Platinum Princedom to be south of the strait, and the areas north of the strait to be colonies, but never specified this. However, the history of the Kingdoms of Silver and Gold specifically say they are colonies of Greater Elanxa, and the Kingdom of Gold history specifically says Greater Elanxa consisted of the Small Giantstep and modern Elanxa regions. This was meant to be in line with previous lore that Zemylanders descend from colonists from this region.
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

Toadstool - A large foul-smelling, slimy mushroom that attracts flies, which is why Froglins, Toads, and Toadlings like to perch on it

Wormwood - A hollow tree that looks like deadwood and harbors maggots and worms inside, with which it exists in symbiosis. The fruiting bodies which grow inside serve as food for the maggots, while their excretions act as fertiliser.

Creepvines - Living creepers with an algal-like consistency. They grab swimmers or those on the shore by the feet, wrap themselves around their legs and pull them down to drown them
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>>85487540
>>85487598
I wrote parts of it, but never got around to finishing it.

Based on the existing lore, they should be:
- A former Greater Elanxa colony
- Allied with the other Zemylander nations
- Poorer than the Kingdoms of Gold and Silver, but still richer than average
- Led by an attractive queen
- Have copper as a significant part of their economy
- Mostly pine forest

If you write something for them, make sure you read up on the other nations in that area, they are all meant to be integrated
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>>85487657
>Kingdoms of Silver and Gold specifically say they are colonies of Greater Elanxa
So they are colonies, not vassals. Thus part of the country of Greater Elanxa.
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>The Marshstalker

The Marshstalker is a predatory fish as long as two horse-drawn carriages and found particularly in the flowing waters of the Witchbog. He stalks boats over long distances, patiently waiting for the right moment to capsize them for the crew to fall into the water, where he awaits them with his teeth as long as short swords. It is one of the largest predatory fish in the witch swamps and is feared by traders who use the swamp's intricate waterways to transport mostly questionable goods. It is seen as a gift from the gods that he cannot walk. The Marshstalker reproduces slowly, which is why there are only relatively few specimens of its species. The unfortunate ones who fall victim to it are later declared as having been cursed by the swamp witch.
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>>85487944
The timeline is a bit confusing and duplicates certain events so that they happen both before and after the Great Migration.

I thought that you meant lines 8 and 9 to be linked...basically that the whole island was part of Greater Elanxa, then Aine Saevherne started taking back territory, but perhaps I was wrong. If so, who are the snow elves fighting on line 9? Ditto for lines 11 and 12, who are the Hyperborean fighting if the Great Migration hasn't begun yet?

The earthquake happens twice on lines 10 and 14, but this is one event.

Zemylanders didn't invade both Old and New Hyperborea, the new one is the nomad one.
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Colossus Slug

Native to the Witches' Swamps, the Colossus Slug is the continent's largest known species of mollusk. When fully grown, she can rise to the size of a swamp ogre and to the weigh of two oxen. Her sharp-toothed maw is usually hidden by two large flaps of skin, which she can flap out in a threatening gesture. She is omnivorous but prefers fresh meat and can swallow a human whole. If you encounter her, you should flee as quickly as possible, since fortunately she can only move relatively slowly. However, this is often no longer possible as the Colossus Slug is an ambush hunter, disguising itself as a Swamp Mound, Dead Tree, or Driftwood until its prey gets close enough. Its slime is not only sought after by alchemists, as it can be used to make an extremely strong glue that is so durable that it can be utilized in place of nails in construction. Avoid stepping in the slime trail, however, or (without a special solvent) you'll be stuck to it for days.
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>Giant Toad
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So what's the deal with grundiddy-i gromplos?
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>>85488665
>Imagine a toad the size of a garden shed. Now give her the appetite of a Gluttonlander and the irritability of a Gryplow. You get the idea.
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>Yellowfang Toadmaw

A horse-sized hybrid of a lizard and toad with sharp yellowish fangs that secrete a paralyzing venom which causes excruciating pain to the injured. Yellowfang Toadmaws are solitary and lurk for hours on their prey disguised as driftwood. In order to lay their eggs, which are coveted by potion brewers, they dig deep burrows in the morass, where they breed for months. They defend their wet clutch with their lives and with the utmost aggression. Their venom is applied to spears and arrows by some swamp dwellers.
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

"Like swimming in the witches bog." - Common proverb meaning to throw away once life for nothing
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AUROUS HIGHLANDS

The Kingdom - or the Lordship, as known inside the country itself - of the Aurous Highlands is a state situated in Northern Scimitaria.

>History

The area that now houses the Aurous Highlands has been inhabited for as long as there has been human settlements in Scimitaria. Originally a province of the First Western Elven Empire, it was populated by a few quiet farmsteads and small villages. After the fall of the First Elven Empire, Belsirya and the Aurous Highlands fell under the control of the Azan Empire.

