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File: what year is it.jpg (901 KB, 1200x1593)
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>Thread Question: What important events don't have a clear date yet?
>Thread task: Figure out some dates for important events.
>Another thread task: Complete the unfinished nation's lore and maps.

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

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

How can I help 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
>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 (everything goes trough the thread first)

Other Things that can be done right away
>Write up lore (politics, culture, economy, characters, creatures, … )
>Figure out essential trade goods for each nation
>Figure out the popular weapons used by each nation
>Make maps
>Expand and update the Bestiary and Herbarium
>Figure out trade routes
>Create a Star map and Zodiacs
>Expand the underground lore
>Help expand the worlds history
>Write about world villains, wars or other threats
>Work on giantstep’s mythology and religions
>Think about the world’s cosmology, day/night cycle, seasons, sea currents and so on

Previous Thread: >>86355397
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File: The map for now.png (5.16 MB, 6143x3000)
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>>86504210
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>>86504227
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>>86504173
>calendar
Have we decided on Zodiacs yet?
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>>86504240
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1 - https://suptg.thisisnotatrueending.com/archive/2022/84774616/
2 - https://suptg.thisisnotatrueending.com/archive/2022/84847594/
3 - https://suptg.thisisnotatrueending.com/archive/2022/84864673/
4 - https://suptg.thisisnotatrueending.com/archive/2022/84877899/
5 - https://suptg.thisisnotatrueending.com/archive/2022/84890048/
6 - https://suptg.thisisnotatrueending.com/archive/2022/84918731/
7 - https://suptg.thisisnotatrueending.com/archive/2022/84930206/
8 - https://suptg.thisisnotatrueending.com/archive/2022/84943450/
9 - https://suptg.thisisnotatrueending.com/archive/2022/84963046/
10 - https://suptg.thisisnotatrueending.com/archive/2022/84990296/
11 - https://suptg.thisisnotatrueending.com/archive/2022/85001905/
12 - https://suptg.thisisnotatrueending.com/archive/2022/85025361/
13 - https://suptg.thisisnotatrueending.com/archive/2022/85034498/
14 - https://suptg.thisisnotatrueending.com/archive/2022/85074457/
15 - https://suptg.thisisnotatrueending.com/archive/2022/85181021/
15#2 - https://suptg.thisisnotatrueending.com/archive/2022/85273765/
16 - https://suptg.thisisnotatrueending.com/archive/2022/85357735/
17 - https://suptg.thisisnotatrueending.com/archive/2022/85442583/
17#2 - https://suptg.thisisnotatrueending.com/archive/2022/85499731/
18 - https://suptg.thisisnotatrueending.com/archive/2022/85554910/
21 - https://suptg.thisisnotatrueending.com/archive/2022/85580942/
22 - https://suptg.thisisnotatrueending.com/archive/2022/85686282/
23 - https://suptg.thisisnotatrueending.com/archive/2022/85775039/
24 - https://suptg.thisisnotatrueending.com/archive/2022/85865971/
25 - https://suptg.thisisnotatrueending.com/archive/2022/85981957/
26 - https://suptg.thisisnotatrueending.com/archive/2022/86150840/
27 - https://suptg.thisisnotatrueending.com/archive/2022/86258892/
28 - https://suptg.thisisnotatrueending.com/archive/2022/86355397/
>>
Google Doc Link for the timeline. As updated as it can be.

https://docs.google.com/spreadsheets/d/1Weiu2IWHLvwzuWaCnggBT0nYVzJvvHEeD0ec3KB16WI/edit?usp=sharing
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>>86504241
Difficult to say, the stars are never the same, so it's difficult to have a zodiac of sorts.
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>>86504342
> the stars are never the same, so it's difficult to have a zodiac of sorts.
Umm.. that's not stopping people in, you know ... real life.
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>>86504173
Gloria Etalia stopped having consistent threads once they hit 27

/tg/ makes a setting based on pictures lasted 24 or so.

So yeah unless I am wrong this is the most successful of these settings so far (if you measure by continuous threads)
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>>86504173
Councilor Atai is a Tiefling politician and blacksmith who has served on The High Council of the Azan Empire for many years. He is a well-respected council member known for his integrity and dedication to his people. Atai is a strong advocate for the rights of Tieflings and has worked tirelessly to improve their status within the empire. He has also been a vocal opponent of the empire's policy of enslaving captured enemies and has worked to end this practice. In recent years, Atai has become increasingly concerned about the rising tensions between the Azan Empire and the neighboring Changrilla Empire He has been working tirelessly to try to find a peaceful resolution to the conflict, but so far the cold war has only increased in tension.
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>>86506954
We can't stop winning Giantstep bros
>>
I want to continue the historical maps, but I need a couple of dates before I make the next:

a couple of things needed to make the next Historical Map:
>The first appeareance of the witchelven.
>Start of the witchelven congregation in central Giantstep
>Founding of the Witchelven Empire as a nation

If we assume that the Witchelven invasion to Azan was in 1.910 ABE, the previous events have to be sometime close to it. That and the breaches' openings.

Also, Ellesis (later Anchovia) was probably a small power at this point, according to the lore. How bigger should it be? Or should it be a province of the Merfolk Empire?

By the way, what are some other big, important events that shaped history that aren't in the google doc timeline?
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>>86504342
Why?
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>>86509295
>>86506597
Correct me if I'm wrong, but the constellations from the zodiac are located the area of the sky that follows the path of the sun, right? If in Giantstep not only we follow multiple suns, but the Celestial Staircase is moving through the cosmos so much, the entire firmament is bound to change every couple of years.
>>
I'm suggesting Etera as one of the thirteen wonders of the world
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>>86511241
There were others that have been proposed in earlier threads but were never added.
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>>86510584
Is the staircase moving? I thought it was stationary.
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>>86512835
The stuff about the Staircase is pretty vague. But if the suns and the moons change every couple of years, there is no reason to think the stars don't do the same.
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>>86511241
Isn't Etera completely blocked and noone can enter?
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Someone archive this thread, please.
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>>86510584
There would still be every returning zodiac signs
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>>86515163
How? If the firmament is ever shifting, how can there be a stable zodiac?
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>>86506954
Neat.
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>>86515551
Well I gues it would be shifting in a stable manner you'd just get to see them less often.
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>>86514922
Yeah, but I guess it's mere existence and preservation can be called a wonder.
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Where's the lore map?
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Was someone doing the maps of Azan and Changrila?
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>>86520034
>maps
I meant flags.
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>>86519464
It is here. >>86441245
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What's going on in Windwillow?
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>>86520034
Can you make a list of all the flags that need being made? I'll get to it eventually.
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>>86520580
>Azan
>Changrila
>Avangar

At least those are the ones whose flags we have a description of
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>>86522094
We also have flags of Drunigzar, the Orange Kingdom (now the Marquissates) and the Red Lotus.
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Is there something that needs to be added to the wiki?
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>>86524151
I don’t know, are all the proposed great wonders in it? Nobody ever bothers to compile even a list of them.
>>
A bit of lore about the Vodyanik.

>History
The lands south of the Ashland Desert are some of the poorest, most barren lands in western Giantstep. The land is the victim of constant dry winds from the north, with such a force that it moves all decent soil to the sea, creating massive dunes blocking most of the coast. The rest of the cost is covered with jagged rocks, cliffs and treacherous deeps, making quite difficult to build a port. The land has the bedrock exposed, impeding the growth of forests, and in the few spaces that there’s enough soil, the high acidity of the soil blocks all but the most adapted plants from growing. Drunig sailors who explored these lands are surprised that their own lands, famous for their harshness, come out on top when compared to the lands of the Vodyanik.
>>
Someone should try putting a game in this setting in the gamefinder thread when this is done.
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>>86527793
As such, the history of the Vodyanik is rather sparse. Both the Kingdom of Ketlovia and the Khenomeric Empire held sway over the lands, but neither one really gained much profit from them, and often they were there just to connect certain trade routes or to keep an eye on banditry that could use the lands as a base of operations. The Khenomeric Empire abandoned the lands of the Vodyanik around the 1.000 ABE, needing the manpower there to take care of their other provinces. After it was abandoned, the land changed very little, with the only big events that happen were the creation of the drunig colony of Thalasoverme, a battle between the Kingdom of Boita and the Malagshian Empire that somehow happened far beyond their own borders, and the occasional gnoll sea raid.

The natives of the land, the Vodyanik, are few in number. They do not record their history, considering themselves that the past and the future do not exist, living day to day in an ever-expanding present. Thus, making a concise history of them falls under foreign historians, but very few are interested in studying the aloof and reserved vodyanik.
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>>86527804
>The Vodyanik
The Vodyanik are a strange human-like race that exclusively inhabit the poor lands south of the Ashland Desert, giving the region its name. They are tall, thin humanoids, with turquoise-tinted skin and reddish green eyes. Their bodies show certain traits that indicate that their origins came from the sea, like what appear to be vestigial gills, membranes of skin between their fingers and some scale-like protrusions in the back of their necks. However, they do not seem to desire any contact with the sea, preferring to live in grottoes and damp caves, where the harsh dry winds cannot harm them.

They are hunter-gatherers, exploring the lands during the periods when the wind doesn’t carry sand and dust. They gather all that could be edible, from local magnolia flowers, cacti, rabbits, mice, local land crabs… They can eat pretty much everything, and are highly resistant to poisons because of that. They have also learned to grow certain mushrooms and lichens in the deeper parts of the caves, as well as create traps for bats and other nocturnal critters.
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>>86527811
Their culture centers around a fearful adoration of the sea. They pray to many different sea gods, many in the shape of spirit animals. The sacred drawings in their caves show many creatures like krakens, octopi, whales, thanedds, basiliosaurus… They are drawn eating those who dare invade their dominion, while the Vodyanik observe from the shores. They will even leave tribute at the shores to show their respects to the spirits of the sea. However, for as much as the Vodyanic adore and revere the sea, they absolutely fear it. Vodyanik tribes do not show any form of fishing, sea travel, the exploitation of the shores and even swimming. Vodyanik keep themselves as far away from the sea as possible, and only will go during the most important ceremonial events. It has also been reported that those considered criminals or evil have been sacrificed to the sea, their hands and legs tied up and abandoning them there for the creatures of the sea to feast upon them. This strange dichotomy has not properly explained, and historians are still trying to find a link between these two opposite reactions.
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>>86527803
Seconding this
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Where could a guy like this live?
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>>86526981
I think I'll propose some Great Wonders and Horrors composed of stuff already written. People can then tell me which ones they think should be added to the lists
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>>86529462
Maybe as one of the followers of the God of Action.
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https://crumbling-giantstep.fandom.com/wiki/Squid_Peninsulla

Someone updated the Squid Peninsulla page, but I can't find the posts in the archived threads.

Please, if you're going to add lore and stuff, you must add it to the threads first, do not just write the lore directly to the wiki.
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>>86531074
Plus, there's a lot of lore-breaking stuff in the dump, and the original post has been erased. Please do not do this.
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>>86522480
Would the gnoll have a flag/banner?
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What traditional game is being discussed in this thread?
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>>86534308
Good old lorebuilding.
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>>86534308
A future one.
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>>86508142

>The first appeareance of the witchelven.
Lore says ancient times, but it was probably aroundcthe Azan-WEE wars.
>Start of the witchelven congregation in central Giantstep
Around 1800 ABE? If the Witch-Elven invasion to the azanese borders happened in 1910, around a century of congregation is the minimum without breaking the "around 1k years ago".
>Founding of the Witchelven Empire as a nation
Would it make more sense for it to be before 1910 ABE or after 1910 ABE.
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>>86533639
it could be a corruption of the old Khenomeric banner
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>>86536171
I imagine that the Gnoll flag would be the seal of the Gnoll Emperor. What that could be, I don't know.
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File: drunigzar flag v.1.jpg (564 KB, 2560x1540)
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I made the Drunigzar flag a long time ago.
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>>86536219
I think it should have Orcish symbols.

In the same way the hammer and Sickle, Muslim Crescent and Christain Cross spread across to many nations that were far removed from their culture of origin.

Since the Gnoll Empire is heavily Orcnized it makes sense they would adopt a symbol of power or something from them.
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>>86537203
What about a toothed jaw? They adore the maw, so it'd make sense for it to be a mouth with teeth. Plus, it is simple and easy to draw, perfect for gnolls.
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>>86536171
How does the Khenomeric flag look like?
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>>86538139
Like the Mongol war flags, but egyptianish. There'd be no dragon on it
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>>86537203
> The Gnoll Empire is heavily orcnized
It's not in the slightest. It probably took most of its culture from the ogres and a bit from the okhost necromancers. The rest is whatever original demonic shit was there and LARPing as Khenomerics.

Orcs like in the far west not sure a Gnoll ever even saw one.
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>>86538613
Considering the swamp ogres from the bog witch lands were the ones who introduced culture to the gnolls, I'd say they are pretty orcified. As much as gnolls can be anyway. Higher echelos are more influenced by Okhost and whatever remains from kheromeni, but the gnoll masses probably got a lot from swamp ogre culture and believes.
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Why should the gnolls have a flag instead of a tug or other vexilloid. Would make much more sense.
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>>86538979
What should be on it?
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The BBEG has won in this horror filled western. Zombies from the apocalypse roam in the hundreds as cities burn and are eaten. Are you a bad enough dude to wrangle the hoard away from those whom remain?
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>>86541584
Considering how many necromancers are in this setting, this wouldn't surprise me.
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>>86541301
I think maybe an ottoman style tug with some sort of gnollish symbol on top, fabric in the colours of the gnoll emperor under it and probably skulls and other trinkets attached all over it.
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>>86542182
Or maybe just straight up some monglian style tugs with animal hair and skulls braided in to emphasise their "otherness"? Are there any wooly yak-style beaties we could pluck from the bestiary for this?
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File: 1302-big.jpg (920 KB, 992x1424)
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Here's another creature for the witches swamp
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>>86542204
I like this
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Average hill in Grobianismus
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>>86542204
This. They could use fleshox leather to make the stripes and then the jaws of a gnoll on top.
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>>86542832
>>86542182
After a couple of attempts with DallE, these are the best I got.
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>>86536061
Ok, so are these dates acceptable to add to the Google Doc timeline?
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>Tesserai Vassguo
Tesserai Vassguo is a card game derived from the Truldommu, played mainly in the north of Azan and the Gvilderstaaten. Compared to the Truldomu, the deck is simplified, consisting of 4 suits of 7 + queen + king. The suits are traditionally depicted as the kingdoms of Fish, Serpents, Spiders and dogs. The rest of the deck are so called "triumph" cards, numbered from 1 to 13. Traditionally the the triumphs represent various emperors, divinities and saints both historical and mythical such as Hēnare, Li the Hardy or Cemak II, though their order and inclusion varies from deck to deck. The only constants are the 12 and 13 triumphs, which are almost always depicted as "The Prophet" and "The Forge" respectively, representing Aza and Bronzar. The 1. triumph is a trump card that beats 13. but no other, traditionally depicted simply as "The Dragon". The real/original identity of 1. has often been debated by chroniclers and cartomancers and has seen the game of Tesserai Vassguo being banned several times during the centuries by various orthodox clerics. Most agree that the game is simply an offshoot of Truldommu and carries no meaning beyond its entertainment value, though there exist some circles amongst the scholar-bureaucrats of Azan and the more eccentric merchants of Gvilderstaaten that consider the card deck to be a divine object that can be used to enter into communion with the world-spirits of the faith.
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>>86543510
Here is some stuff I got with wombo. Horrifying, but not what we're after.
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>>86543652
I can see the third one working. Maybe with each tug braids holding either skulls and bones of defeated enemies or religious icons of the maw. And in the upper part, a gnoll skull.
>>
more like /tg/ makes a seething
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A bit of lore for the Bhakkari Tribelands.

