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>Thread Question: What are some major religious or ideological schisms in this setting?
>Thread task: Expand the compass in the OP pic
>Another thread task: Expand and improve the Herbarium and Bestiary in the wiki

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
>>86924239
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In what place of this setting would you go for a vacation?
>>
>>87072460
Duplicate thread.

>>87072451
>>
>>87072622
This, and fuck you OP for wojak spamming.
>>
>>87072622
Well unlike the other thread this one has 3 posters already and did manage to actually link the previous thread so I'm going with this one. Also the edgy gnoll meme aged like milk.
>>
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/
29 - https://suptg.thisisnotatrueending.com/archive/2022/86504173/
>>
30 - https://suptg.thisisnotatrueending.com/archive/2022/86662491/
31 - https://suptg.thisisnotatrueending.com/archive/2022/86786745/
31#2 - Someone needs to archive the last thread. >>86924239
>>
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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As the OP of the other thread, I don't mind which one stays on as long as it's active.

Still, I'll post my christmas gnoll, since I wanted a holiday theme op for this time of the year.
>>
>>87072403
No. The world is like that. Since the world is flat, there's nothing beyond that point south of that.
>>
>>87072659
>>87072670
>15#2
>17#2
>31#2
So if I'm reading this correctly we are actually at thread 35 now?
If yes we should adjust for the counting mistakes in the next thread desu.
>>
>>87072711
Yes, thread 35, but I wouldn't really change the numbers. It may lead to confusion later down the line when searching for stuff.
>>
kys you're self wojakshitters
>>
>>87073076
go ahead and make a nonwojak one newfrend.
nobody is stopping you.
>>
What's the deal with the great nothing?
>>
Once we are done with the lore of the land, we should try dividing the map into regions of interest for ease of access. Anybody facing a wall of 200 different countries at the very least is going to feel overwhelmed, better to have different regions to ease introduction into the setting.
>>
>>87073642
I read this as if it was a Seinfield joke, for some reason...
>>
>>87073727
Agree. I imagine that the easiest way would be separate Giantstep into five regions, and then add the other continents.
>Western Giantstep
>Eastern Giantstep
>Southern Giantstep
>Northern Giantstep
>Central Giantstep
>Isle of Wizards
>Scimitarian
>Littlestep
>Zemyland

Something like that.
>>
>>87073727
>>87073981
seconded
>>
What regions need writing?
>>
More stuff about the Bagdassi.