The Azaneese favored the Scimitarian humans over the local Drow and other elven settlers such as Sea Elves and Wood Elven colonizers from Eflwood, and as such they invested heavily in the northern human provinces, whose status quickly grew within the Empire. As a consequence of this, two human kingdoms were erected in northwestern Scimitaria - the Kingdom of Belsirya and the Duchy of Calcabra, both being vassals of the Azan Empire, but enjoying some amount of autonomy.

Over time, the influence of the Azan Empire gradually lessened in the region, eventually leading to a series of wars against the united Drow, who aimed in creating a succesor state of the First Elven Empire. Even though they were initially succesful, their "Second Elven Empire" was short lived, and they were eventually driven back into their ashlands over a series of wars throughout Scimitaria.

Both Calcabra and Belsirya earned their independence, as small independent states gradually coalesced into a collection of duchies, principalities, and semi-independent baronies. Like Calcabra being united under one Grand Duchy, Belsirya also consolidated into one state, the Kingdom of Belsirya, being ruled from the capital city of Margueron, near the border with Calcabra.
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>>85488204
>who are the snow elves fighting on line 9?
The Khenomeric empire had taken a lot of land from the snow elves, so once it dissapears and Greater Elanxa takes its place, the snow elves see a chance to recover a lot of the territories lost. I imagined that they fight a lot of small border wars with Greater Elanxa that stop once the Great Migration starts and affects both Elanxa and the snow elves.

As for the others, I'm going to check again now.
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>>85490310
Ok, so I imagine that, after the Earthquake that devastates Old Elanxa, everything happens very fast. The hyperboreans immediately start a war of independence that lasts around a year or two and win, right before the Great Migration starts in earnest, sending Greater Elanxa in dissarray and threatening the borders of the snow elves and the hyperboreans. I imagine all of this happens in a very short amount of time. I can see how my writing made it look ambiguous.
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>>85490081
The Aurous Highlands were the poorest and least populated region of Belsirya for centuries, but it all changed when miners from the small village of Canavan discovered gold. Over time, many more veins were discovered, and word quickly reached to Lord Paramount Basil Bolivard and even to the King of Belsirya itself, Aurelien of House Platret.

King Aurelien did not let the opportunity slip away, and soon sent many opportunist miners and other government officials to monitor the gold excavation in the Aurous Highlands. Soon, the region became one of the richest in the entirety of Scimitaria, and many castles and towns were built with its newfound wealth.

However, not even 50 years had passed before turmoil boiled down in the Aurous HIghlands. King Aurelien's nephew, Florian, was even more greedy and ruthless than his predecessor, and he tried to squeeze out every last bit of gold out of the locals of the highlands. He used his slave masters to enforce his will into the populace, and it wasn't long before even the Lord Paramount, a longtime ally of House Platret, turned against the King.

It all started in the village of Canavan, the original source of the gold mines, which had now turned into a large hillside trading town. The soldiers stationed there were brutally killed by pitchfork and rusty knife wielding peasants, chanting against the tyrannical House of Belsirya. Soon, this rebellion spread throughout the Aurous Highlands, and Lord Paramount Maxell Bolivard had no chance but to act swiftly, lending his arm to the rebellious peasants.

Before Margueron could act, most of the soldiers and slavers in the Aurous Highlands were driven out with their tails behind their legs. The other lords of Belsirya also sensed this moment of weakness, and willing to free themselves, joined the rebellion.

Needless to say, not even a year passed from the first rebellious incident and Belsirya was now shattered.
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Can someone update me on the national wonders and horrors? did we reach the complete number or do we need more?
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>>85490544
https://crumbling-giantstep.fandom.com/wiki/Thirteen_Wonders_of_the_World?so=search

https://crumbling-giantstep.fandom.com/wiki/Thirteen_Horrors_of_the_World?so=search
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>>85490310
Aside from the one map, we don't have any lore suggesting the Khenomeric Empire actually had territory in Zemyland to begin with. I don't think every yellow section of the map is meant to be a part of the Khenomeric Empire, a lot of them were vassals, allies, etc. Until we get a date for the Battle of Empires (is anyone still writing this by the way?), we don't even know who was living in Zemyland at the time the map was drawn.

>>85490382
Aine Saevherne page says it was the Old Hyperboreans that lost to the Zemylanders, so at minimal that should be changed even if they end up losing twice.

>>85490544
Wonders is well over 13 at this point, but no one ever updates the list
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>>85490500
The Kingdom lost the majority of its lands, and was now reduced to a small strip of land in the western Scimitarian coast. Even though they still call themselves the Kingdom of Belsirya, the name of this state that's fashioned by their neighbors now is "the Kingdom of South Belsirya", wanting to make the distinction between the past and the present.

Northern Belsirya was now home to a political alliance between many Paramount Lords, known as the "Alliance of the Blesire States". However, once the son of Lord Paramount Maxell died without heirs, the political alliance between the Aurous Highlands and the rest of the Blesire States broke apart.