>History
The forest of the Bhakkari have been inhabited for millennia. The mild and peaceful forest of the region, rich in hunting animals and wild fruit trees, make for a very attractive spot for the populations near it, especially taking into account the nightmarish bogs of the north and the desserts and badlands of the west and south. This made the region a hotly contested place for nomadic tribes that moved from said areas to the forest, which led to hundreds of years of constant fighting. Over time, though, many of the tribes ended up joining together through marriages and conquests, until a near singular culture was born: the Bhakkari.
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>>86543910
The Bhakkari were the dominant culture in the area, never really unifying into a singular nation, preferring to keep their nomadic ways. They learned how to live in harmony with the forest, using its energies to protect it from the expanding influence of the creatures of the northern bogs and swamps. Many of the monstrous beasts from the swamps tried to enter the Bhakkari forest in search for easy prey, threatening to destroy the natural equilibrium of the area. As such, the Bhakkari became great hunters, learning how to deal with every single monster that crossed the borders. However, the attacks began increasing in intensity over time, as if some force inside the swamps was pushing the abominations out. This is when the Khenomeric Empire first arrived to the region. The Khenomeric were a powerful empire based in magics, and quickly bonded with the Bhakkari over their mystical knowledge, though the Bhakkari never took the powers of the forest as far as the Khenomeri did with their magics. The region was also an important stepping stone for further expansion to the west and north of the continent, so the Khenomeric began establishing settlements and outposts in the area.
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>>86543917
The khenomeri diplomats managed to convince the majority of Bhakkari tribes to join the empire willingly and peacefully, in exchange of help protecting the forest from the creatures up north. In 822 BBE, the khenomeric province of Bhakkarilands was born. It mostly took care of its own business, unlike the many other provinces in the empire that needed constant coaxing and pressure from the royal authorities (and later the Magoclergy) to keep their allegiance. Together, the Bhakkari and the Khenomeric army managed to push back the monsters from the swamps and bogs, and even managed to create fortresses, walls and posts in the swamps to keep a constant eye in the region. The khenomeri even manage to use their magical knowledge and their engineering to drain many of the swamps near the Bhakkarilands, allowing the mild forest to expand.
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>>86543927
However, this was not going to last. After the Battle of Empires and the fall of the Magoclergy, the Bhakkarilands province was left more and more to its own destiny. The Bhakkari had their own magic at a time where magical powers were becoming more unpopular than ever in the previously highly magical Khenomeric Empire. This meant that the help that could arrive from the empire was in the form of foot soldiers, instead of the magical agents that had helped to keep the swamp monsters at bay. This meant that the swamps slowly retook the spaces previously gained by the forest, until they got back to their original extension. The chance of further expansion gone, the Khenomeric Empire needed to protect what they already had, and as such, even that military aid from the empire dried up. Eventually, the costs of maintaining the province was more than what the Khenomeric administration could afford, and it was decided that they needed to let the region go. The Bhakkarilands became independent once again, though the bonds between the Khenomeric Empire and the Bhakkari never really disappeared.
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>>86543937
In 2.426 ABE, the bogs and swamps entered in a period of turmoil. The region had been ruled by swamp ogres for a very long time, after they had seemingly gained their independence from the eldritch being living in the deepest part of the bog. However, this was seemingly an illusion, as the forces of the Bog Witch retook the swamps in but a few years, forcing tens of thousands of ogres outside of the bogs. The Bhakkari forest was suddenly invaded by an unremitting tide of ogres, and not even the magical powers of the bhakkari druids were enough to slow them down. The Khenomeric Empire sent military aid once again to the region to keep the tide from crossing to the empire, but this was not enough. Eventually, the Bhakkari just gave up, fearing that the war would raze the forest to the ground, and bunkered down in highly protected regions of the forest, letting the ogres advance unimpeded as long as they didn’t damage the forest further. This caused the ogre migration to reach the Khenomeric Empire, which put the entire nation on alert. The ogres would end up being the least of the khenomeri’s concerns, as the contact between the ogres and the gnoll would create a force that would sweep the empire from within. The Bhakkari saw it in horror, but could do nothing to stop it, as the forest was still under siege. By the time the Bhakkari had repelled all ogre forces coming in, the Khenomeric Empire was long gone, and a war against the gnoll was abound.
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>>86543950
The Bhakkari had been hardened by war after years of fighting the ogres, but the hordes of gnolls were too much. The forest magic of the Bhakkari took down thousands of gnolls, but still they came. The dead gnoll bodies just ended up creating hyena gnolls that would lurk in the darkest corners of the woods, destroying the fauna of the region and causing havoc upon the Bhakkari’s hunting grounds. The wars with the gnolls reduced the forest to half of its original size by the time the gnolls decided to stop expanding. The Bhakkari haven’t forgotten the loss of the eastern forests, and have sworn vengeance upon the gnoll for the damage caused to the woods and for destroying their khenomeric allies. However, the Bhakkari are still too few in number to act against the ever strengthening Gnoll Empire, and too isolated to contact other nations that wish to see the Gnoll Empire gone.
>>
There are some nation that have zero lore to them. I'll put them here in case someone wants to give them a go:

>Windwillow
>Thereby
>Whereby
>Gilgemash

Any more nations that have zero lore to them?
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>>86543612
>Tesserai Vassguo is a card game derived from the Truldommu
So do we add this to the Furlaniya wiki page, just as Truldommu is?
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>>86537203
>Orcish
Ogre-ish.
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>>86527803
What system would we use?
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>>86542456
>a single wheel
Ha funny joke.
>>
We need to organise the wiki. We have a lot of info of certain places described in detail in other articles. We need either a reference system or to copy-paste the correct lore in the correct article.

Also, we need more templates for easy access to basic info.
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>>86552106
be the change you want to see in the world
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>>86544126
Is Windwillow not!redwall?
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>>86545106
Under Azan#Culture or its own page. Just hyperlink Furlaniya#Truldommu.
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>>86553653
Yes.
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I will write some extra stuff about Kentogorod.
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>>86527820
Did the Vodyanik interact with the Drunig colony?
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>>86555330
>The People of Kentogorod

Although historians are generally in agreement with the fact that Kentogorod was first founded as a fishing port by Humans, nowadays it is open to many people of various ethnic groups and races from all around Zemyland, or beyond. Hyperboreans, Zemylanders, Snow Elves, Dwarves and even Trolls can be found in Kentogorod, each with their own unique story that they chose to leave behind, preferring to seclude themselves in this frozen corner of the world.

The leader of Kentogorod fashions the title of "Lord Captain" and serves for life. He is voted into power by all the captains of the most important vessels of Kentogorod. The Lord Captain is mostly responsible for the maintenance of the town, as well as providing its citizens with the necessary supplies before winter arrives. Apart from that, the people of Kentogorod are relatively autonomous, and most fleets and their crews are able to do as they wish when outside the town.
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>>86555403
>Did the Vodyanik interact with the Drunig colony?
Relations between the two are few and far between, mostly because the Vodyanik refuse to have nothing to do with the drunig.The drunig would love to interact more with the vodyanik, since help from local populations is always needed to get the colonial economy going. But the drunig came from the sea, and not only survived, but thrived, occupying arguably the one fertile spot in the land, the Cinderwall River. Contact was not violent, but the Vodyanik would prefer if the strangers went away and left them alone.
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>>86555808
>>86555330
Neat.
>>
More stuff about the Bhakkari.

>Society and culture
The Bhakkari share a lot of aspects from the people who tried to make the forests their home. Their language and ritual writing is a mix between tolbari, kinga and even some elements from the northern swamps. However, since starting their contacts with the khenomeri, they have adopted their language and writing for mundane use, reserving their traditional tongue for ritual and religious affairs. This can also be seen in their art, with a lot of khenomeric influence mixed in with their adoration of the forest.
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>>86558054
The Bhakkari are nomadic hunter-gatherers, organized in tribal groups. Initially they formed smaller and more scattered groups, but the khenomeric influence made them congregate in bigger groups that get in contact with each other more frequently. The leaders of the groups are the druids, the oldest and more magically predisposed of the tribes. They are the ones who know how to commune with the forests and its spirits, and as such, they have a tremendous importance for the tribes. They decide the areas the tribe will occupy at certain times, the amount of foods they can take from each place to not disturb the equilibrium of the forest, they lead the praying to the forest spirits and to their ancestors, and they officiate the weddings between the youths. The magic of the druids is an ancient one, possibly before the ones used in the Khenomeric Empire, and it revolves near entirely around using the forest energies. The druids can sense the life energy of all living beings, and can use it for their ends. However, they are very sparse with it, since abusing it could mean disaster for the tapped plants and animals. The Bhakkari paint their ancient language all around the forest: rocks, caves, trees, even some wild animals will show their markings, shinning in the dark through mystical energies. Each Bhakkari tribe is sworn to defend one aspect of the forest, linking their own souls to it as the ultimate show of devotion. That allows them to tap into their energies, creating a symbiotic relation with the forest that mutually benefits them: the Bhakkari can get to live over multiple centuries like that, free of sickness and the ravages of time, and in exchange, the forest is protected from the monsters that could destroy it.
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>>86558097
Below the druids, there is an extensive warrior caste. The strongest men and women of the tribes (but without magical acumen to speak of) are sworn to fight for the forest in the old fashioned way, though blade and blood. The weapons of the Bhakkari are short swords and lances, usually enchanted with magical runes to increase their damage output. Their weapons used to be made out of bronze, but the khenomeri brought to them knowledge of iron smelting, which became the new standard. Most warriors are trained into the ways of stealth, jumping from tree to tree, and hiding in the shadows to hunt down their enemies. After the contacts with the khenomeri, they introduced horses to the Bhakkari culture, which they adopted with relish. The bhakkari have bred a race of slender horses that are capable to gracefully move through the forest, giving the bhakkari warriors a great deal of mobility. They also developed a series of stirrups and saddles made from the enchanted roots of the deepest trees in the forest, which makes them near impossible to dismount. This means that the bhakkari riders are able to freely use their own hands while in battle without fear of holding on. The riders also have runes drawn on the horses, making them stealthier than usual, so that cavalry assaults become even harder to avoid.
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>>86558111
Below the warrior cast, we find the hunters and gatherers, which form the foundation of their society. The Bhakkari were taught agriculture by the khenomeri, but it never caught on, unwilling to abandon their nomadic ways. As such, they depend on gathering food from the many fruit trees, fishing in the local ponds or hunting the abundant game in the forest. They do not stay in an area for too long, especially if the tribe is numerous, to avoid consuming the natural resources beyond a certain point.
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>>86558169
>Foreign relations
The Bhakkari tribes are in an area that has been under attack for centuries, and as such, they have become very used to fighting their neighbors. The tolbari and kinga tribes have tried to take over the forest, but over time, their attempts simply fizzled out, and now relations are relatively decent. The bhakkari recognize that the biggest threat to the forest is the trickling of monsters and abominations that cross the borders of the bogs. The swamps and bogs of central Giantstep house an unimaginable number of horrific abominations, many of which could destroy the forest if they ever fully settled in there. As such, it is the sworn duty of the Bhakkari to hunt down every single monster that crosses from the swamp. This can range from mindless beasts to tribal fey to nomadic ogres; they are tasked to stop them all.
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>>86558201
This was done quite successfully up until the great ogre migration after their defeat at the hands of the Bog Witch. The Bhakkari were overwhelmed, being unable to stop so many ogres at once, even with the mobilization of every single tribe and warrior, not to mention the khenomeric armies. They had to take the difficult choice of opening certain areas of the forest to trick the ogres into crossing them so that they would go away as quick as possible and causing as little damage as possible. And yet all of this was nothing compared to the damages they suffered at the hands of the gnoll.
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>>86558219
The gnoll were an enemy unlike nothing they had seen before. Their numbers dwarfed those of the ogres, and even when killed they were still dangerous, as the maggots and hyena gnolls were a threat to the ecosystem, depopulating entire areas of the forest. The Bhakkari were forced to abandoned the southeastern part of the forest, which is now infested by gnoll, and the northern areas are frequently targeted by gnoll raids or by wild hyena gnolls. For this, and for the destruction of their traditional ally, the Khenomeric Empire, the Bhakkari have sworn an oath of eternal hatred and vengeance upon the gnoll, not resting until the entire race has been wiped out from Giantstep. Many skulls and bones of gnolls cover the trees of the Bhakkari forest, as both a warning and an eternal reminding of their task. They have also sworn to retake the rest of their forest, cleaning it from the presence of gnolls. However, the chances of successfully retaking the forest are slim to none, as their numbers are few in comparison to the teeming masses of the gnoll, and their geographical position means they can access very few allies to compensate.
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Is this thread archived?
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What are the months of the year? How many months is a year?
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>>86558054
Glad to see more stuff on one of the most untouched nations of this setting
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>>86543857
It's not getting any more funny so far.
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https://crumbling-giantstep.fandom.com/wiki/Sunflower_Forest
>Sunflower Forest
Where is this? I cannot find it on the map.
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>>86562866
below the glass mountains
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>>86562878
Thanks
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>>86559768
It's complicated
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>>86563770
Has it been established? Where can I find it?
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>>86536061
>Start of the witchelven congregation in central Giantstep
1853 ABE
>Founding of the Witchelven Empire as a nation
1909 ABE
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>>86559738
How do you archive a thread?
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>>86504249
>>86504240
>>86504227
It’s all just a delusion in the mind of the emperor of Austria-Hungary, it’s him coming to terms with how he sees the dozens of slavs and other ethnic groups he rules over.
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>>86559738
>>86567831
Thread #29 archived:
https://suptg.thisisnotatrueending.com/archive/2022/86504173/
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>>86568448
Thanks.
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>>86570651
I forgot to erase the Terrania Freeholds.
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more like /tg/ makes a seething
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A bit of lore for the Runaan.