>History
The warring between the bagdassi and the zidazzi seems to have been going on forever, with clashes being recorded all the way back during the azanese unification. However, calling it a war during most of history seems rather unfair. During most of recorded history, the zidazzi have dominated the region, handily controlling the lands over the bagdassi, who only survived due to the zidazzi never really pushing to exterminate them or expelled them fully from their lands. The zidazzi were more advanced, more numerous and more organized. The growing civilization of the zidazzi could not really compare with the barbaric tribes of bagdassi, constantly assaulting the hives to reach one of the most appreciated resources in the land: honey. Zidazzi honey is highly addictive for non-zidazzi, and its effects are especially notable in the bagdassi, who will go to great lengths to retrieve it. While at first glance this may seem to be a great opportunity for the zidazzi to obtain control of the entire bagdassi race, in reality, the bellicose and rebellious nature of the bagdassi meant that they’d rather fight to the death to steal the honey than work for it. The tales of many tribes of bagdassi joining together to assault a hive are common in the area, as well as the punitive raids the zidazzi launched afterwards. The zidazzi never saw the long war as a significant conflict, being able to dominate the with relatively little effort. In comparison, the tales of the bagdassi focus on the great struggle to survive in a land ruled by their eternal adversaries.
>>
>>87075794
Looking at this, it can be strange to think that nowadays, it’s the bagdassi who maintain a powerful nation, while the zidazzi’s holdings have been reduced to the Onyx Mountains. But there are many things that can explain the fall of the zidazzi and the rise of the bagdassi. First, the zidazzi’s highly specific diet has caused them severe problems at many points, in times when the weather or natural causes resulted in poor honey and nectar production. The zidazzi hives have to dedicate an enormous amount of time and effort to keep their reserves of food up, and even then, access to food can be quite limited sometimes. In contrast, honey badgers can eat practically everything, with their resistance to poison serving them well even when eating rotting food. Second, the bagdassi’s have become great at attacking from underground. While they are not really adapted for the underground lifestyle, the bagdassi’s strong arms and claws are perfect for digging tunnels from which they can assault the reserves of honey of the zidazzi. This has been countered in the past by the zidazzi, building their honey reserves in honey towers, but the bagdassi don’t particularly mind climbing either. Third, the zidazzi are very vulnerable during the long periods of infancy, during which they find themselves in larval stage. In contrast, the bagdassi are under no such pressure, and young bagdassi joined the raids and battles against the zidazzi once they are able to walk. While in isolation, these things wouldn’t really cause the fall of a civilization as seemingly advanced as the zidazzi, it all changed around 2.961 ABE, with the arrival of Hibila.
>>
>>87075806
Hibila the Terrible was the youngest son of the tribal chief Hibiuk, leader of one of the smaller tribes near the Zulutaur Steppe. Legends say he was captured in a battle and turned a slave, and lived his formative years as a servant of some other tribes of bagdassi, and later down the line he served as a pirate once he gained his freedom. His experiences leading men in assaults against coastal towns made him a constant threat in the Sea of the End, but quickly set his eyes to the rich lands controlled by the Zidazzi. At that point in time, the tribes of bagdassi were content warring against themselves and occasionally assaulting the hives of the zidazzi for honey. Hibila partook in many of these assaults as well, recruiting many bagdassi to attack smaller zidazzi enclaves, but after seeing the effects the zidazzi honey had over their people, he swore to destroy its influence over them. This set him on a path of destruction, centered around destroying the source of the substance that kept the bagdassi addicted: the zidazzi.
>>
Fuck off with your wojakgarbage, faggot
>>
>>87072460
Who, besides the BBD, makes the pirate's weapons? Who sales to the pirates in exchange for plunder and political favors?
>>
>>87072538
>That abandoned cathedral 150m below the Blind Basard's Domain
What goes on there? Is there any effort to explore it? Seems like a good place to lose hired adventuring parties.
>>
>>87076016
they probably steal a lot of their weapons, and also many pirates are already armed when they sign up

in terms of sales, I can see moreelse, three sisters, hithlone, and nasr being pretty amoral about who they sell to
>>
>>87072561
this looks great
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>>87075872
No.
>>
Someone please remember to archive the last thread. >>86924239
>>
>>87076016
Black markets for weapons are probably common everywhere.
>>
I'm gonna write some lore for the Mona Ki Ngi Xica, if the original writer is OK with it.


The Mona Ki Ngi Xica are probably the southerners that have interacted the most with the ones in the west. This is all due to a land route that was established originally by the Azan Empire and is now maintained by the Blind Bastard's Domain. This said land route passes through the savannah and into the Terrania Freeholds, where it meets the southern ocean. Even though the Mona Ki Ngi Xica usually keep to themselves, they have taken advantage of the need of a land route that connects both oceans, and many locals sell their wares (which includes herbs, animal pelts and small carved religious figurines, trading them usually for weapons) at the various trading posts.

Nowadays, this land route and the trading posts of the savannah are in the control of the Blind Bastard's Domain, whose soldiers and mercenaries guard with zeal. Tensions between them and the locals are not uncommon, and there are certain Mona Ki Ngi Xica elders who fear that these people are looking for opportunities to seize their lands.

The Mona Ki Ngi Xica's limited seafaring abillities have made their interactions with Ortuga relatively rare, especially since the pirates tend to not raid the shores of the savannah, due to lack of coastal settlements to plunder. The Eldritch Jungle is avoided by the locals at all costs and is considered a place full of demons and foul spirits, where even the Great Golden Lion's light cannot reach it.