Then followed a 12 year period of political turmoil in the Aurous Highlands, with many nobles and parties wanting to take control of the vacant place that House Bolivard left behind. It ended with Lord Emil of House Guivarch, a nobleman from the Northwesternmost tip of Belsirya - taking the throne of the Aurous Highlands, after he struck a deal with the miners and local merchants. Nowadays, his dynasty still rules these lands, almost a century after their independence from the Kingdom of Belsirya.

>Government

The Aurous Highlands, despite what their name might indicate, are not a Kingdom, but rather a Lordship. Most foreigners call them by the name of the historical kingdom that used to exist shortly before the Drow invasion.

In reality, it's a Lordship that's ruled by Lady Paramount Saverine of House Guivarch, a direct descendant of Lord Emil. She rules from Ashmark, a large fortress carved out of a hill. It was constructed after the discovery of the first gold mine, and it's surrounded by a walled city, at the foot of the hill where it's built.
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>>85490978
I forgot to mention that contrary to popular belief, the Aurous Highlands are not named after their gold mines, but their name was given by its locals more than a millenia ago, thanks in part to their golden coloured hills and wheat fields near the coast.
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>>85490970
>Aine Saevherne page says it was the Old Hyperboreans that lost to the Zemylanders, so at minimal that should be changed even if they end up losing twice.
To be fair, I can't think of a way to fit the events without making it like this. At some point Old Hyperborea had to become New Hyperborea, and I assumed that the time they spent occupied by the khenomeri would have changed them a lot, thus making the new hyperborean kingdom "New Hyperborea". And it would be that kingdom the one to fall to the zemylander kingdoms, thus breaking the Kingdom of New Hyperborea into nomads.

Again, this is mostly me trying to fit the lore as it is. I feel like the more we spend without a clear calendar, the bigger of a clusterfuck everything's going to become in the long run. We need a cohesive timeline and we need it now.

>>85490970
>Aside from the one map, we don't have any lore suggesting the Khenomeric Empire actually had territory in Zemyland to begin with.
Then we need more maps, but first we need to fix the chronology of the world.
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>>85487416
i am now interested in the story of goglin the boglin
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The attempts of a mad scribbler to reconstruct the timeline of central Scimmitaria

1. 4000 BBE
Basically nothing is known of this time, not even the names of the people that lived then or what became of them. Ossocavians are so named for the caves full of skulls and bones they left behind hwich are often guarded by malignant spirits. The First City is said to have been founded around this time but its founders and even the name of the city are lost to the sands of time.

2. 2000 BBE
As civilisations started to emerge, the first written records start to appear. the Elves came from the West to settle the Yamantai and Pi Xiuon capes. More and more human tribes came pouring in from the great Eastern plains. The Brass people learned to survive and thrive in the Giant handprint desert and Qadash was founded. In the North West, the dragon-tieflings imposed themselves as the warrior-kings of the Azanese tribes while the south their proto-Changri cousins founded the first kingdom we know the name of. Meanwhile the First City grew into the First Empire, a state led by a caste of priest-kings. It is also at this time that goblins started to move into the region from the south.
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>>85491188
3. 1000 BBE
The ascendancy of the Lao was quickly shattered by proto-Furlan tribes and their horse chariots which were themselves fleeing west from the First Empire. The Empire's ruling caste was at some point corrupted by an ancient evil and started a campaign of general conquest and genocide in their quest to refashion the world in their master's image. It's at this point that the old Azanese epics begin, recounting the tales of the prophet Aza that first unified the dragon-tiefling warlords and subsequently all of the peoples of the West and East in a last alliance against the First Empire, now known under the name of Empire of the Old Night.

4. 100 BBE
After their victory over the Empire of the Old Night, the peoples of the West were quick to unite under the banner of Aza and expand themselves. The First Dynasty was somewhat different from the rest in that it was more of a confederation led by the descendants of Aza than a proper empire and most of the peoples of the Old Alliance remained as autonomous vassals of the empire. In their last act of spite, the Empire of the Old Night caused the fall of Qadash. The Brassmen were thus exiled from their homes. Some choose to stay on the foothills of their old home and formed the neo-Qadashite city states while other decided to settle in the new Azanese empire which granted them vast tracts of land, specially in the Vitellian march as the relations between the dragon-tieflings and Western elves began to cool.
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>>85491138
I thought that Old Hyperborea was broken up by the Zemylander invasions, which ought to have been much later than the peak of the Khenomeric Empire anyways. The extent of the Khenomeric Empire isn't mentioned anywhere apart from that one arbitrary map
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>>85491239
https://crumbling-giantstep.fandom.com/wiki/United_Nomads_of_New_Hyperborea
The wiki page doesn't give that much to work with. Other than "there once an Old Hyperborea that is now New Hyperborea", the rest of the info about it I got from the other articles, and even then I haven't seen nothing that contradicts what I wrote.
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>>85491188
>>85491203

I'm not sure if we should add more moving parts to the world until we set in stone the calendar. Otherwise it's going to be harder and harder to colocate everything later. And we can't set it in stone if we don't know the current year.