>The Ashland Desert
In eastern Giantstep, many tales surround the ebony Ashland Desert. Indeed, many traders and explorers have crossed the lands and gotten caught in the desert storms, appearing without warning and swallowing whatever gets in their way in dark clouds of ash. The region is home to many active volcanoes, which keep a small but stable of stream of cinders and ashes. This covers the entire landscape, giving the area its distinctive black hue. Adding to that the scant rains (which, due to the pyroclastic emissions, are highly acidic) and the strength of the winds, and no plants can grow there. The only thing that’s able to survive there is the Whickraz, a strange mix of mushroom and tuber that can somehow move its body up or down depending on the weather. And even then, the whickraz is highly poisonous due to the composition of the soil. This makes the Ashland Desert a place to avoid at all costs.
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>>86571542
Underground, though, it is another story. The constant volcanic activity has created a massive series of underground caves and tunnel. In these, life has evolved to thrive on the thermal energy from below ground: thermophile organisms such as fungi, worms and masses of moss-like beings grow and thrive in the caves, in either near dark or by the glow of the flowing magma. And feeding on those, a full ecosystem of insects, mollusks and reptiles making the underground their home.
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>>86571550
Below the Ashland Desert we can find immense mineral wealth: veins of gold, silver, diamonds, copper and iron can be found in the deep, and this has attracted a lot of attention from the nearby nations, all interested in the underground riches but unable to extract them themselves. The underground tunnels are also a way to traverse the lands safely from the harsh outside. The deep tunnels connect the extremes of the Ashland Desert, making for a great way to avoid the desert above. The Ketlovian Kingdom once tried to establish a permanent outpost in the Ashland undergrounds, to connect the kingdom with the lands at the other side of the desert. However, the harsh reality of life underground made it impossible, and quickly abandoned the idea.
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>>86571560
>The Runaan
The Runaan are the native inhabitants of the Ashland Desert’s underground. They are a tall, bipedal race of sentient reptiles. They can measure up to 2m meters tall, but in general they will walk hunched, not used to stand to their full height. They are very flexible, capable of contorting their bodies to ludicrous degrees, a useful ability to explore the narrow tunnels of the underground. Their bodies are covered in thick, flexible scales, capable of protecting them from abrasion and heat, and the runaan constantly shed them, keeping their skin in perfect condition.The runaan have a powerful tail, nearly half of their total height, which they use as an extra appendage, and to detect the vibrations of the area. The runaan could, in theory, survive the harsh desert above thanks to their resistance to heat, sand dust and poison (they do collect whickraz as food during the night), but their eyes are highly sensitive to sunlight. The runaan apparently are very sensitive to ultraviolet light, and do not enjoy to be under the sun for longer periods of time. It does not help that their eyesight is very dull, used to the darkness of the underground, so daylight can easily disorient them. To compensate for this, the runaan have a great sense of hearing, boosted by their sense of touch: they can detect and perceive infinitesimal vibrations, and some even say they use some form of echolocation to move around, but this has yet to be confirmed.
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>>86571573
The runaan are carnivores, feeding on the thermophile creatures that thrive underground. They feed their herds of underground crabs and worms with mushrooms and whickraz they collect, keeping them constantly on the move. The underground caverns are not particularly stable, and the runaan are constantly digging more tunnels, both in search of feeding grounds to their animals and to avoid being trapped in a cave in. This has made the runaan expert diggers, exploring the underground and unearthing many treasures from the deep. They have little use for them, but luckily the weird races from the outside have a liking for the shinning stones the runaan would have just thrown away as slag.
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>>86571584
Contact with the outside world used to be sparse. The races from the outside world labeled the lizardry runaan as silent and stoic at one moment, and cackling with laughter at the next. They are quite trustworthy, though, always keeping their word, though they can be quite a headache to trade with in the first place. Even if runaan society has no use for most minerals extracted from their caves (except those used to create more mining materials), the runaan are not ignorant of the value of their treasures to the eyes of the outside world. They think the outsiders as silly people who would trade mere rocks and metals for valuable meats and foods, but they are not going to sell their products cheap. The biggest hurdle for doing that has been always the harshness of the area. It is not particularly easy to establish land routes with the Ashland Desert, even with the underground roads, and moving great quantities of meat and valuable metals back and forth needs a lot of supervision and vigilance. The area would be rife with bandits and thieves, but the runaan are infamous underground fighters, and no mere band of outlaws can dislodge them from their tunnels. Entire mercenary groups have been organized to assault the tunnels, only to be lost in the labyrinthine underground and assaulted back by the runaan. The prisoners were usually put to work in the harshest areas of the underground, where even the runaan are weary of crossing. The caravans of the Ketlovian and the Khenomeri were constantly under assault, and once both nations weren’t unable to defend the routes effectively, contact was broken with the runaan. It would be much later than the Kingdom of Drunigzar, in their search for wealth overseas, would create the colony of Megarotera, in the only beachhead protected enough from the volcanic ash and winds to allow the construction of a port. Trade with the runaan would then resume, this time by sea.
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>>86571590
The Ketlovian and the Khenomeri used to trade with the runaan for their resources, in exchange of many kinds of meat. The runaan adore outside meat: pig, cow, horse, chicken, farm worm… it doesn’t matter, they consider them a delicacy, and will eat them with relish. Many speculate that the underground ecosystem is only able to produce just enough food to avoid a famine, and that this equilibrium is dependent on the seismic activity of the region.

The runaan are well known in the southeastern seas due to their love for comedy and black humor. The sense of humor of the runaan is seemingly reserved to themselves, as most races just find the interactions with them confusing and perplexing. However, we do know that they do enjoy jesting about situations other societies would find dire or distasteful. This can make them seemingly uncaring or even sadistic by those who have limited interaction with them, though in reality their intentions are nothing of the sort.
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>>86571609
This is also reserved to the prisoners and slaves they have captured. The runaan actively partake in the business of slavery. The deeper and more unstable grottoes are dangerous even for the runaan, and so they actively seek to capture people to work in them as disposable workers. Bandits and would-be thieves are usually captured in the caves and put to work, but this is not always enough. They usually buy slaves from the contrabandists in Megarotera, or captured during the gnoll raids. Working in the deepest parts of the cave systems is one of the worst fates that can befall to a slave in the southeast of Giantstep. Deep in near pitch black caves, lacking oxygen, picking near indestructible magmatic rock, always under risk of an avalanche or a deadly magma flow and having no chance to escape by the intricate tunnels, ending up in the hands of the runaan is a death sentence for most. The runaan will try to keep their slaves alive as much as possible, actually taking as good care of them as possible given the circumstances.
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>>86542271
So what is it?
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Do we have holidays celebrated all around Giantstep?
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>>86575165
there are some holidays written in the furlaniya page iirc
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>>86571542
>>86571550
>>86571560
>>86571573
Holy shit great job
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What is the chronology of the azanese dynasties?
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I have a problem with the timeline. It says that the khenomeri colonization of Leng was in 278, but that was Merfolk territory. Was there a war between the two? Talks of purchasing the land? What happened there? Considering the Merfolk Empire fell much later, I'm not sure how to add the events together.
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>>86571573
Runaan scholar
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Due to reforms that began at the end of the 9th Dynasty, the once sprawling Azan High Council has been consolidated into just four seats. Each rules a "House" that has jurisdiction over a broad range of laws and subject matter within the Empire. Together, they are the functional source of Legislative , Executive and Judicial Power in the modern Empire.

>The House of Flames
Oversees science technology and the humanities, including magic. Operates various academies and libraries, funds research projects into artifacts, develops weapons and oversees Blacksmiths, Wizards, Scholars, Scribes, artists, doctors and technicians.
Current Councilor: Atai

>The House of Clouds
Legally integrated with the New Azan Faith. Funds and manages churches, stores holy relics, publishes and edits scriptures, runs the Holy Courts and manages outreach to adherents outside of the Empire proper.
Current Councilor: Vishawn Reeds

> The House of Waves
Oversees the Navy, maritime trade, foreign intelligence and diplomacy.
Current Councilor: Mer-Tai ün-Nok

>The House of Stones
Oversees the army, agriculture, mining , construction, domestic trade, law enforcement, public works .
Current Councilor: Vacant (Selection process ongoing.)
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>>86577077
That is probably a mistake, researchers from the Khenomeric Empire aren't supposed to show up until after the fall of the Merfolk Empire

>>86576889
>What is the chronology of the azanese dynasties?
I am guessing roughly the following:
1st - 1700-1500 BBE
2nd - 1500-1000 BBE (this one is tricky since the 2nd is supposed to be one of the longer dynasties, but it is strongly implied the 3rd dynasty is active by 1450 BBE)
3rd - 1000-400 BBE
4th - 400-300 BBE
5th - 300 BBE to 400 ABE
6th - 400 ABE to 600 ABE
7th - 600 ABE to 1200 ABE
8th - 1200 ABE to 2100 ABE
9th - 2100 ABE to 3000 ABE
10th - 3000 ABE to present

>>86577955
Seems a bit contrary to existing lore where Azan is ruled by a council of nobles from the main families
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>>86578823
>That is probably a mistake, researchers from the Khenomeric Empire aren't supposed to show up until after the fall of the Merfolk Empire
You're right, that date is wrong. The fall of the Merfolk is in 1.660 ABE, it has to be afterwards.
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>>86578995
What would be a good date for this, then?
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>>86570651
What's lacking in the Bhakkari page?
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>>86570651
why arent the bhakkari erased
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>>86578823
Ah good point.
Hold on I will tweak it to fit the canon
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>>86578823
Stemming from reforms that began at the end of the 9th Dynasty, The Advisory Council of the Azan Empire is lead by four "High Councilors."Each rules a "House" that has jurisdiction over a broad range of laws and subject matter within the Empire and is elected by the Advisory Council (though they are technically "appointed" by the Empress and can be anyone, in modern times, the Throne has always heeded the "advice" of the Council for selections and every nominee is chosen from the Council itself) Together, they are the functional source of Executive and Judicial Power in the modern Empire.

>The House of Flames
Oversees science technology and the humanities, including magic. Operates various academies and libraries, funds research projects into artifacts, develops weapons and oversees Blacksmiths, Wizards, Scholars, Scribes, artists, doctors and technicians.
Current Councilor: Atai

>The House of Clouds
Legally integrated with the New Azan Faith. Funds and manages churches, stores holy relics, publishes and edits scriptures, runs the Holy Courts and manages outreach to adherents outside of the Empire proper.
Current Councilor: Ayatollah Vishawn Reeds

> The House of Waves
Oversees the Navy, maritime trade, foreign intelligence and diplomacy.
Current Councilor: Mer-Tai ün-Nok

>The House of Stones
Oversees the army, agriculture, mining , construction, domestic trade, law enforcement, public works .
Current Councilor: Vacant (Selection process ongoing due to gridlock in the Advisory Council Voting process.)

Edit of

>>86577955
To fit the canon
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>>86578823
The line between the 6th and 7th is fuzzy since the first Emperors of the 7th were rebels against the Sixth. They technically should overlap, though the in-universe "canonical" Emperor list probably has an arbitrary boundary point.
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More like /tg/ makes a seething
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>>86579693
>>86579491
I'm judging that based on how much lore is being written on the average nation, which includes

>history
>geography
>economy
>culture
>religion
>demographics
>foreign relations

The Bhakkari lack a page on religion, economy and demographics. Although my intent is not to police what's done and what's not, it's that many people see the map on what nation needs expanding on and fill in the blank spaces.
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A bit of lore for the Realm of the Goddess of Harmony.

The land west of the Elanxan Empire is covered in deep rainforests that stretch as far as the eye can see. The mild weather all year long and constant rains and mists feed the many swamps hidden in the area, with many of the wildlife adapted to hunt in these changing conditions. The terrain is hard to traverse, the many layers of vegetation joining together to create a nearly impassable wall of life, requiring all who traverse it to bring many tools to clean the forest and keep moving. In the dark, many species of felines stalk their prey, with many primates and great birds moving around in the treetops. Snakes and burrowing spiders cover the ground, with camouflage near impossible to detect.
And yet, those who travel the forest claim to sense a great feeling of calmness and serenity, their senses focused and their mind clear of doubt. This is said to be the effect of the Goddess of Harmony, one of the most revered and esteemed divinities in eastern Giantstep.
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>>86582008
>The Goddess of Harmony
The Goddess of Harmony is the patron and defender of nature, balance and inner peace. It represents the orderly change in nature, never staying the same but always following an orderly pattern: The circle of life, the changing seasons, day and night, the crop cycle… It represents the peace of mind that knowledge of the many patters of the world can bring to all, making the world a more welcoming place through familiarity with it. The Goddess of Harmony is seen as a figure of motherly care and affection, and many societies pray to it as a figure that protects families and pregnant women. The Goddess of Harmony rewards its followers though hard work, meditation and focus. The ability to never lose sight of their goals, despite all distractions, thrills and temptations. To keep a cool head even in the hardest of situations.
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>>86582022
There are temples dedicated to the goddess all throughout Giantstep, though they are mostly located in the eastern part of the continent. The Harmony Goddess is usually represented as a young woman caring for aspects of nature, with long hair twirling in seemingly never ending curls. The temples of the Goddess of Harmony also double down as lush gardens, places of healing and meditation. The priests who dedicate their lives to its worship try to reach enlightenment through the study of botany and mathematics, searching for all patterns in nature. Many convents of Harmony also dedicate huge efforts to apiculture. The bee is seen as the epitome of what the Goddess of Harmony represents: order, stability, the care for nature and patterns in the building of the complex nests.
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>>86582035
The Goddess of Harmony is not a deity of peace in the war sense. Martial prowess, military proficiency, the strength of mind to survive the harshness of battle with their psyche intact… All these things are also part of its remit. It does frown upon starting conflict, since war breaks the equilibrium between people and harms nature. Likewise, the Goddess of Harmony also has an aspect of death within it, since many of the cycles of nature involve death: For there to be life, there needs to be death, and vice versa.
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>>86582053
The Goddess of Harmony is said to be the sister of the infamous God of Action. These two deities are in many ways the polar opposites: whereas the Goddess of Harmony rewards calmness and premeditation, the God of Action rewards intensity of emotion and improvisation. Whereas the Goddess of Harmony rewards order and structure, the God of Action rewards turmoil, malleability and unpredictability. Whereas the Goddess of Harmony defends the search to enlightenment, the God of Action revels in the many adventures along the way, never focusing on the destination and just moving forward to the next big quest. It is said that the Goddess of Harmony is the big sister of the God of Action, and that the latter enjoys trying to pick on her. Considering the frequence with which the God of Action takes the followers of the Goddess of Harmony to its realm, it seems to be right. These devotees are frequently able to escape the realm of the God of Action, through blocking all feeling of exhilaration while surviving the many challenges laid in front of them.
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will write some lore about the dreaded wharf tomorrow
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>Elfwood

>History:

In ancient times, Elfwood was the region where linkages between this dimension and the faerie realms were most common, and therefore many of the strongest faerie lords operated out of these lands. Alarmed by the spread of human factions that disliked the fey, such as the Azan Empire and certain factions among the Westerlings, the faerie lords of Elfwood were integral to the creation of the First Elven Empire, and often encouraged their followers to “colonize” regions where human invaders were driving out local faerie lords.