The Mona Ki Ngi Xica have created an unofficial alliance with the Bakir Sahabaharadad Sultanate, due to the Badgassi's aggressions in the northern reaches of the savannah. The Mona Ki Ngi Xica are counting on the sultanate's help in case of invasion, but the sultanate has its eyes on the land route between them and the badgassi, and is planning to take control of the badgassi's lands in order to monopolize the trade.
>>
>>87079716
The The Mona Ki Ngi Xica folklore and religion includes many myths about the Zulutaurs. The most prominent one states that the Zulutaurs were created after a foreign warlock experimented on fusing some of the Mona Ki Ngi Xica with their zorse mounts. Ironically enough, the opposite is believed by the Zulutaurs, who claim that the existence of the Mona Ki Ngi Xica and their hybrid mounts was due to a warlock separating a zulutaur using forbidden magic.
>>
What are the unpopular meme race? They look cool
>>
>>87079716
>This said land route passes through the savannah and into the Terrania Freeholds
But the lore for the Terrania Freeholds says the first contact the locals of the land had with the outside was with the Kingdom of Drunigzar. An azanese trade route would have been mentioned previously.
>>
>>87080022
The Star People? They are basically Roswell alien cowboys.

https://crumbling-giantstep.fandom.com/wiki/Lands_of_the_Star_People
>>
What's the state of gunpowder in the setting?
>>
>>87081841
There are some regions with plenty of gunpowder, some with little to none. The highest level of technology is around XVIIth century.

A bit of a rule of thumb, the more magic or fantastic a place is, the less gunpowder.
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>>87072460
>read image
>man these guys really cant keep their masturbation to themselves
>Rules:
>>no fetishes/coomershit
what
>>
Ok i have some ideas for the Gökmavi. We're gonna take the Seljuks, the beylik era and the Avar Khagante and run with it.
>>
>>87080925
Those are cool though.
>>
>>87081934
There was a bit of a debate around them at first. Since this is a sword and sorcery world that goes between low and high fantasy, cowboy aliens from outer space with heat guns was somewhat out of place. But since they aren't actively trying to expand, and since they are in a place that has no use for anyone else, they were left alone.
>>
>>87081994
Ancient Aliens stuff has been a part of Sword and Sorcery since Conan, though, this isn't too far removed.
>>
As someone who saw this thread from the very beggining, I'm proud of you all.

Also, please, tell me more about the Wheat Druid.
I need to know more about their religion.
>>
Continuing with the Badgassi Mara Honi.