So the 6322 ABE as current year seems too long to work. What about half? Would 3.161 as current year work better? I think it would clash less with the current lore and dates we have.
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>>85491161
>It all began with a little boglin called goglin.
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>>85491138
>To be fair, I can't think of a way to fit the events without making it like this.
Easy, either Khenomeric Empire didn't destroy Old Hyperborea, or Old Hyperborea didn't even exist back then, it is less than 2000 years old, so probably didn't form until after the peak of the Khenomeric Empire.

>We need a cohesive timeline and we need it now.
Maybe, but right now I feel we are bringing in needless retcons for the sake of one ambiguous map meant to support an event we haven't written anything for yet.

>>85491239
>>85491273
Like I said before, the Aine Saevherne page specifies that Zemylanders defeated Old Hyperborea

>>85491188
>>85491203
Seems okay, though it has a lot of implications so there may be something I am missing. Is BBE "Before the Battle of Empires"?
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>>85487870
Thanks dude!
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>>85491707
I forgot to mention their queen is distantly related to the queens of gold and silver, though this probably won't end up being relevant
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>>85491807
What about the red queen to the north?
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>>85491510
I think hypothesizing that Khenomeria extended up to Zemyland is quite a reach as it is. Unless the lore of these nations specifically mentions Khenomeria/Azan/First Elven Empire it's safe to assume they weren't part of those. Not every part of the map needed to be under the influence of some large superpower.
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>>85491326
I agree with this. That'd make the Azan Empire like 3.2k years old
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What is the lore on the Cowmen Grasslands? I was going to do their lore and was thinking of making them centaur like but with cow lower halves, and have them be nomadic and inspired by the mongolians thus leading to them being able to avoid the gnolls
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>>85487626
Bluewall
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>>85492059
Yeah the empires should probably be smaller, leave open space for other nations that were unaffiliated
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>>85490544
>>85490676
>>85490970

Wonders

Lore for existing wonders:

Gilgamash Ziggurat is specifically called the Great Black Ziggurat of Urkus – otherwise has no lore

Tower of Eternal Fire could be linked to the Avangar page since there is a bit of lore there. Same for Xandrilax Library (Biblion) and Hithlone Citadel (Hithlone)

Lore for Lindworm Bridge is: A massive bridge built at a mighty height, connecting the mainland and the northern continent. A full day's hike must be planned to cross it. Better bring some battle-hardened guards with you when traversing though, as the bonegnaw-harpies that reside on the neighboring razor-sharp cliffs are apt to attack merchants, travelers and soldiers alike – though the strait is over 100 kilometers wide, closer to 250 in most places, so this may need a bit of reworking

Quartz Tower lore - It was constructed by the third son of the founder of Florinth, to honor his father's legacy with a glowing beacon, to symbolize all that the city could be. It is three hundred feet tall and thirty feet in diameter, with a seventy-faceted sapphire the size of a man resting upon the peak of its conical roof. Each year, on the day that its construction ended, the light of the morning sun shining through the sapphire hits the statue that was once at the center of the city before it's great expansion.

Other wonders proposed:
- Qadash Pyramid – see City of Qadash page
- A Jeraxih Tribes temple
- Big Rock Candy Mountain
- Pyramids of Ibidrza (see thread 14)
- Dance Hall of the First Werewolf King (see thread 14)
- The blue palace of Zur-Bashapar, East Dsrvyth (see thread 14)
- Palace of the Gods (Azhar Nar page)
- Great Bell Tower of the Sea (see thread 16)

There are also at least 14 horrors proposed at this point

>>85492015
She probably isn't related to any of the other queens since it seems she won her crown via fighting/hunting skill rather than bloodline. You never know though.
>>
Republic of the Abandoned Automata gets it's name from the vast majority of it's residents being automata that have been left behind in that region from long ago. They've begun rebuilding themselves, but only managed to make it to the gilded age, so revolvers and steam trains have made it so far.
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>>85492306
They got no lore, only a picture on thread 3 and a brief mention of them sometimes being kidnapped to participate in the gnoll olympics on a later thread
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>>85493989
Republic of the Abandoned Automata are left over from the Battle of Empires, so they are probably more like magic golems than robots.

Also, I am tired of people always trying to bring sci-fi and post-apoc into lower tech settings. 99% of the setting so far has been fantasy or real world stuff of roughly the same tech level, we should probably just stick with that
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>>85494103
You literally have a realm made out of fried chicken and candy, but the line is drawn at wild west cowboy robots/golems.
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>>85494143
There are certain nations in this setting I think everyone has unspokenly agreed to downplay, but the Republic of Abandoned Automata has ties to the Battle of Empires, which is shaping up to be a pretty fundamental part of the setting.