Despite their key role in the First Elven Empire, the Elfwood lands were often not seen as an integral part of the First Elven Empire by its enemies, as Elfwood was prone to frequent civil wars, and furthermore its politics, religion, and economy were poorly understood by humans.

The civil wars gradually sapped the strength of the First Elven Empire. Although some faerie lords were slain, many others simply became disillusioned and retreated into their own alternate dimensions.

The final major civil war took place in the decades leading up to the formation of the Witch-Elven Empire. During this time, several factions fought against one another including an enlightened faction led by the owl-like faerie lord Snowcloud, the fanatical naturalists of Treebeard, and the witch-elves and other unseelie fey of Lord Ebon. The war ultimately ended with Treebeard’s followers battering most of their rivals into submission, and driving out the rest. During these events, several rival communities and armies were transformed into strange tree people known as “The Cursed”, cursed to remain rooted and to bicker and moan until their tree form is finally destroyed.

Since the civil war, Elfwood has been largely forgotten by the rest of the world, but some of its inhabitants still speak of rebuilding the Elven Empire, and seek out dark alliances and darker rituals that may allow them to do this.
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>>86584734

>Government:

Most of Elfwood’s inhabitants are loyal to one of the faerie lords that remain active in the region. The faerie lords have a complex governance structure based on varying power levels and ancient oaths. Some have compared it to the feudal system, but in truth it is much more complicated.

>Economy:

Elfwood doesn’t really have an economy as humans would understand it. Most fey here are hunter-gatherers, while others don’t even require sustenance, as instead they draw energy from the primal forces of the land itself. Despite their seeming primitiveness, many of the fey are also skilled craftsmen, able to use magic to create items of exceptional quality.

>Foreign Relations:

The inhabitants of Elfwood tend to live in the past, and their perception of other nations is mostly based on past events. Due to their isolationism, they have little interaction with outsiders regardless of these views however.

- The Lands Behind the Hedge (Hereby, Thereby, Whereby, Windwillow) – Elfwood still maintains some links with these nations, though some contain powerful faerie lords that were driven into exile during the last major Elfwood civil war and remain resentful about it.

- Azan Empire, Zapalovach, and Scimitaria – Elfwood once sent “colonists” to parts of these areas to help slow down the expansion of anti-fey human factions, but eventually stopped due to being distracted by domestic issues. Some humans still resent this, and even a few fey resent Elfwood for giving up on the fight, but most consider it ancient history.

- The Traitors (Manogre Princedoms, Land of Fake Humans, Waldemaria, Land of Windmills) – These areas were once home to many fey and fey aligned humans (and generally still are home to at least a few), but eventually the humans, ogres, and some others in these areas rebelled against the fey and fought many wars against them. The inhabitants of Elfwood still hold old grudges against these regions.
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>>86584764

- The Dark Ones (Dominion of the Bog-Witch, Witch-Elven Empire) – Although they may be fellow fey, the inhabitants of these regions have thrown their lot in with dark powers of the worst kind, and even the isolationists of Elfwood will sometimes make efforts to disrupt their plans.

- The Exiles (Sniden, Moonlight Shores States, various factions in nations listed above) – Many faerie lords left the First Elven Empire for various reasons at various points in time and still hold old grudges against those in Elfwood.

>Geography:

Elfwood is a strange, ethereal place where the boundaries between the real world and the faerie world are thin. Everything seems more alive and vibrant, even the dark gloomy places were certain unseelie fey make their homes.

The terrain is a mix of forests, meadows, swamps, lakes, and hills. Despite popular belief, not all the trees are sentient, but some definitely are. Some of these sentient trees are ents or other tree-like fey, while others are The Cursed, individuals cursed during the last major civil war.

Some sections of Elfwood take on the characteristics of the controlling faerie lord. Within a single day’s walk it is possible to pass through many such realms; for example one could go from a magnificent moonlit meadow full of massive elk where the temperature is pleasant, the flowers glow silvery-white, and a comforting lullaby seems to emanate from everywhere and nowhere, to a hellish swamp of frigid water, suffocating fungus clouds, and the moaning of The Cursed.

>Demographics:

- Wood Elves – Also known as primal elves, these tree-like elves were the foot soldiers of Treebeard and other like-minded faerie lords (and many of their opponents as well). Wood elves make up a large portion of The Cursed, as Treebeard and his allies were particularly affronted by wood elves and other plant based fey who opposed them.
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>>86584794

- Other Elves – Many other elf-like beings can be found in Elfwood. Some are the offspring of wood elves and a wide range of other species, others were deliberately created by various faerie lords. Due to this diversity, little effort is made to catalogue all the possible subraces, instead vague descriptors are used like “horned elf”, “bearded elf”, “pale elf”, etc.

Other Fey – All sorts of other fey live here including dryads, animalkin, ents, satyrs, nymphs, gnomes, brownies, pixies, hags, goblins, merfolk, harpies, etc.

Humans and Hobbits – The inhabitants of Elfwood don’t take kindly to those who follow an agrarian lifestyle, but a few humans and hobbits, generally nomads who ancestors have proved their loyalty countless times, are permitted to live here.

>Religion:

Most true fey don’t follow a religion as humans would understand it. They are generally very long lived, and believe in a cycle of reincarnation, so aren’t bothered by the prospect of an afterlife much. Most follow the ethos of a particular faerie lord, but see it more like a political/cultural affiliation than anything, plus in some cases a source of magical and or secular power.

Like certain other cultures, they believe an impartial creator god was responsible for the creation of the world, but believe this individual, the Treesoul, has no interest in being worshipped, nor do they provide it. They see Treesoul as having both a male and female component, not unlike the god Queveron, worshipped in what is now Waldemaria. Treesoul is also seen as having strong ties to the earth, not unlike the Earthmother, worshipped by certain animalkin, hobbits, and humans, Marusia, popular in what is now the Land of the Windmills, or the All-Creator of the Northmen, among others.
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>>86584817

They believe Treesoul created the various faerie lords of the north, and the animal spirits of the south, who in turn created various lesser versions of themselves. The first generation of faerie lords and spirit animals were said to be god-like in power, but most have removed themselves from direct contact with the world.

Most gods and demon lords are seen as interlopers from other dimensions, but a few are seen as misinterpretations of the first generation of faerie lords and spirit animals.

Powerful faerie lords with large followings in Elfwood include:

- Treebeard – An ent-like faerie lord with a large following of wood elves, ents, and dryads, etc.

- Bloodthorn – A dark-hearted dryad-like faerie lord tasked with overseeing the torment of certain groves of The Cursed. Served by dryads, fairies, and harpies among others.

- Crimisa – Queen of the Dryads, still quite popular in Elfwood among dryads and wood elves despite having gone into seclusion.

- Verdant Wolf – A tree-like spirit wolf whose playful demeanor contrasts with his hunger for sentient flesh.

- Autumn Queen – An elf-like faerie lord who has fought on nearly every side of every war. Followed by a faction made up of several different elven subraces, nymphs, satyrs, and fairies, among others.

>Military:

It has been a long time since the forces of Elfwood have gathered enmasse, but individually the faerie lords and many of their servants are extremely dangerous, especially on their home turf. Aside from the unnatural speed, endurance, and durability that many possess, many are also nearly undetectable on their favored terrain. In addition, the fey know of many strange magics, rituals, and curses not understood by humans and other frequent foes. Even the Wizards of the Isle of Wizards have largely given up trying to understand the rules of faerie magic, seeing it as closer in nature to divine magic, and only available to those in the favor of a faerie lord.
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>>86577737
What could the Runaan use as books? No way they use paper or parchment, they have no acces to either. Maybe mud tablets, mesopotamian style?
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>>86584846
>Treebeard
Really anon?
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>>86585838
stone tablets sounds rad
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>>86588078
They kinda have to be. The runaan are nearly blind, they probably use stone tablets with cuneiform in the same way blind people use special paper for braille.
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Are we going to add new landmasses at some point?
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>>86589693
Not really. Especially since there's a lot yet to be done as it is.
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When was the founding of the Empire of the Scatomancers? Wiki is missing a date.
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>>86589892
Many lore dumps are missing actual calendar dates, since it was implemented after many were written.
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The Eye of Ilahi is a mysterious magical construct that lies at the entrance of the rarely used Derinvadi pass that connects lake Yashikul to the Kinga Badlands. The eye is thought to be of Khenomeric origin as most mages reckon it is animated by some long forgotten spell of the School of Light. Since times immemorial the eye has observed the various travellers passing through Derinvadi, it's vast stone oculus moving, impassibly following each passer-by until they exit its field of vision. No one knows exactly if the eye is self aware or merely an instrument for some third party or if the eye is even seeing anything at all.

Many lesser kingdoms that have existed in the area have tried to either destroy or subdue the eye, but none have succeeded, as its guarded by extremely powerful astromantic enchantments of the Long Past.
Even though nothing indicates that the eye is evil in any capacity, locals all do well to steer clear of it, as this eldritch presence is considered best left dormant. There exists an order of monks that dwell in the mountains further east that incorporate Ilahi into their religious and initiation pracrices. During their initiation young candidates are brought into the pass before the eye. There they must meditate for 9 days and 9 nights in total immobility such as the stone cold gaze of the eye does not move for even an inch during the trial period.
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>The Dreaded Wharf

The Dreaded Wharf is an infamousw, dilapidated town of pirates, corsairs, smugglers and outlaws of all kind, lying inside a cove of Nerega, a small island between Devon and the pirate island of Künt. It has not always been a criminal lair, however. It has been a matter of contention between the Vilgans and the Belizians, with the former eventually laying claim to it. Despite that, the island's unconventional terrain and its poor soil meant that few people were even interested in settling.

In the end, the few settlements built on Nerega were abandoned, and only a large lighthouse and a naval base inside an isolated cove were built. During the war between Vilga and Avangar, the naval base was left poorly manned, and was subsequently converted into a temporary prison.

Following Vilga's surrender the cove was abandoned, and it took many years before it was repopulated, this time by the opportunistic Red Pirates of Künt. The former naval base turned into a bustling pirate haven, with many outlaws from all around the labyrinth bay moving in. The most prominent of those were the Quamona Tong, the driving faction of the Vilgan resistance against Avangar, sailing back and forth between Nerega and their base in Zeresh.

Nowadays, the Dreaded Wharf's existence and location is known by Avangar's officials, although there's little they can do to combat piracy, smuggling and all other illegal sea maritime activities, since most of the fleet's and the millitary's focus stands on the borders with the Platinum Princedom.
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>>86592595
There's a rumour circulating amongst the sailors of the Labyrinth Bay that the pirates of Nerega are using the island's old Lighthouse as a false beacon, in order to attract, confuse and disorient Avangar's and other ships loyal to the Empire. Although there is no way for this rumour to be confirmed at this point, it is true that the number of shipwrecks in the Labyrinth Bay has increased since the Avangar wars, something that can also be attributed to the rise of piracy as well as the existence of the Cannibal Bay on the island of Stor Kartoflu.
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>>86591488
Neat.
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A planet that has fire for oceans
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>>86591488
What did you use for the image?
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>>86590317
Any big date that's not in the google doc yet?
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What regions need lore?
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A bit more lore about the Realm of the Goddess of Harmony.

>The road to the Temple of Contemplation and Peace
Deep within the Realm of the Goddess of Harmony there’s a great temple, one of the biggest buildings in all Giantstep. It is believed it was built around the days the Khenomeric Empire claimed ownership of the northeast of the continent. The temple was expanded over hundreds of years, bringing some of the greatest minds at the services of the Goddess of Harmony. The architecture of the place is monumental, being able to see the highest spires and roofs from great distances. The temple covers a great area, many of the rooms and structures built over time with different materials and techniques, and yet somehow creating a sense of union and togetherness. Multitiered rooftops and towering spiral spires are joined together with great arches both curved and spiked at once; creating rooms open to the outside. These open spaces are then dedicated to gardening the thousands of species of plants brought from all over the world, which grow in wondrous patterns of shape and color. From many of these hang many beehives, that pollinize the tens of thousands of flower that dot the terrain. The columns are covered in geometrical and vegetal patterns, as well as showing many of the constellations that have covered the skies of the world at some point or another. At the center of the temple, a great golden bell tolls every day in a slow but precise way, never stopping, never ringing a moment sooner or a moment later. The followers of the Goddess of Harmony pray to that bell, considering it blessed by the goddess itself.
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>>86602761
The road to that temple is an extraordinary hard feat. Many pilgrims who wish to go there to find inner peace have to walk over miles and miles of wild forest, avoiding all of the dangers within, both natural and unnatural. The Goddess of Harmony will test its followers along the way, creating situations that need the utmost strength of mind and determination to succeed. Many have compared this to the challenges put by the God of Action, both gods liking to test their followers in creative ways. Some of the recorded tests are looping sections of the forest that seemingly never end, creatures that follow the pilgrims and need wisdom and attention to deal with, chasing shadows that can be dissipated through meditation, puzzle-like blocks that need solving… All the different tests that the Goddess of Harmony creates are recorded in the temple’s archives, once the followers are able to reach it.
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>>86602772
After centuries of many pilgrimages, some cities have popped up along the way, serving the many pilgrims that go to the Great Temple and becoming prosperous centers of trade. These centers worship the Goddess of Harmony in its many aspects, with the streets covered in flowers and beehives. It is said that those who try to steal or commit a crime in one of these cities will be attacked by the bees.
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This project is going on for more than half a year now. It will serve as an eternal reminder that /tg/ can still get shit done.
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>>86601394
I did this before the recent Realm of the Goddess of Harmony loredump so I'm unsure if it's "complete"
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>>86605206
>realm of the goddess of harmony
It is not complete, though I'm not sure what else to write for it to be unique.
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>>86601394
https://crumbling-giantstep.fandom.com/wiki/Special:ShortPages
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We still need to sort out the wonders/horrors of the world
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>>86601394
The Automaton Republic is pretty sparse.