>>87075815
The plan of Hibila began by working for the zidazzi themselves. Fighting the other bagdassi helped him gain a reputation as a fearsome warrior, and by staying close to the zidazzi helped him learn their political and military structure. Hibila gathered around him a great army, trying to adopt the war machine of the zidazzi for his band. While he did that, he began sending mercenaries and pirates from the outside to the flower fields, sabotaging them by sending parasites and other plagues. Thus, the yearly yield of honey decreased, and that caused friction between the different zidazzi hives. Hibila also gathered rumors that an outside power was trying to invade. The gossips became garbled and confusing, from dozens of different sources and stories, making it very confusing for the zidazzi to know what exactly they should prepare for. This caused some hives to overextend their resources preparing an army to face the possible invaders, whereas some other hives decided to ignore the rumors, assuming it was all baseless tales of sailors and pirates. This all caused the zidazzi to pressure the bagdassi tribes more and more, having less time to lose from their stealing assaults.
>>
>>87082912
Once he saw the zidazzi were suitably distracted, Hibila reunited the main bagdassi chieftains and offered them a deal: join him in a military alliance to destroy the zidazzi who had kept their species on the run for centuries. If they refused, they would be skinned alive and then killed. Most of the chieftains accepted the proposition, knowing that Hibila’s army had become the biggest force the bagdassi had at the time, and by joining him, they would gain more than by trying to dethrone him. Those who refused were taken prisoners, skinned alive and their furs sent to the zidazzi to further the act.
>>
>>87082927
After this, Hibila secretly gathered a fleet of pirates and bandits from all over the Sea of the End. While many would have been able to discern the ruse, seeing as the fleet nearing the coast of the coastal zidazzi hives was no real conquering force, the well sown paranoia had gotten the better of the zidazzi queens. They send a massive force to counter the approaching fleet, emptying their collective hives to squash this apparent upstart from conquering their lands. Hibila was ordered to set sail alongside their forces, but he instead sent his second in command, and ordered him to betray the zidazzi fleet once they began attacking the pirates. In the Battle of the Queen Xibianix’ Strait, the pirate forces and the bagdassi managed to outmaneuver the zidazzi fleet due to one singular advantage: gunpowder weapons. The zidazzi had never respected gunpowder, since it couldn’t be used alongside their wax-based architecture. Their fleets were quite outdated, mostly designed to carry the zidazzi soldiers to board their enemy. But by that point, both the pirates and the bagdassi had gathered enough gunpowder weapons to just sink the zidazzi fleet from a distance, keeping enough distance to avoid a direct boarding, and shooting the zidazzi soldiers when they took off and try to fly towards their enemies. Chaos was absolute, and the zidazzi fleet was annihilated on the sea. A single painted hawk with a branded note, a dark claw, signaled the victory for Hibila, who then started the next phase of his plan. With his forces, he raided and pillaged the undefended hives, burning down all the fields of flowers they could find, as fast as possible. To do this, they used trained elephants covered in heavy furs and leathers, and then covered those with flammable liquids. Once the elephants charged and began burning, they wouldn’t stop until they were dead, wreaking havoc in even the most fortified flower fields.
>>
>>87082935
The zidazzi never saw this coming. Suddenly, a sea of barbarians jumped over the undefended colonies. Well-armed, well organized and very well motivated, the bagdassi destroyed most of the biggest colonies of the zidazzi. The bagdassi pillaged and plundered to their heart’s content, but Hibila made sure to try to destroy as much honey as possible, to keep the bagdassi to falling prey to its addicting effects, and thus keep them fighting. Once the ruse was clear, the zidazzi began to counter-attack, but they had lost quite a lot of terrain to the bagdassi, and couldn’t really act fast enough to slow their momentum. In a decade, the bagdassi had pushed the zidazzi to the mountains, with the rest of them enslaved and sold as slaves to the pirates and neighboring countries. The whole species might have been erased from the world, if not for the sudden death of Hibila. During his wedding with his third wife, he was apparently squashed by an elephant carrying gifts, who had drank the alcohol reserved to the guests.
>>
>>87082948
The death of Hibila may, under other circumstances, led to fights to decide who’d be his successor, but the bagdassi’s chieftains decided to, instead of electing a leader to rule over all, to share the conquered territories between all of them, preferring to enjoy the spoils of war rather than continue fighting. The lands of the bagdassi were rich in natural and mineral wealth, and thus they were able to live in opulence by allowing traders and other businessmen to exploit it, taking a great share of the profit. The central position of the lands of the recently formed Confederated Chiefdoms of Badgassi Mara Honi meant that they could trade with both the southern and western kingdoms, allowing them a considerable influence, despite the famously indolent attitude of the bagdassi chieftain and their families from that point on.
>>
>>87082956
The remaining zidazzi hide in the mountains. These lands are not appropriate for the survival of the zidazzi, since they don’t hold enough flower fields to sustain any decent population. To keep the bagdassi from finishing the job, they dump enormous quantities of honey in the main river of the region, the appropriately called Honey River, which keeps the bagdassi content enough to let their old foes alone.
>>
>>87080916
Well, the BBD lore also states that there is a land route that passes through the savannah and connects the two oceans. Where else would it pass if not through Terrania? Maybe the Sea of Fog? But isn't that too dangerous?