Also, is that one anon still working on the Battle of Empires? Now that we are working on timelines we can't really afford to ignore it anymore.
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>>85494143
yes
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Bloatworms
The defining characteristic of bloatworms is that they can float. They float via a row of tiny, hissing, methane-gas-expelling ducts along their soft underbellies and constantly gulped in air. Bloatworms' bodies are long, lumpy, luminous, and slime-green. Along them are bulging yellow spots that ooze a cloudy liquid. Bloatworms' eyes are huge and milky. Bloatworms have rubbery lips and floppy feelers. Their mouths containe writhing tentacles with dripping suckers at the end to administer venom rather than a tongue and teeth. Bloatworms stink of rancid grease. After their bodies have been punctured or if they had died they pop almost like a balloon. Bloatworm venom is used for various purposes by the inhabitants of the witchbogs.

>Logworms
Logworms are a species of predator that live in the southern part of the witchbogs. They are extremely deadly and float like bloatworms to which they are closely related to. As the name suggests, logworms are somewhat log-like in appearance. They are large and somewhat cylindrical. Their skin is brown and rough, like bark. Green moss and ferns often grow on them as well, completing the appearance. Unlike logs, logworms have cavernous mouths and throats that smell of putrid meat. Within the throat multiple rings of sharp teeth are found, and around it there is a ring of green eyes. On the bottom of logworms’ bodies there are knot-like ducts that spew powerful jets of methane gas, while air is inhaled via their huge mouths, to keep them hovering and moving. In the process the ducts produce a loud, shrill, hissing noise. Logworms are dormant when they have food in their belly, and they remained harmless until the food is digested after a few weeks.
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Water Leaper
The Water Leaper is a small creature that lives in swamps and ponds. It looks like a frog with membranous bat wings that have amphibious phalanges at their ends. It has wings instead of forelegs, no hind legs, and a long, lizard-like tail with a slightly toxic and sharp stinger at the end. It jumps across the water using its wings, hence its name. Also it often occurs in flocks. It lurks beneath the water surface and will bite and sting everything that comes close to the water's edge. It gets blamed for snapping fishing lines and taking the bait cleanly off hooks. It is carnivorous by nature, feeding on blood and fish. To protect themselves from them, some swamp dwellers rub themselves in foul-smelling clay.
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>>85494924
>Water Leaper
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>Seagard

>History:

The region that is now known as Seagard was once a part of the Merfolk Empire, but like the rest of that ancient nation was unexpectedly cursed. Its human inhabitants became insane ratmen and almost all migrated to Luden, while its merfolk inhabitants became monstrous squid-folk and retreated to the oceans. However, like in Leng, some ancient guardian beasts remained and discouraged migration into the area for centuries.

Meanwhile, in the newly formed nation of Elanxa, the new cult of the Emperor was aggressively cracking down on existing religions. One of those religions was the Cult of Rusalochka, a Mermaid Goddess popular with sailors, fishermen, and certain merfolk races. This cult had overtime begun to consider the remains of the Merfolk Empire to be a sacred space of their goddess due to the abundance of merfolk and trident iconography, even though the Merfolk Empire worshipped Uun.

They launched a large expedition (unauthorized by Elanxa) to the ruins of the Merfolk Empire and managed to carve out a small nation, which grew overtime despite problems with guardian beasts and raids from Elanxa. Eventually they somehow negotiated peace with both Elanxa, and the guardians of the ruins (via the Besshiru), and became a relatively stable nation known for its silver and its seafaring ability.

>Government:

Seagard is ruled by a prince. This was likely inspired by the Princedom of Platinum, whose governance structure Seagard made some effort to copy. The townships are ruled by boyars, and the nation outside the capital is split between three regional governors. However, Seagard doesn’t have the numbers or the culture to replicate Platinum’s top-down management, so most communities are oligarchies of a sort, run by the captains of the largest ships, with the holy ones providing impartial moral and legal guidance when needed.
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>>85494990

>Economy:

The inhabitants of Seagard revere sailing as a big part of their culture, and have an unusually large number of ships for a nation with such a small population. Most of these ships are merchants, whalers, or large fishing ships, as the waters immediately around Seagard are tainted by the squid-folk and the by-products of Luden, making the use of small coastal fishing boats inadvisable.

Although not nearly as prestigious, some Seagardians also work in iron and silver mines, or in smithies that craft said material. Others work in farms or herding pastures in the many fields between empty cities. And ship building is also fairly important.

Seagardians are mostly self-sufficient. The goods they buy from Leng, Luden, and Avangar among others are mostly for resale in other lands. Their iron and silver crafted goods are considered top notch, but they don’t produce anywhere near the volumes that Zemyland collectively does. One of the few things it does purchase are ships, as demand always outweighs local production abilities.