A commune of steampunk Golems built from old Khemoric war machines that slowly built a civilization based on their old programming.

Built a wall around the horde of monsters from the magical blast zone where the Battle of Empires was held.

Had several skirmishes with the Witch Eleven empire.

Had a series of "Great Communications" that led to changes in their civilization (at least five)

Their society is currently split into "Functions" (War, Build, Message and Hunt are currently known .)

Went through an interventionist phase that climaxed with their contribution to the ill-fated Trocish Commonwealth.

https://archive.4plebs.org/tg/thread/85686282/#85748698


https://archive.4plebs.org/tg/thread/85686282/#85739146

https://archive.4plebs.org/tg/thread/85686282/#85749695
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>>86608430
Wonders - there are already 8 on the wiki. If the people don't feel like writing short blurbs for each, it is probably easier just to link them to their relevant page in some cases

Xandrilex Library - link to biblion page

Citadel of Hithlone - link to hithlone page

Tower of the Eternal Fire - link to Avangar page

Nananikor Palace in Azan

Gilgemash Ziggurat - probably better to wait for someone to write Gilgemash page

Ogabo Ice Palace - already linked to Ogabo Desert

Lindworm Bridge - 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 of Florinth - 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)
- Colossa - see Land of Windmills page
- Etera - see Etera page
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>>86608430
Horrors - six on the wiki, some can just be linked to an existing page:

Flying Castle: (The Flying Castle of Lugubrum, lore on thread 9)

Great Maw - link to gnoll page

Maelstrom - link to ortuga page

The Nothing - there has been lots of speculative discussion on this, nothing that anyone seems to agree to though

Mg'umba Blood Moon - already linked to page

Lair of the Necromancer - link to Cursed Battlefield

Others horrors proposed:
- tower of song - thread 13
- city that mysteriously expands without anyone living in it - no lore given, though potentially referenced on the Battle of Empires page
- Cursed Battlefield - has its own page
- Dread Mirror of Alkanoth - thread 14
- Oneiroia, the Dreaming City - thread 14
- Ogabo Bubbling Demon Pit - thread 14
- The Black Tear - thread 15#2
- Terminus - has a wiki page
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>>86609063
I like the idea that there are multiple competing theories on The Nothing that specifically contradict each other.
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>>86609063
About that city that expands without anyone living in it:

The Spectral City

In a far distant time of great empires and powerful magic, this city once stood and fell. Its people lived happy lives and died happy deaths, though not without strife. Until the annihilation. Though it is not known how, or why this happened, it is stated in the only surviving record that the entire city disappeared within seconds, without a trace. It stayed gone for many years, but it was found, and it was certainly not dead.
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>>86609248

In the barely habitable lands of the ogabo desert lies this ghost city, ususally. It can sometimes be seen growing, expanding. But none have ever been seen within the city. Few have entered, and none have navigated their way out of the sprawling city that may have never been at all.
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>Grobianismus

>History:

The history of Grobianismus is a convoluted mess that few have any interest in picking apart.

The accepted view among most academics is that Grobianismus was once Mourndaria, a kingdom within the Merfolk Empire. Like other former components of the Merfolk Empire, it was cursed by the god Uun, in this case cursing the inhabitants to be abnormally dumb and crude.

However, this version of history has never really appealed to more secular minded scholars, some of whom have tried to sort through the many conflicting local versions of the nation’s history, all of which are outlandish and scatological.

Due to the many conflicting accounts of local history, not much is known of Grobianismus’s early beginnings following Uun’s curse. Some say Grobianismus means “land of shit” in at least a few of the now forgotten local pidgin languages, but there is no modern evidence of this, and those who repeat it in the wrong places risk being tried by the local Inquisition for insulting national honor.

A sinister component of Grobianismus’s curse is that any who spend too much time in this land inevitably become just as dimwitted as the locals. As a result, few have ever tried to conquer this region (or indeed even enter it). However, occasionally the power hungry, contrarian, insane, and/or desperate foreigners will manage to topple local nobles (not a huge accomplishment) before gradually becoming just as idiotic as those they replaced.

The most recent of these reckless conquerors was an exiled baron from the Dren’Ul Peaks region (who were themselves exiles from Tarot). The baron retained his sanity long enough to make himself king of Grobianismus, before losing touch with reality and going insane. His descendants have proven to be even more erratic and incompetent than Grobianismus’s usual leaders, demanding constant praise of their looks, alleged longevity, "brilliant" economic schemes, and creative historical revisions.
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>>86609564

>Government:

Grobianismus is in theory a feudal system, with a noble class of knights, barons, earls, and dukes leading up to the king. In practice, many of the lesser nobles are too inept to provide even basic governance, and local leadership instead shifts between the biggest bullies and various self declared wise men and religious figures.

The senior nobility are almost completely out of touch with reality, yet somehow their authority is still usually respected. These nobles attract courts of yesmen, foreigners, and idiot savants who use their ruler’s authority to force their dubious interpretations of their ruler’s even more dubious edicts upon the common folk.

These courtiers fill a wide range of roles (poorly) including magistrates, scholars, chamberlains, treasurers, town criers, priests, artisans, stool samplers, and heralds, but the most dangerous of these useless idiots are the knights and the inquisitors.

The knights are essentially just glorified bullies, abusing their authority constantly, and rarely following commands more complicated than “kill x”. Most are related to the local mid-tier nobility, but some are local or foreign thugs of moderate competence, as even the nobles know they need to keep peasants in line. The knights are usually assisted by poorly equipped men-at-arms, and also sometimes by pig orcs or scatomancers working as mercenaries.

The inquisitors are even more dangerous. Despite frequent changes to religious dogma, and the occasional downfall and replacement of entire religions, there never seems to be a shortage of high strung fanatics running around persecuting unbelievers/randomly murder people. Many of these inquisitors are self-appointed, as even among the cursed inhabitants of Grobianimus, there are some of unusual energy and/or charisma. However, the most skilled are often foreigners, arriving perhaps for missionary work or scholarly ventures only to get sucked into the insanity of the curse.
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>>86609649

>Economy:

Despite appearances, the inhabitants of Grobianismus are capable of basic agriculture, mostly thanks to the fertile lands and ideal climate. Pigs, chickens, cows, and goats are often better treated than family members, vegetable gardens and grain farms grow haphazardly near homesteads, and some villagers seem to have an intuitive knowledge of how to make basic clothes, tools, and most importantly, how to brew primitive alcohol, though such items are inevitably misused and damaged by other villagers.

Most villagers rely on a rudimentary bartering economy, but nobles are sometimes able to trade with foreigners for the many goods their own nation is unable to produce. Typically Mourdarian artifacts, old coins, and foreign fugitives are traded for the mid-quality clothes and garish but fake jewelry that Grobianismusian nobles rely on to distinguish themselves from the rabble (sometimes a single mediocre outfit will be worn for generations of the same noble family before it finally disintegrates from overuse).

The royal family is infamous for its abysmally stupid get rich schemes, a few of which have actually worked somehow. The most successful is a scheme to sell human feces to foreigners, which has had some success with the Scatomancers, the inhabitants of the Urine Woods, and occasionally with Luden and the Seven Castles Baronies.

>Foreign Relations:

Scatological Wizards – The royal family of Grobianismus was manipulated into granting a portion of their kingdom to these lunatic exiles from Tarot in return for little. Fortunately, the Wizards are too addled themselves to exploit the situation, and contribute to the local economy greatly by vastly overpaying for shit while offering their own (occasionally valuable) services for a fraction of their worth.
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>>86609663

Urine Woods – Originally called this for its yellowish leaves and geysers, it is now home to urine obsessed magic users who are nearly as insane as their shit-obsessed cousins. The Urine Woods are generally considered a part of Grobianismus, even by its inhabitants.

The Chill Steppe – Grobianismus has long been at war with the Soomi inhabitants of the Steppe, but have consistently suffered military defeats.

Seven Castle Baronies – Grobianismus has occasionally gone to war with them, but most of the time they are at peace. Particularly smart (which isn’t saying much) inhabitants of Grobianismus will sometimes go there to work as mercenary fodder or as laborers.

Kokaine – Peasants and nobles from Grobianismus frequently settle in Kokaine, where they make up much of the population. Demons from Kokaine have recently become a problem, and to everyone’s surprise, Grobianismus has made some headway in containing them.

Luden – Probably the only race even more dysfunctional than the Grobianismusians, the Ludenese do some trade with Grobianismus, and even tolerate immigration from these lands.

Seagard and Elanxa – Are well aware that Grobianismus is cursed and avoid it. Even goods and slaves from Grobianismus are generally forbidden, though some unethical individuals do it in secret anyways.

Anchovia – Sometimes sells white death in exchange for slaves. It is widely believed that spending too much time around someone from Grobianismus will cause the same decrease in intelligence that spending time in Grobianismus will, but the elite of Anchovia care even less for their common folk than those in Elanxa, so they don’t see this as a drawback.
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>>86609689

Witch-elven Empire and Dominion of the Bog Witch – There appears to be some link between Grobianismus and these two evil empires halfway across the world. No one knows for sure why the witch-elves and hags would have such an interest in a dirt poor nation so far from their borders. Some say they find the very existence of Grobianismus as highly humorous, others say they have some sort of alliance with the Scatomancers, yet others say they find exiling those out of favor to Grobianismus to be a cruel and fitting punishment, and a few whisper they have some dark interest in the nature of the evil deep within Kokaine. Either way, the witch-elves and the hags sometimes send prisoners, slaves, servants, and military goods to Grobianismus, though what they receive in return is unclear.

>Geography:

Grobianismus benefits from a warm, temperate climate and fertile lands, it is doubtful the Grobianismusians would be able to survive in most other climates.

The land is covered with a disorganized mess of forests, meadows, and fields, some active, some overgrown. Most inhabitants live in homesteads and small hamlets. Farm buildings and homesteads are often crude structures of sticks, straw, and sometimes stone, timber, and/or waddle and daub, that are prone to collapse or flooding.

The few towns are usually based around old Mourndarian ruins. To the surprise of many, some Grobianismusians are capable of building decent quality half-timber houses and even large stone structures. Such structures are generally found in the larger towns, giving them an almost civilized appearance. However, such towns are often deficient in other ways. In particular, the lack of sewer systems or proper roads means the streets of such towns are sucking swamps of mud and sewage.

Some Mourndarian ruins feature oddly lifelike, but buffoonish statues. It is said by some these are the cursed spirits of the old Mourndarian elite.
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>>86609709

>Demographics:

Grobianismusians – Make up the majority of the population. Descended from the cursed inhabitants of Mourndaria, their appearance and mannerisms are said to be based on an extremely exaggerated caricature of the Northmen, a race the Mourndarians considered to be dim-witted, ugly, and crass in comparison to themselves. Grobianismusians are infamous for their strange inbred appearances, limited intelligence, and their strange fixation with bodily functions. Despite the fact that many consider them to be barely above animals in terms of intelligence, certain individuals are known to be very charismatic, or to be capable as artisans or at other tasks despite not understanding the underlying principles of what they do.

Foreign Humans – Will sometimes travel to Grobianismus for various reasons, where they can usually quickly establish themselves at a high level of society as knights, scholars, merchants, magistrates, artisans, religious demagogues, etc. Due to the curse of Grobianismus, such individuals quickly become increasingly irrational, vacuous, obsessed with bodily functions, and/or outright insane. However, they are generally more capable than native Grobianismusians even if they manage to live for decades, and are more attractive than natives as well, despite often forgetting the basics of hygiene.

Pig Orcs – These brutish thugs of unclear origin can be found scattered across the world, generally in the service of some form of evil. Never too bright or hygienic to begin with, spending time in Grobianismus doesn’t seem to effect them much, so it is common to see them in the service of the Scatomancers, or certain nobles as mercenaries.

Ludenese Ratfolk – Sometimes settle in Grobianismus. No one pays them much mind (unless a local inquisitor decides to go after them).

Kokaine Demons - Sometimes found in eastern Grobianismus (the borders are vague) and sometimes further west.
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>>86609746

Other Foreigners – Witch-elves who have fallen out of favor with the ruling class are occasionally sold to Grobianismusian elites as sex slaves. Such individuals are typically subject to many powerful geas to prevent them from disobeying orders, escaping, killing everyone, and/or taking over the nation. Few fates are seen as more humiliating. Witch-elves and the servants of the bog-witch sometimes sell captives to Grobianismus with similar geas as sex slaves, while other individuals are subject to geas that force them to provide military and magical advice/service.

>Religion:

The theocracy of Grobianismus is a mess. Most religious figures have no real training and just make stuff up based on their perceptions of how religion should work. There is generally some acknowledgement of a creator god, who is often called Uun, though has more in common with the northern creator gods than how the real Uun was once worshipped. There is also a hell, ruled by a female figure who attempts to corrupt mortals with sin. She seems to be based on Gogotha (ironically worshipped by two of Grobianismus’s main secret backers), though the imagery is mostly inspired by the creatures of Kokaine.

Despite some attempts by priests to instill moral values, most Grobismusians seem to take great pleasure in ignoring every moral they are taught. Priests and inquisitors rarely make much effort to stamp out such behavior though, as they are more concerned with rooting out “witches” and “heretics” though few agree on what those words actually mean.

>Military:

Grobianismus’s military is generally considered useless and incompetent. It is made up of knights in archaic plate mail and wielding swords and flails, and men-at-arms in crude, if any, armor and wielding whatever junk is available. Tactics are often laughably bad, to the point even blindly charging superior forces often ends up being better than what nobles come up with when they try to be smart.
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>>86609787

However, thanks to the Scatomancers and agents of the witch-elves and bog-witch, some moderately competent strategies have been adopted like digging defensive lines, use of burning pitch, and other basic medieval siege tactics.

The increasing popularity of pig orc mercenaries and the increasing involvement of the Scatomancers and their strange magic has also made Grobianismus’s army more competent, though mostly just on the Kokaine front where most can be found.
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Ok, so we have many species, how do we organise them?

>Human
>Fey (including all kinds of elves, fairies,gibberlings, gnomes, hobbits?...)
>Dwarves
>Orcs
>Ogres and their variants
>Joos
>Hogmen
>Star Men
>Ra (Crab Men)
>Ratmen from Seguerial and Luden (they are technically different kinds of ratmen)
>Gnoll
>Runaan
>Cowmen
>Automata (do these count?)
>Trolls

Am I missing some?
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>>86610043
You're missing quite a few. Snoloths for example.
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>>86610043
Tieflings
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>>86610043
Fey are a bit of a grey area. True fey are long lived and innately magical, but faerie lords are skilled at modifying existing races or even making new ones so many races living in the north also get lumped in with the fey. Also there are a lot of crossbreds with some fey traits

Still, I would lump goblins, hobbits, harpies, merfolk, and all elf-like creatures under fey, though maybe later make subcategories for true fey and races probably created by fey

A lot of animal-type races (aside from fey like animalkin or werewolves) could be lumped under a new category called beast races

Humans, dwarves, ogres, trolls, and orcs are common, widespread and diverse enough they can probably be their own categories

Demon and divine based/altered races like succubi, tieflings, or the uun-cursed races should be their own category

Also "Far Outsiders" or something like that for star men and certain fish people

And maybe give automata and golems their own category if you want to include them
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>>86608734
I propose Etera, Qadash Pyramid, Palace of the Gods, Great Bell Tower of the Sea and I suppose the Dance Hall of the First Werewolf King
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>>86609063
Cursed Battlefield and Terminus should definitely be one of the horrors. I also suggest the Isle of Mist
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>>86613316
>certain fish people
Who?
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>>86613774
I'm gonna go ahead and add the former 2 to the wiki so we can start filling up those pages. Open to more suggestions on the rest
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>>86613933
cthulhu inspired stuff from terusia, zapalovach, and potentially other places
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Also, I suggest limiting each nation/region to only one of the thirteen horrors/wonders for variety's sake
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>>86610043
Pondlings
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Losing myself in the wiki right now. Good job guys!
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So I'm changing the date of the Khenomeri expedition to Leng. I'll put it around 1.800 ABE, since the previous date contradicted the lore. Is there any problem with the new date?
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Nepus are strange creatures that appear all over Scimitarian. They are reptilian creatures that move all over land and water (though they prefer muddy lakes or swamps) with their tentacles, filtering the floor and eating whatever crums that find. They have no scales, instead having a slimy skin that makes whatever predators unable to bite them without choking on their slime. Through their skin they can also absorb the moisture in the air quite efficiently, even in the dryest of areas (though they avoid volcanic areas, since the cinders apparently choke them).

Their eggs are a great source of nutrients, though what' more interesting about them are their shells. Made of an incredibly durable material, they are nearly impervious from the outside, but quite soft and fragile from within, protecting the younglings from harm while allowing them easy birth. Many fey armor and shields are covered in nepus' egg shells, since they are so abundant and highly resistant. Its durability is comparable to high quality iron, but if hit in the wrong angle the armor will crack... like an egg. Thus, fey smiths have to be very careful about how to work the material, leaving as little weaknesses as possible.
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>>86615413
Dammit, the image got tagged. Fixing it.
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Would the Witch Elven bone fort be considered a world horror? what about the succubi breaches?
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>>86615780
>Succubi Breaches
Absolutely
>Witchelven bone fort
Eeeh, not really sure.
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Krogofus are big mamalian creatures that inhabit the volcanic lands of Scimitarian. Slow, smelly and without that much intelligence, they usually move in small herds around volcanic chimneys and areas with high fume concentration. They have developed an insane resistance to poisons, gases and heat, and thus can thrive in areas where most predators simply wouldn't survive. It is not really sure how they become so big in areas mostly devoid of vegetation, and some believe they are able to feed of minerals and heat directly.
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>>86615260
Seems okay to me
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I have an idea for the Khenomeric Empire, but I'm not sure if it's very lorebreaking. If the Khenomeric Empire used to reach the northeast of the continent but it somehow lost it over time, I was thinking that there was an event that must have caused a sudden loss of that territory.

I was think that the Forest of Getting Lost could be used to explain this. Maybe the wizards and magicians who ran away from the empire once magic became persecuted enchanted the forest so that the khenomeri couldn't chase them. The remaining wizards that the empire kept in secret were able to keep its effects under control, but as time went on, the empire had less and less wizards, and so the forest became an impassable block: it divided the empire between the Central Khenomeric Empire and the Northern Khenomeric Empire, since trying to control the northern provinces through sea alone was near impossible. However, due to instability and the desire of independence in the region (as well as ripple effects from the fall of the Merfolk Empire) the Northern Khenomeric Empire fragmented into many states: Greater Elanxa, Tarot, Florinth, and so on.

Would this work? Or would this break canon?
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Crickotlon the IIIrd, legendary fairy lord, hero of the First War between Azan and the WEE.
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>>86609063
The Ogabo demon pit is such a bizzare idea.
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I still want to see what the three Witch Wars between the Witch Leaves and Bog Witch empire were like
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Still 4 horrors and wonders left
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>>86617107
What are the witch leaves?
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>>86617961
The Great Temple of Harmony could be a wonder.
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>>86617979
I'm going to assume he meant witch elves.
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>>86616341
Ain't this semi-canon already? Since thread 3 one of the theories about the Forrest of getting lost was that it was formed by escaping green mages during the mage expulsion.

By that time the Khenomerics long list most their northern holdings though
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>>86618138
>By that time the Khenomerics long list most their northern holdings though
That's what I was talking about. We don't have a clear timeline of the deminishing Khenomeric empire outside of the historical maps and certain mentions in the lore. That's why I proposed a division of North-South empire, with the north quickly crumbling without the influence of the central authority. Plus, that would be a nice origin for Greater Elanxa, since we've talked about it a lot.
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A bit of story for the Forest of Getting Lost.

The Forest of Getting Lost was not always a singular mass of vegetation. Back in ancient times, many different forests covered the land, separated between them by plains or rocky terrain. These areas covered a huge strip of land, from the coast of the Sea of the Lamb, bordering the bogs and swamps of central Giantstep to all the way to the Frozen Lake. Over time, these spaces were conquered by the Khenomeric Empire, using them as sources of wood and for magical experimentation. The khenomeri wizards had learned many different sorceries, and many of those involved interacting with nature to succeed. As such, the forests were slowly but surely infused with magic, giving the woods strange properties. It is said that, at the height of magic in the Khenomeri Empire, the wizards had enchanted some areas to allow travelers to move many miles into a couple of minutes, saving many days of travel.
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>>86618329
However, this all changed after the War of Supper. The royal victory over the Magoclergy made most wizards quite nervous about their future, and many magical communities began forming within the forests, when before that they lived in luxurious spires in the cities. Many of these communities started hiding their congregations using spells to distort space, or even bringing magical creatures to guard certain points. This culminated in the edicts of Pharahkhan Kyle I to abolish magic in the kingdom. The previously lauded wizards began hiding and running away from Khenomeri, least they were found guilty of sorcery and punished accordingly. Many simply gave up on their ways to live a normal life, but the majority decided to try and run away to faraway lands to try and save their lives and their craft. Most of the runaways decided to cross the forests at the center of the empire, which attracted a lot of attention from the authorities. The gathering of wizards made some think they could actually fight the khenomeric armies moving towards the region, but in the end they decided against it: even if the wizards could win and retake their power, the population was wholly against them, locking them into a never ending battle.
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>>86618341
Thus, they pulled their sorceries together and set up hundreds of high level spells, turning the forests into impassable terrain. No entity without a lot of magical experience would be able to cross the forests unscathed. This worked, and it allowed most of the khenomeric wizards to flee the empire. However, these spells did not dissipate with time, but they grew in strength and influence. The forests began growing towards each other, following the wishes of the wizards who enchanted them, even if the terrain was not apt for it. For a couple of decades, the few wizards still allowed in the empire were able to either slow down the growth of the forest or create passages across it. Eventually, however, it became apparent that the diminishing magical powers of the Khenomeric Empire were not enough to control the forest, which grew to neatly cut the empire in two halves.
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>>86618356
Ever since then, the forest has become a great wall that blocks the north and the south of eastern Giantstep. Few even attempt to cross it anymore, and the few who do even fewer actually manage to survive it. Events such as the migration of the swamp ogres have become legendary because they managed to shortly break the impassability of the forest.
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>>86617984
Added it. Also, how is this board so active lately? 3 hours and from page 1 to page 10, bumpfag at it again?
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Ok, so we have a lot of species in the setting. Maybe we can organise them this way:

>Human
Includes all races of humans and the fake humans
>Fey
Includes all kinds of elves, fairies,gibberlings, gnomes, hobbits, goblins...

>Dwarves

>Trolls

>Orcs

>Ogres
Including Peacock Ogres, Swamp Ogres, Pig Ogres...

>Beast People
Including Joos, Werewolves, Hogmen, regular ratmen, Cowmen...

>Outsiders
People who come from outside the world. Star Men, and possibly the drow? It's said they came from another dimension...

>Lizard People
Runaan, tiefling...

>Sea People
They come from the sea, or they have elements of sea creatures. Ra, Voydanick, Kresteneg, Pondlings...

>Gnoll

>Runaan

>Automata and artificial beings.

>Demons and purely magical beings

I don't know where to put the Snoloths
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The date of "Pharahkhan Kleo II Pater revolt against the Magoclergy" has to be later. I has to be 32 ABE instead of 25 ABE.
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The Pyasanjaw are a species of fish typical of the rivers of Changrila. They have developed the ability to float for long periods of time by producing certain gases within their bodies. Then they are able to maneuver in the air by using their lush fins. They are not particularly fast flyers, and as such, they can be prey to birds and fishermen while they are doing this. To avoid this, the gasses they produce are hallucinogen, setting those whoever eats the fish in a happy daze that can last for days, and leaves the unlucky victim completely vulnerable to the elements. Pyasanjaws are used in local medicine for their sedative and pain neutralising habilities.
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>>86617979
Meant witch-elves
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>>86616341
I recall that being written already.
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>>86625625
The idea of the forest being used to block the escape of the mages was already there. I'm talking about the forest dividing the Khenomeric Empire into two halves, and having a East-West Roman Empire dynamic, until the northern just disintegrates quickly, leaving only the khenomeric part below the forest.
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Kutipus are diminutive cephalopods that live in the forests and plains of the lands behind the Hedge. They live in small flowers, feeding on the nectar and protecting them from predators. They move from flower to flower using their tentacles, pollinating them in the process. They also hunt small insects, flies and bumblebees. They can change shape and colour to protect themselves from bigger predators, such as lizards, dragonflies or birds. If that doesn't work, they can throw small ink bubbles that could get stuck in the predator's skin, slowing them down enough to allow the kutipus to flee.
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I'm going to go to the first 10-15 threads to see the various horrors and wonders people have suggested
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>>86628020
pretty much all of them are here unless I missed some
>>86608734
>>86609063

plus some others added this thread
>>86609248
>>86609270
>>86613762
>>86613774
>>86615780
>>86615791
>>86616748
>>86617984
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>>86621949
Why does human include fake humans who are explicitly hobbit/gnome and ogre crossbreeds?
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>>86625639
>forest being used to block the escape of the mages was already there
Not sure where this is from.

Florinth page implies the forest was created to keep the khenomeric empire from retaliating against rebelling northern states. Historical map page said the mages made the forest to hide in it directly. I imagine both can be true.
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>>86631037
>Florinth page implies the forest was created to keep the khenomeric empire from retaliating against rebelling northern states.
How can the northern provinces create the Forest of Getting Lost to avoid retaliation if there were no wizards in the empire anymore? Makes more sense that the forest was created by the fugitive wizards, and that the creation of the forest stopped the empire from keeping the northern provinces under control.
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A bit of lore about the Hog Men.

Southwest of the Squid Peninsula there is a series of islands covered in dense jungle. Frequent rainstorms hit the area, sometimes even carrying some of the volcanic ashes from the eastern winds. The jungle has grown into a dense mass of trees, branches and vines, making traversing them quite a hurdle. All around the island, there are proof of remnants from an ancient civilization: strange dragon statues, beautiful totems of idyllic humans and rock relieves of unknown rituals can be found if you pay enough attention, since the jungle has swallowed many of those. Only the biggest statues and structures are yet identifiable as such, apparently damaged after many millennia of disrepair and erosion by nature. Who were those people, how did they lived or what made them disappear, it is not known.
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>>86632927
Instead, the islands are inhabited by the so called Hog Men. They are a small yet bulky humanoid species. They walk hunched and mostly live in the trees, having strong arms and legs to climb and to move across the jungle using the vines and treetops. Their physiology is similar to great apes, with small noses, overly big jaws, small beady eyes and big foreheads that somewhat feel they are pushing against their cranium. Their bodies are covered in fur, the young ones have light grey fur that can become green due to contact with pigmentation from the trees. With time, however, their fur becomes darker, until they reach adulthood, when it becomes black.
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>>86632934
The Hog Men’s culture is extremely primitive, and that is probably caused by their low intelligence. They do not wear clothes, trusting in their dense fur to protect them from the elements. Their technology is limited to stone spears, stone knives, hand axes and so on. They do not know how to use fire, and such, they do not cook their prey. The Hog Men are exclusively carnivorous, hunting whatever game they can find in the forest, from boars to birds to fish. They do not seem to eat the plentiful fruit in the forest, instead using it as bait for their prey. Their social interactions are marked by violence: fighting is very common between all members of the tribe. It’s frequent to find lacerations and broken bones, but deaths are actually quite rare (with cannibalism happening after those rare instances). The Hog Men are extremely resilient, able to tank a lot of damage and still move on, something that’s believed to come from their need to survive falls from the trees. This also grants them a strong constitution, with hardy bones and bulky muscles, allowing them to perform feats of strength surprising for their small size.
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>>86632940
Their culture is that of brutality and violence. However, they do practice religion. Explorers have seen them build and worship idols of dragons of many different names. The head of their pantheon is the Dragon God called "Wahakatadalar", who eats the other dragons in a never ending cycle. However, it is believed that the finely carved dragon statues abandoned in the wild and the rudimentary carvings the Hog Men build do not represent the same entity. Some have theorized that the civilization that came before the Hog Men were who originally worship dragons, but after whatever calamity wiped them out, the Hog Men saw their adored dragons as weak, and thus their own must eat the weaker ones as a sign of power.
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>>86632943
The Hog Men Islands have been targeted by enslavers and raiders from time to time, though trying to capture them deep in the jungle is a daunting task. As such, the numbers of slaved Hog Men is considerably rare, usually only present in arenas of the Blind Bastard’s Domain. The islands were also targeted by the Gnoll, though with very little success. In 3.099 ABE, the Gnoll Empire began a colonization project in the biggest of the islands. Seeing the commercial success of the Kingdom of Drunigzar, the Nameless ordered a similar expedition to the lands south of the empire. The Squid Peninsula proved to be impossible to colonize, the numbers of gnoll being pointless against the swarms of ants and termites. But the gnoll did manage to create a singular colony city in the biggest island: Gargasso. The Drunig explorers who had visited the island beforehand had talked the gnoll about the beautiful red trees that made up a good chunk of the jungles, as well as the remains of an ancient civilization that they had managed to find. They also talked about the Hog Men, and how they were dangerous savages. Undaunted, the Nameless wanted to expand through the sea, to begin building up the gnoll’s sea trade economy. The gnoll brought many of their beasts to the isle, and for a year, they seemingly prospered.
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>>86632948
However, at the end of 3.100 ABE, the colony became the target of attack by the many tribes of Hog Men. The numbers of gnolls, usually great enough to swathe the bestial and unorganized Hog Men, were not enough this time: the gnolls are not particularly good sailors, not do they have enough ships to bring their numbers to bear in battles at the other side of the ocean. The gnolls couldn’t muster the numbers to fight the Hog Men, and their defenses were not particularly developed, thinking the natives wouldn’t be a problem for gnoll warriors. Short but brutal hit and run attacks let the gnoll garrisons that ventured into the jungle unable to chase the Hog Men, leaving the colony vulnerable. As such, the colony of Gargasso was burned to cinders, the surviving gnolls having to jump to their ships back to the empire to receive shame and punishment at the hands of the emperor. The many beasts the gnoll brought actually survived in the island, adapting and becoming part of the ecosystem. The island also has savage gnolls, since many of the maggot and hyena gnolls survived the fall of the colony, and became feral without contact with the empire.
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>>86621369
hot
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We have 75 creatures in the bestiary. I'll check if we haven't added some of the critters from the Bog Witch or the Strange Meadows to it.