>Foreign Relations:

Leng, Luden, Farrowt, Golden Wheat Fields, Platinum, and Silver – Seagardian ships are a common site in the harbours of these nations, though they mostly facilitate trade rather than bring anything back to Seagard. Seagardians are often the first to get involved when a new market for trade opens up between two nations.

Avangar – Seagardians are a bit wary of Avangar due to their use of dangerous magic and their destruction of several of Seagard’s old trading partners, but still do business with them regardless, mostly buying opiates and coal for resale elsewhere.

Drunigzar – To a certain extent they are one of Seagard’s main competitors in the shipping business, but Drunigzar ships mostly stay to the south.

Elanxa – Although a historic enemy, Elanxa and Seagard are pretty neutral these days, and Seagardian ships do a reasonable amount of business here.
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>>85495000

Kunt and Neraga – Seagardians don’t care much for pirates, but can generally look after themselves.

Anchovia – Seagardians don’t think much of the people of Anchovia, often mocking them for their fear of the ruins of the Merfolk Empire, and their willingness to fish in the polluted waters around Seagard.

Kokaine – Seagardians keep out of Kokaine. Just like everyone else they know it is cursed.

Grobianismus and the Circle of Scatology Wizards – This land is also cursed. Seagardians keep out of it.

>Geography:

Seagard has a hot, dry climate, but it gets cooler quickly inland due to proximity to the Frostlands of Khelek. Strange weather patterns in the area though mean the coastal parts of Seagard often get hit with fog or heavy rain, and sometimes with sleet and snow.

The lands are dotted with ruined cities and towns that haven’t been re-inhabited yet. Seagard only has a fraction of the population the core parts of the Merfolk Empire once had. Although these cities were built by the Ancient Leng, the architecture is more reflective of the Empire as a whole, and smaller step roofed buildings are far more common than the maze-like structures built on Leng Island.

>Demographics:

Humans – most of the population is human, specifically of Northerner origin, though there is some nomad ancestry as well. Seagardians can usually be distinguished from their northern neighbors by their tendency to dress light weight clothes with distinct patterning on it, an adaptation to having moved to an area warmer than their homeland.

Besshiru – though not nearly as common as in Leng, there are a few Besshiru kicking around in Seagard, where they are rarely seen, but usually credited with keeping the guardian monsters pacified.
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>>85495046

Monsters – Like Leng, there are a few guardian monsters kicking around in Seagard, but not nearly as many. There are also a few squid-folk, who usually just get treated as another monster, as almost no one remembers their ties to the merfolk of the fallen empire.

>Religion:

The Cult of Rusalochka is the dominant religion, and the reason for Seagard’s creation. It is a fairly loosely organized religion, where priests known as holy ones help enforce certain fundamental codes, but otherwise keep out of the way as Seagardian culture regards risk-taking as more important than conformity. The holy ones have some basic magic related to healing, control of water, and predicting the weather.

>Military:

Seagard doesn’t bother much with a land army, as none of its neighbors have the ability to organize a competent army, and no one wants to mess around with the haunted interior ruins anyways. The coastal communities do get hit with the odd raid though, and are well defended by ancient walls, and more modern siege engines.

Naval combat is where Seagard really excels. Their sailors are rated the best on the east coast, individual Seagardians train relentlessly in boarding and counter-boarding tactics, and they aren’t afraid to adopt new tactics to fend off pirates, such as cannons, fire bombs, tamed monsters, or whatever else they can buy or copy off other nations. The Holy Ones are excellent supporting casters, and some of the strongest are also powerful enough to rock a ship and spoil its aim, or temporarily command one of the fearsome sea monsters of the depths.
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Swamp Serpents
Swamp Serpents are among the most feared predators of the witchbogs. Their size varies greatly, but particularly well-fed specimens can reach enormous lengths of up to 30 meters. As if their size wasn't bad enough, they're also extremely toxic. They are amphibious and spend most of their time underwater preying on large fish and other unfortunate swamp creatures. They are good swimmers and their territory stretches for hundreds of kilometers. Their teeth are traded as almost sacred relics among the swamp dwellers, sometimes fetching immense sums on the black market. They are used as ritual knives and sacrificial daggers and are said to have black magic properties. Swamp Serpent poison is among the most potent poisons on the continent and is coveted by poison brewers and alchemists alike. It kills an adult swamp ogre in seconds and is not detectable in the corpse. Consuming pickled Swamp Serpent Eyes is said to grant the user long life and magical abilities. Many myths and stories surround these creatures and anyone who slays an adult specimen can achieve legendary status in the swamp. They are the old bog witch's favorite pet, and it is rumored that she gave birth to them herself.
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Any barbaric places for a brutal barbarian named Kor, Taker of Widows to be from?
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>>85495120
probably the realms of the action god or volcano god
>>
>Bogs Snails are Large Snails that mostly live underwater. Their large, prickly shells are used by some humanoid water creatures as dwellings. Roasted Bog Snail in Herb Sauce is a popular dish in the bogs.
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Ok, I've adjusted the timeline to make current year 3161. I'm going to try and fit all of the dates here to see if it works.
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>>85495185
Also, since we don't have most precise dates, I'm going to make them up. Let's see how it ends up.
>>
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Bullwag