Would be nice if we got 100 individual creatures...
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>>86632391
>no wizards in the empire anymore? Makes more sense that the forest was created by the fugitive wizards
Not sure what your point is here, we both agree the forest was created by mages

>Makes more sense that the forest was created by the fugitive wizards, and that the creation of the forest stopped the empire from keeping the northern provinces under control.
Again the distinction is pretty minor. Florinth and Tarot pages already say they rebelled shortly after the Battle of Empires. They took disproportionate losses at that battle, plus access to magic was one of the main reasons they joined in the first place. But the forest helped prevent the Khenomeric Empire from retaliating in a meaningful way

The tricky part about this whole North-South Khenomeric Empire theory is that magic was the main thing that held the Empire together. Probably your best bet is to write something about how the plains nomads and northmen shared similar martial values, and that was enough to keep a version of the Khenomeric Empire alive in the northman areas, before at some point they decided to chuck the whole concept, perhaps around the time of the Elanxan Empire, or perhaps earlier.
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>>86634416
>Not sure what your point is here, we both agree the forest was created by mages
I mean that the forest was creating by the wizards who were running away immediately after magic was banned from the empire. There were wizards living there and hiding there already for a number of reasons, but these fugitive wizards created the barrier to avoid persecution from the khenomeri armies. If the forest was made by the provinces that wanted to secede, they would have needed wizards to do so, and by that point, there were no more wizards around (or at least not enough).

I mean, we could have a middle ground between both versions: the massive amount of wizard fugitives joined together with the northern provinces to subtly push for more independence from the empire, and the barrier gave the northern provinces the perfect excuse to secede. Afterwards, the fights between the wizards and the local powers fractured that new state, forming the new nations. Would that be a decent middle ground?
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>>86634486
The forest was made by mages from the Green Order, who had already deserted in large numbers well before the purge.

It is unclear how closely they were coordinating with other rebels in the north, but it wasn't an accident that the forest enclosed the areas most sympathetic to their cause.

If they just wanted a forest for themselves to hide in, they would have been better off creating a large block in a remote area.

>Afterwards, the fights between the wizards and the local powers fractured that new state, forming the new nations. Would that be a decent middle ground?
Hard to say, most nations in that region have little lore. Tarot and Florinth seem to get along with mages very well though.
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>>86635004
>If they just wanted a forest for themselves to hide in, they would have been better off creating a large block in a remote area.
Wouldn't that bring a ton of attention? Better to scatter in the different forests in the region. Those forests then grew into each other and formed a wall of trees that divided the empire in two halves.

And I don't think it was coordinated, it was just the direction in which most wizards moved, because they were being persecuted from the capital and the central cities of the empire to the outskirts and the borders of it.

I can see the wizards run away to the north in the hopes for better treatment in areas more used to druidic or magical elements. Maybe I write something about this later.
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>>86635258
>And I don't think it was coordinated, it was just the direction in which most wizards moved, because they were being persecuted from the capital and the central cities of the empire to the outskirts and the borders of it.
Large chunks of the Green and Light Orders went to ground in the north back when the Magoclergy was first formed, and were likely joined by some survivors of the Magoclergy, but most Magoclergy survivors of the purge likely went south to Okhost instead, or various other regions where their former enemies didn't hold a lot of sway.

Keep in mind that the Green Order didn't get along well with the Magoclergy. Many factions of the Green Order would have been operating in secret for centuries by the time the purge of the Magoclergy happened.

And yeah, it is strongly implied that the Green Order has ties to druidic traditions. Many druidic orders directly descend from the Green Order.
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Would someone mind telling me if this setting is a stupid idea or not?
>There is no pantheon of gods only a single Over Deity, Primordial Elementals known as the overseers who wish to see intelligent life go on as they see it as really good entertainment and then there are the old ones Eldritch gods who are constantly trying to one up each other in power and destroy stuff for the sake of it. Eventually the Old Ones had destroyed most of the celestial bodies in the universe so the Overseers said “Fuck it” and ended up trying to stop them. In the middle of this one of the remaining planets lead civilization who was so advanced in the magi-tech department they were able to create a barrier that blocked off the friendly fire from the godlike war but took all their resources. Unfortunately the other nations who were sick of the lead civilization decided to team up and take them out while they were vulnerable and won so as a grand middle to the other countries the tech civallization turned off the barrier causing a near extinction level event from the magic fallout. It would have completely destroyed everything if the over deity hadn’t stepped in and basically said to the overseers and old ones “You destroyed most of my hard work so now you get to replace it.” So he forcibly transformed all of them the old ones into gas giants and the Overseers into terrestrial planets with a particularly weak nature and water based overseer being used to revitalize earth.
>Cont?
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>>86636607
>Stars were also revitalized by the energy of a powerful great old one. Even though humanity had not been wiped out most of the technology had setting most people back to the 1600s. The “Planets” now radiate an intense magic energy that effects things and people born on certain months have talents for certain Magic’s and careers based on the month they were born on or zodiac sign. (I.E an Ares would have a knack for Crystal, Explosive, Laser magic and engineering or blacksmithing because that’s what Mars was good at.)
>If your moon and sun sign align with a single planet you become this settings equivalent of a cleric. you become an “attuned” someone whose connection to that planet allows them to draw from it to cast magic and become proficient with the weapon associated with them (with the example from earlier you would become a forge cleric who’s good with guns.)
>A new kind of metal called star-steel is also possible an alloy created when molten metal is exposed to the sky for a straight month whether that be through an open roof or glass gaining properties depending on the particular month. (Mars based star-steel or searing iron is incredibly reflective and tends to explode but never damaging the actual metal with the metals quality determining the size of the explosion)
>In the present of the setting the world wide government that has formed from power vacuum left after the apocalypse. While their goal was just in the beginning to simply keep peace while humanity reformed however they grew increasingly corrupt as they spread themselves thin and devolved into a tyrannical government who stomps out technological advancement to stop people from rediscovering old technology the same old technology they rediscovered from the civilization they exclusively use for themselves to “keep peace.”
>this leads to a high rise in criminals whether they be fighting the unjust system or just plain evil.
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>>86634388
If only the herbarium had the same care...
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>>86635584
>>86635258
>>86635004
>>86634486
>>86634416

I'm going to try to explain the idea I have about the Northern Khenomeric Empire:

>The Northern Khenomeric Empire
The Northern Khenomeric Empire was a state formed by the northern provinces of the Khenomeric Empire, caused by the division of the empire in two pieces by the growth of the Forest of Getting Lost. At first, it was but a mere administrative division of the Khenomeric Empire, but after a couple of decades of the Khoraqualumum government being unable to influence, let alone control the territory, it declared itself as an independent power. It lasted barely two centuries until it fragmented due to internal divisions. Its fall would cause the birth of nations such as Greater Elanxa, the Kingdom of Tarot, Florinth and Faarowt.
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>>86638164

>History
The origins of the Northern Khenomeric Empire can be tracked to the banning and persecution of magic ordered by Pharakhan Kyle I. The decrees that ordered the stopping of any magical art from being used was received with a mixed reaction. The civilian population took the news with happiness: they hated the Magoclergy with a passion, due to their absolute dominion over their lives, not to mention the great damages caused by the war with Azan and the First Elven Empire. By extension, they hated the wizards who used their powers to force the authority of the Magoclergy upon them, unable to offer any kind of resistance to their magical powers. The rebellion of the royal family against the Magoclergy had been received with thunderous support, and their quick victory guaranteed the support of the populous in whatever they wanted, especially if it was against the dreaded wizards. However, this attitude was less frequent in some areas of the northwest of the empire: in these areas, the influence of the Green Order was the strongest, and it had much fewer ties to the Magoclergy than the rest. Adding to that, the local population of these areas was much more familiar with the powers and attitudes of the wizards of the Green Order, some of them adopting very druidic behaviors and customs. In the northeast, however, the local attitude against wizards was as strong, if not stronger than in the central provinces, though for different reasons. These areas were very prosperous, and had a ruling nobility who wished for more autonomy, but the iron grip of the wizards and the Magoclergy afterwards made them distrustful of them. The edicts against the wizards were received as something to be celebrated, but so long as that meant more freedoms. Many of the leaders of the northeastern provinces also began plotting for independence, but the central government was still too strong for a direct rebellion.
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>>86638180
The edicts forbidding magics caused an uproar within the wizard community. However, there was little they could do. The defeat of the Khenomeric Empire in the Battle of Empires, the fall of the Magoclergy and the general decay of the schools of magic had caused the wizard community to shrink considerably. They did not have the overwhelming numbers they used to yield, and their popularity was worse still. Even if they faced the armies of the empire and won, it would not mean victory, since they would be too diminished to control the empire, and would be eroded into nothing by the rebelling population. And the wizards were not united in purpose: some wanted to restore the Magoclergy at all costs, others accepted the accusations against them and gave up on magic, living as regular mortals for the rest of their lives. The majority, however, refused to accept the decree, but did not oppose it directly. Instead, they try to flee the empire. The fear of the wizards escaping the Khenomeric Empire to build back a force that could one day pose a threat was not a prospect Kyle I, and so he ordered to pursue the wizards. Some ran away to the south, with the most famous case being that of the infamous Vandervax the Vile settling in the Okhost Islands, alongside a great number of necromancers. Most, though, ran to the north, from where they could flee to many other places of the world.
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>>86638195
This chase would end up causing the creation of the Forest of Getting Lost. The many forests that covered the empire from border to border were already inhabited by wizards, most of them from the Green Order. They had decided to abandon the great cities to live simpler lives in communion with nature, acquiring more and more druidic characteristics. Some had seen the banning of magics coming, and had prepared accordingly, funding communities in the middle of the woods protected by many spells and enchantments. Many of these communities began accepting the fugitive wizards, expanding their charms and hexes to protect an ever-increasing portion of the forest, or creating new spells to affect new areas of the woods. Many wizards added spells of their own, leaving behind areas bewitched to slow down their pursuers. This went on and on, until the forests of the center of the Khenomeric Empire were bursting with magic. This caused a chain reaction, making the forests grow towards each other until they formed a singular mass, the Forest of Getting Lost. The fugitive wizards saw this as a chance to get away and regroup, either concentrating in the deepest parts of the woods, or living in secrecy in the northwestern side of the empire, where the more friendly population could hide them from the authorities.
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>>86638208
The creation of the Forest of Getting Lost was received with horror by the khenomeri authorities. If the forest managed to grow until joining fully, the empire would be neatly cut in two, and this being a magical barrier in a time without enough wizards, it would become an impassable barrier. The few wizards who were allowed to stay worked tirelessly to stop it, but after a couple of decades, the woods’ growth closed the few open spaces left. This meant that the northern provinces were practically isolated from the capital, with all what that implied. After a couple of years of attempting to keep regular communications through sea, the government had to accept that keeping any strong and direct control over the colonies was impossible. An ancient Kyle I had, some years prior, had signed a series of reforms that greatly increased the local powers, which worked well enough for the provinces south of the forest, but were proving to be insufficient for the lands north of the forest. As such, his heir, Pharakhan Klion the IIIrd, approved the creation of a special administrative division for the northern provinces: the Northern Khenomeric Empire.
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>>86638224
Now, before continuing, I have to confirm a couple of things.
1. In the timeline it says that Greater Elanxa was born in 2.094, so I imagine that's the minimum point the northern empire would need to survive.
2. What could be the capital of the Northern Khenomeric Empire?
3. The Northern Khenomeric Empire has to be part of the empire for a long time before being independent, and its independence (if it ever does) has to have to do with the fights with the wizard-friendly lands of the west and the anti-wizards of the east.
4. The decay of the original Khenomeric Empire must continue, losing Nogar and Bhakkariland.

Is all of this fine for now? Or am I contradicting some stuff?
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The Wars of the First Consortium were a set of wars that several central Giantstepian powers fought between 3119 and 3130 and initially against the Baba Mutäa and later the Bog Witch's Domain as a whole. The "Consortium" wasn't a full political alliance by rather a name of convenience given to the four or five separate nations fighting simultaneous wars against the Big Witch and her Daughters.

The Consortium included

>The Fourth Great Communication of the Automaton Republic

>The 9th Dynasty of the Azan Empire

> The Witch-Elven Empire (The war coincided with the second Witch War)

>The Trocish Commonwealth later succeeded by the Southern Orcinian Concord and the First Troll Junta

The Wars eventually led to the stabilization of the modern borders of the Bog Witch's Domain, the collapse of the Trocish Commonwealth, the end of the interventionist phase of Automaton politics and an economic crisis in the Azan Empire that led to the rise of the Tenth Dynasty.
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Still missing 2 wonders and 3 horrors. I know there are multiple entries for both but I don't want to add those on a whim. Anyone got their own preferences?
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>>86504173

There should be a special holiday where everything ages a month in the span of a day.
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>>86640570
There are a lot of places in need of lore. No need to rush this, we can wait to see what people add and then pick from those.
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>>86606088

maybe something more about the jungle itself?
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More like /tg/ makes a seething
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>>86643504
(You)
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>>86637598
Be the change you want to see in the world.
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>>86644871
Ok

The Melter Flower is a plant that lives deep inside the Terrania Freeholds. It emits a deep stench that's used to attract many insects, simulating the smell of a rotting carcass. It also looks the part, the older it grows the more it adopts the shape of decaying flesh. It fills whatever creature who enters into contact with it with seeds, which are incredibly hard to separate from whoever touches them. They are highly appreciated for cuisine, since properly cooked they have a delicious taste, though it needs a ton of processing before being able to be edible.
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The Pinkwood tree is a species of plant that grows in the Sherillu-Ium Lakes. It blossoms all year, changing color from clear purple to deep blue when the temperatures go down in winter, and back again to clear purple during summer. Young men from Florinth tipically use their flowers to court young maidens.
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>>86638265
>What could be the capital of the Northern Khenomeric Empire?
Probably Old Elanxa

>and its independence (if it ever does) has to have to do with the fights with the wizard-friendly lands of the west and the anti-wizards of the east.
Could be due to all sorts of reasons really
>>
>>86647167
>Old Elanxa
But Old Elanxa was on an island, that could complicate the government. Shouldn't it be some city that was on the coast of the Northern Empire? I do agree the capital should be in Elanxa, though.
>>
Continuing the lore dump about the Northern Khenomeric Empire. If there's something that doesn't fit with the lore, please let me know.
>>86638265

The creation of the Northern Khenomeric Empire was received with mixed reactions. The central government did not, in any way, cede so much power to the northern provinces, known for a long time to tend to rebellions and sedition. However, trying to rule so much land from the sea was not a feasible option. The northern provinces were overjoyed at the news of the administrative reform, due to them receiving quite a lot of power, independence and control over the taxation of their regions. The ones in the northeast, much more prosperous and populated, saw this as the long denied opportunity for growth and success, without the strict vigilance of the capital. This actually managed to quell many of the loudest voices for independence, since if that opinion gained strength, the Khenomeric Empire would respond rescinding the newly given freedoms and powers, and a victory against the empire wouldn’t be guaranteed. The provinces in the northwest took this change less enthusiastically. Being free from the central government was a good thing for sure, but now they had to contend with their eastern neighbors, who now had carte blanche to rule the smaller western provinces as they saw fit. Also, the edicts against the wizards were not done, the persecutions were still ongoing, and both the central government and the eastern provinces hated wizards, so this caused the more wizard-friendly western provinces to be skeptical of this, hiding their wizards from the authorities and turning a blind eye to the congregations within their territory.
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>>86651401
The organization of this new system was designed to keep the provinces as loyal as possible, keeping them content with their freedoms while also keeping their oaths of loyalty and paying their taxes. The central government put some of the most loyal administrators, nobles, governors and generals in some of the most important positions of the Northern Khenomeric Empire, trying to guarantee as much unity as possible. This meant that many people who were loyal to the royal family and the capital suddenly abandoned their posts to find better positions at the other side of the forest, which affected the administration of the central provinces for a couple of years. This initially displeased the local nobility and authorities of the Northern Khenomeric Empire, since they expected to have full control from the beginning, but they knew that complaining at this stage would only result in freedoms getting rolled back, so they played the long game. During the first decades, these groups were allowed to rule unopposed, letting them become used to their new positions and lands. The support of the local nobility was also rewarded greatly with lands, titles and positions of power, all while keeping the façade of subservience. Over time, however, the aristocratic houses began infiltrating the highest echelons of the administration through marriages, alliances and promises of power and independence. Slowly, very slowly, the Northern Khenomeric Empire began gaining more and more independence from the south. All the while, their economy became quite prosperous, boosted by the increased independence from the capital and the demands of a growing population. Some of the northern cities began rivaling the biggest cities in the south in both power and population, especially in the western provinces of the Northern Khenomeric Empire.
>>
>>86651416
All this happened while the south’s economy and stability crumbled away. The original Khenomeric Empire was having problems of its own, keeping its territories obedient, and without most of the taxes from the northern provinces and the wizards to help, their resources were more scarce by the day. Adding to this, the gnoll began growing into more and more of a threat, not to mention the increasing population of goblins, raiding the countryside in great numbers. The corruption within Khoraqualumum grew, and many of the provinces went understaffed or were poorly defended, which led to revolts. This made the capital less capable to control the Northern Khenomeric Empire, which kept increasing its powers and faculties.
>>
>>86651445
However, all was not smooth sailing for the Northern Khenomeric Empire. The issue of fugitive wizards had been a thorny subject since the closure of the Forest of Getting Lost. The western provinces were much smaller in size and population, but over time, they had gathered a considerable amount of wizards. Many of these had fled westwards, to form what would be considered the Isle of Wizards, but many others remained, especially those who had fully turned to a druidic way of life around the Sun Payus River. Many of these provinces still had some ties to the wizard populations within the Forest of Getting Lost, though more and more even these communities were unable to counteract the mystical effects of the forest, and became reclusive and isolated. However, while the hatred for wizards had subdued a lot, the memories of the Magoclergy still lived within the population. The presence of the wizards in the western part of the Northern Khenomeric Empire was a very loud secret, and if everything had been going fine, it would have been left ignored. However, the western provinces, more and more abused and abandoned by the eastern ones, began rallying around the subject of the legality of magic as a way to push back against the rule of the eastern ones. This reached a boiling point, where the western provinces pushed so much for the recognition and the legalization of magic back in the empire (not just the Northern side, but all the Khenomeric Empire) that it threatened to turn into a full on secession.
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>>86637598
There are two herbarium pages.
One of them is quite neat.
Somebody should put them together.
>>
How do hybrid races work? Are they sterile like mules?
>>
>>86655074
fey seem to be able to mate with anything because magic, some humans in the north have some fey blood

dragon and demon tieflings are also fertile

hobbits and ogres can intermix...somehow

don't recall any others off the top of my head
>>
Do we have some extra lore about Gautlan?
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>>86655378
There is an extra paragraph about it in the Azan geography lore dump that never made it onto the wiki

That is pretty much it except a few minor mentions
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>>86647167
>>86650209
Yeah Florinth seems like a good old capital.
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>>86653444
checked
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>>86656161
But wouldn't Florinth be one of the provinces where wizards were more tolerated? I'd say the capital should be somewhere in Elanxa or Tarot.
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>>86657755
We need more cities.
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>>86657755
Tarot is also pretty tolerant of mages, it should be within the modern borders of Elanxa or the city of Old Elanxa (in the middle of the Labyrinth Bay).

Having a capital on an island isn't really that big a deal. Most trade would probably be by sea anyways (particularly if the Realm of the Harmony Goddess is around at this point and/or the North Khenomeric Empire is able to reestablish some holdings in Littlestep or Zemyland), and really important messages/people can use magic / flying mounts to get to the island.
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>>86658695
Maybe it can work like Constantinople? Having half of the city in the island and the other half in the continent?
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>>86658695
So which areas would be wizard-tolerant and which ones wizard-intolerant?
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>>86658707
It is supposed to be in the "middle of the bay". Maybe the best place for it is north of the Harmony Goddess's realm, at the narrow point between Poker and the Harmony Goddess's realm. This assumes it is several kilometers off the coast, connected via several large causeway bridges. This also assumes the Harmony Goddess's realm wasn't created until sometime after the fall of Old Elanxa.

>>86658735
Tarot, Florinth, and Faarowt are stated as being friendly to mages circa the fall of the magoclergy. The rest are unknown though many have strong druidic traditions. Elanxa seems like the most likely area to be the core of the anti-mage faction simply because it is the only remaining major nation in that area.
>>
>>86651463
Continuing with the history of the Northern Khenomeric Empire.

This caused quite a conundrum for the eastern provinces. On the one hand, they did not want to break their ties to the western provinces of the Northern Khenomeric Empire. They were the biggest producers of food for the region, and a breaking of relations with them would clog the economy. They were also needed to push for more independence and rights from the central government, the western provinces alone couldn’t really influence khenomeri politics, even with the creeping crisis. On the other hand, the western provinces had no compunction about their distrust of wizards, seeing them as a potential political threat in the making. They wholly agreed with the official banning of wizards, participating alongside the government of Khoraqualumum to round up wizards in hiding. Plus, many nobles and aristocrats had made a name for themselves as wizard-hunters, some doing this for generations, and they were quite powerful and influencing.
>>
>>86660059
Having to choose between the two sides, neither one really beneficial to their interests, they initially argued for compromise. And while this was received fairly well by the western provinces and the government of Khoraqualumum, within the eastern provinces it caused a lot of tensions, especially in the elanxan and ouroborian provinces. The regions influenced by Ouroboria defended that alchemy was a purer form of power, and that magic was not need to come back. The elanxan regions, more traditionalists in their history, still cited the war against the Magoclergy as the main reason they considered magic as illegal. Having to support the western regions, even tacitly, was considered a failure of office. Tensions began brewing within the eastern provinces, fights between noble houses, aristocrats and high functionaries would dominate the politics of the region for decades. All of this happening while the territories of the west were more and more brazen about their defense of witchcraft and the central government was becoming weaker and weaker.
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>>86660065
In 1.933 ABE, the House of Doroseck of Nogar managed to earn a great victory against the Khenomeric Empire. Against all odds, they had managed to push back the khenomeric armies repeatedly, forcing Khoraqualumum to offer them independence before it extended to other regions of the empire, busy that they were with goblins, gnolls and other rebellions. This, however, caused a ripple effect within the Northern Khenomeric Empire. The tensions within the eastern provinces and the desires of recognition of the wizards found an outlet in independence. And this time, the Khenomeric Empire was not rich enough to sway their leaders, nor powerful enough to intimidate them into submission. In 1.940, the Northern Khenomeric Empire declared its independence from Khoraqualumum, and this was answered with silence. The Khenomeric Empire had to recognize a fact that they could no longer conceal or counteract.
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>>86660078
Celebrations within the Northern Khenomeric Empire were short lived. The differences between the northern provinces were too great to keep them united for long. Before independence, they found common ground pushing against the desires of Khoraqualumum, but now, there was little reason to continue together. Especially after years of division and debate, there was no option for unity within a single nation. Thus, dozens of rebellions immediately popped up all around the Northern Khenomeric Empire, pushing province against province, in what seemed to be a quick implosion that could make Khoraqualumum capable of retaking it all. Starting with the druids of Faarowt, the Northern Khenomeric Empire fractured piece by piece, until it only encompassed the territories from Elanxa to the eastern side of the Kingdom of Tarot. Even then, the divisions were too great, and in 2.094 ABE, the Northern Khenomeric Empire was dissolved, leaving Greater Elanxan as its heir.
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>>86660092
I've tried to follow the lore as much as possible. The only part I've tweaked is "Northern territories of the Khenomeric Empires split off and form the nation of Greater Elanxa" now would refer to the Northern Khenomeric Empire. Would this be acceptable?
>>
I'll write some lore about the untouched "nature" provinces on the map
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>>86660059
Is there typos here?

In these posts >>86651463 >>86660065 the western provinces defend magic, but in this post >>86660059 they happily hunt mages down

>>86660166
>The only part I've tweaked is "Northern territories of the Khenomeric Empires split off and form the nation of Greater Elanxa" now would refer to the Northern Khenomeric Empire. Would this be acceptable?
That's fine, I would have had the Northern Khenomeric Empire crumble much quicker though, Faarowt, Florinth, and Tarot pages strongly imply they gained complete independence not long after the BoE
>>
The Puffing monkey is a species of monkey that inhabits the forests and shores around the Huan Ho-Sei Sea. Of medium build and with short brown fur, they spend most of their time in the canopy, usually in groups of 60 to 100 individuals. No one quite knows why but the puffing monkeys are famous for being natural talents with bag pipes.

Some scholars say that this is because of their natural deep bellowing cries, while others maintain they have been uplifted by the gods. There are several versions of this tale, usually involving Azanese saints, the most famous of these is the tale of Saint Yunnan. Yunnan was one of the original followers of Aza who travelled to the far South to spread his word. As he attempted to cross the Huan Ho-Sei Sea, a terrible storm came one evening and capsized his ship. Hopelessly lost at sea, Yunnan was able to find his way to the shore in the dark thanks to the deep and echoing mating cries of the puffing monkeys. As thanks Yunnan blessed the monkeys and their cries and from that day forth, the puffing monkeys have been inherently musical.

Humans tend to find them amusing and many courts from the merchant princes of Furlaniya to the zhouwei of Bajkin are known to include a puffing monkey or two to accompany feasts with music from their bagpipes. As they are considered blessed animals, they are usually treated with respect and some nobles are even known to commission little courtly costumes for them.
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>>86660603
The western provinces (what is Faarowt,Florinth and so on) defend magic. The eastern provinces (Elanxa, Tarot, and so on) does not. Maybe I messed it up when writing, my bad.
>>
>>86660603
Also, the conundrum talked about in >>86660059
was about the eastern provinces of the NKE. They were the ones who wanted more freedom from the Khenomeric Empire (and needed the western provinces' help for that) but did not want the wizards to run rampant (which needed the Khenomeric Empire's help to do that). So they tried to play neutral and ended up annoying their own population.
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>>86661485
>On the other hand, the --------western--------- provinces had no compunction about their distrust of wizards, seeing them as a potential political threat in the making....
I assume this is the typo, if it is changed to eastern the posts above and below it make a lot more sense

>>86661691
>was about the eastern provinces of the NKE. They were the ones who wanted more freedom from the Khenomeric Empire (and needed the western provinces' help for that) but did not want the wizards to run rampant (which needed the Khenomeric Empire's help to do that). So they tried to play neutral and ended up annoying their own population.
Makes sense, though the timelines are questionable. The BoE and Magoclergy purge are the main reasons for the Khenomeric Empire's collapse, it shouldn't carry on for another 2000 years in areas where it was never strong to begin with.
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>>86661920
In my mind, I imagine the NKE was mostly a façade put by the Khenomeric Empire, and that they were much more independent that they let on. Only when that façade was no longer useful, did they declare full independence.
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The timeline mentioned in this >>86638164 is not the same as what was mentioned afterwards. Which one is correct? What kind of timeline could work here?
>>
NEW THREAD HERE, NEW THREAD HERE:
>>86662491
>>86662491
>>86662491



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