Bullwags are large, predatory, toad-like amphibians found in the Witchbogs. They use their toxic breath to kill their prey, then swallow the hapless creature whole. One of the telltale signs of a bullwag is the wheezing sound it makes. Their venomous breath can stun a victim 20 paces away and kill one that is only 10 paces away. They have needle-like fangs, long sticky tongues, two big bulging eyes (and four smaller ones), a fish like tail and warty mottled skin
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Scavenger Percher

Scavenger Perchers are large bird-like creatures with slimy black skin and leathery wings. Instead of a beak, they have a proboscis, which they use to suck up decaying carrion, insects, and fish. Scavenger Perchers hunt by briefly diving into the murky swamp waters to look for rotting fish carcasses, drowned swamp dwellers, or snails. They are good at navigating underwater because of their aerodynamic build and smooth, fish-like skin. They also fly long distances over the swamplands in search of carrion and are attracted by the smell of rotting meat. If you see one circling overhead it is never a good sign as they are able to anticipate bloodshed and impending death. After large scale battles in the witch's swamps, the sky is littered with them. They build their nests in tall bare swamp cypresses and occasionally engage in territorial battles with rotsucker and other flying swamp fauna. They are partially edible, but their skin is incredibly tough and tastes like a moldy shoe sole.
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>>85495262
>>85495185
Ok, I added the azanese dates to the timeline. Is this ok? I feel like there's a lot of empty space, but I guess that can be fixed by writing more lore...
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>Dominion of the Bog Witch – additional lore
>https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

>Gluggmarsh

Gluggmarsh is a metropolis located under the water surface in the middle of Lake Ugra Mora and is considered the most important underwater trade hub of the witchbogs. The city is populated by gombwoddles, froglins grützlings, gryplows, mirelows, toadlings, woggies, pondmaids and various other underwater folk alike and is considered a neutral zone. It is ruled by the dreaded Mirewitch Slugra Gorna, who enforces the judicial process and ensures that law and non-aggression are observed within the city.
Gluggmarsh is a chaotic accumulation of underwater dwellings of all shapes and sizes. The diversity of its inhabitants is very much portrayed on an aesthetic level. Some of the building materials used by the deepfolk are creepvines, slime-coated clay, and boat wrecks. The town is lit up with underwater-shrooms and lanterns in which glowing slime slugs are crawling. The all female City Guard consists of mirelows armed with poisoned bidents. The city is surrounded by agricultural seaweed fields, the fishing grounds where large fish, especially the giant catfish, are hunted, and the Abyss Hole, which is a hundred meters deep underwater ditch that residents collectively fear and where lawbreakers are banished to. Muckra herself is said to sleep down there.
Non-witch land dwellers are strictly forbidden to enter the city which is quite an unnecessary rule as they would drown anyway. Merchants can still interact with the underwater townsfolk however by taking a boat across where Gluggmarsh is located and throwing a handful of gold coins into the water. As a result, some armed Grützling grunts will appear and engage in the trade offer initiated by the surface dwellers.
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>>85495631
Azan and Changrila
>>
>>85442583
>pointless op thread just designed to post smut pic
>literal pubic hair detail
It's all so tiresome. Once, just once, I wish we could have a board without coomers.
>>
>>85495803
This thread has been going for five days. Did you just realize that or what?
>>
>>85495120
the khaganates and the gokchuks sound pretty barbarian
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>>85495180
>named after the famous taxonomist Armon Bogs
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>>85494195
Yeah no we all agree the food islands just don't exist
>>
>>85495782
I'll make a request for Ketlovia and I'm kinda changing the lore a bit, although the Ketlovians have had a distinct culture for thousands of years they didn't have a unified kingdom until 1000 years ago with them being turned into werewolves. This fixes an issue of the kingdom being way older than it should
>>
>>85497527
I'm joining the timelines of the big powers together. After we set that in stone, we ought to check for the smaller countries to avoid contradiction.
>>
>>85497469
The food islands are instrumental to grundiddy-i gromplo and nomadic kopwunrias lore however.
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>>85497469
haha, no.
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>>85498160
judging by all the trolls we hadso far, this has to be the most boring one
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>>85498209
yeah the anti food island fag might even be worse than Grundiddy-i Gromplos Antis....
>>
do people realize that kokaine is just a fantasy version of cockaigne? meaning that there are basically two "food countries" on the map. one being evil and maybe even demonic (kokaine) and a more neutral one (food islands)
>>
>>85498291
And there's THREE fantasy Russias, chill. It's all good.
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>>85498333
I am pretty chill thanks for asking. checked btw
>>
Ok, so this is how the timeline is shaping up to be. I've had to infer a lot the dates, so if you see some error or contradiction, please let me know.
Also, I'm still checking how to organise Zemyland, I'm not satisfied by how it ended up.
>>
test
>>
>>85499084
test successful
>>
>>85454225
>>85460940
Is Grundlog where Grundiddy-i Gromplos is located?
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>>85498808
You forgot to add the Grundiddy-i Gromplos Dynasties.
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>>85499084
>>85499095
>>85499098
>>85499105
topkek
>>
>>85498252
We all agree that Grundiddy-i Gromplos antis and food island antis should just be ignored.
>>
>>85498808
that's some great work, anon

Good luck trying to figure out the Zemylander knot, however. I'm still adamant about the fact that the Old Hyperboreans were beat up by the invading Zemylanders (as per the lore) instead of the Khenomeric Empire
>>
>>85487870
Here's what I got so far:
The Kingdom of Copper was formerly a Greater Elanxan colony like the Kingdom of Silver and the Kingdom of Gold before the fall of Greater Elanxa. It is allied with the other Zemylander nations, and poorer than the Kingdoms of silver and gold, but still richer than average. They are led by an attractive queen distantly related to the Kingdoms of silver and gold. Copper mining and logging are both crucial parts of the kingdom's economy, as the majority of the land is pine forest.
>>
>>85498808
Etera is older than both the Drow and the isle of Wizards in Scimitaria, according to their lore.

"Etera is a city north of Arangea and to the west of the Isle of Wizards. It's partially covered in snow, especially during the winter months. It is difficult to say when exactly it was built, but what is known for sure is that it is that it did exist when the Elves and the Wizards first reached the West "
>>
>>85495631
>>85495782
We already had the following timeline for the western region, which is all supported by various previous lore entries, not sure why so many dates for Azan got changed:

West and Scimitaria history so far:
- unclear dates - Dragon/Azan Empire gradually absorbs much of the region. First Western Elven Empire is formed in Scimitaria to resist this, but is absorbed piecemeal anyways.
- 2000 years ago - Azan/Dragon Empire reaches as far north as Daligrad Province on the main continent
- 1500 years ago - Eterans disappear, Arangea already founded by this point
- 1000 years ago - Dragon/Azan Empire reaches the height of its power, drives the demon tieflings from Siuverland and reintegrate it into the Empire
- 1000 years ago - Drow and Witch-Elves arrive in large numbers, start ripping apart Dragon/Azan Empire. Drow briefly form the Second Western Elven Empire, but it doesn't last long.
- 1000 years ago - Three Sisters settled by Azan
- 1000 years ago - Northern Scimitaria and the Isle of Wizards separate from Dragon/Azan Empire and/or free themselves from drow occupation, gradually evolve into the nations seen today
- 1000 years ago - Changrila fights Azan for control of the Azan/Dragon Empire, ends up separating instead
- 900 years ago - New Azan Faith forms, Siuverland separates from the Azan Empire in protest
- 500 years ago - Bumi splits from Arangea
- 500 years ago - Furlaniya and Azhar Nar separate from Azan
- "several centuries ago" - Succubus breaches formed
- 300 years ago - Nasr occupies parts of Azhar Nar
- 100 years ago - Drow pull out of the Kinnog region for the final time
- 80 years ago - Nasr driven out of Azhar Nar, First King of Azhar Nar crowned
- "many decades ago" - Red Lotus Cult settles north of Kinnog
- 50 years ago - Lesandros is destroyed by a wave
- "few decades ago" - Chrysovica converts to the sea-elf religion to avoid capitulation
>>
>>85495782
For Changrila
- Changrila was a part of the initial coalition Aza pulls together, not conquered later
- they fought against the witch-elves, not the drow
- split from Azan was 1000 years ago, as per above
- The position of God-Emperor is created not long after the first major victories against the witch-elves

>>85498808
Others:
- unclear where the First Elven Empire is that Azan defeats way back. If it is the Scimitarian one, we probably want to keep it around until sometime in ABE if we want to use that map
- Isle of Wizards stuff should be adjusted so correspond to correct dates for creation of Drow Empire
- Ogre and Bog Witch dates also incorrect
>>
>>85499138
>I'm still adamant about the fact that the Old Hyperboreans were beat up by the invading Zemylanders (as per the lore) instead of the Khenomeric Empire
seconding this
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>>85499098
What do you gain from acting retarded?
>>
Onwards frens:
>>85499731
>>85499731
>>85499731
>>
>>85499740
>frens
stands for Far Right Ethno Nationalists....



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