And I think Asvaran also mentions something similar
>>
>>87080916
I'll change it so it goes to the Sea of Fog instead of through Terrania
>>
>>87072460
>Smartest man in grobianismus
>Married to sister-daughter
>Also married to a pig
Actually polygamy is forbidden under threat of death penalty and torture in grobianismus.
Being reatarded doesn't equal having no moral compass.
>>
>>87081918
There's a difference between not being a prude and being a coomer.
>>
>>87078589
last thread archived:
https://suptg.thisisnotatrueending.com/archive/2022/86924239/

>>87083714
>Actually polygamy is forbidden under threat of death penalty and torture in grobianismus
couldn't find this anywhere so I assume it was a joke

>Being reatarded doesn't equal having no moral compass
but they were cursed to be retarded AND degenerate
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>>87083674
>>87083242
It can connect through the savannah directly, and without ever entering in the Terrania Freeholds. I mean, part of what makes the Blind Bastard's Domain as dangerous as a pirate nation is the importance the region has connecting the southern nations with the eastern ones. In fact, if there was a power interested to connect the seas through the Freeholds, it would be Drunigzar. It already has colonies in the region, and has established good relations with the locals. But it has problems connecting their colonies through land as it is, so crossing all the way to the Sea of Fog seems unfeasible.
>>
Let's say you'd run a treasure hunting campaign in this setting. Which place would be best ideal to hunt for long lost powerful artifacts?
>>
>>87085128
The Cursed Battlefield is the place for you. A battlefield millennia between the greatest powers at the time, fighting with all they had, and let to rot due to the cursed land. Full of dangers, undead, and many chances of finding cursed/magical weaponry.
>>
>>87083994
we're so close bros!
>>
>>87085128
The Gnoll Empire would be a neat place. Infiltrating the region alone is an interesting challenge. And considering it used to be the Khenomeric Empire, one of the greatest powers in the world, it surely had plenty of stuff to find and loot.
>>
>>87083994
what the fuck happens at the fortress is lands
>>
>>87083994
>>87085167
Can't wait for the Glutton island writeup
>>
>>87087916
>fortress is lands
You mean the Fortress Islands?
>>
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>>87072460
I appreciate the amount of qt elfs
Keep up the good work
>>
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>Bog Spelt
Bog spelt is a type of hulled wheat typically found along the Curhinday plain, cultivated by Bayukmen, Platanites and Zylagorani. Because of its high tolerance for damp waterlogged soil and it's hulled seed which allows it to withstand extended cold spells without wilting, the cultivation of bog spelt has rocketed in popularity in the lands bordering the dominion of the Bog Witch to the north.
The origin of bog spelt is not known, despite the fact that it seemingly came into existence fairly recently, as the first evidence of it can only be traced to around 350 years ago.
A popular legend amongst Wheatlanders states that it was a gift presented by Marusia herself to her followers, so that her dominion might grow eastwards, taking land back from the Bog Witch. Conversely followers of the Bog Witch claim that bog spelt was offered to mankind by the seventh daughter Morkdrak, the mistress of dreams. In this version Morkdrak rewarded one of her followers for following her visions and strangling his wives and children and raising them as undead by giving him a pocketful of bog spelt seed in a dream vision. Unable to recognise the value of her gift, the unnamed hero revolted that he had been cheated by the witch. As Morkdrak slew the mortal for his insolence, he dropped the seed from his hands and they fell out of the land of dreams all over the land of mortals.
>>
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>Southern Plantain
The southern plantain is a species of short, broad and starchy banana well known for their bright green and blue colours. Originally bred by the Mona Ki Ngi Xica from a much smaller wild azure plantain native to their home region, the southern plantain or Malawo Ewe as it is known in their tongue can be found in large groves growing around rivers and lakes, carefully maintained by the semi nomadic Mona Ki Ngi Xica over millenia.
The plant was first encountered by Westrons when several Asvaran expeditions made contact with the Mona Ki Ngi Xica during the 7th dynasty and subsequently became a staple foodstuff for the caravans that would soon start criss-crossing the savannah to connect the easternmost colonies of the Azan Empire to the homeland.
The plant quickly caught on amongst the Asvaran and Moridian colonist and to this day the southern plantain remains a staple crop in the post-Azanese states of the region.
The southern plantain is well known for changing colours between blue and green several times during its lifetime as it goes from edible to poisonous. Some scholars think this may be due to the fact the original azure banana relies on its seed being spread by the Greentail swallows, who roost in the region for only a few months each year during the rainy season. Through millenia of cultivation humans have managed to extend the edible green season of the southern plantain to most of the year, though it is still dependent on the warm and wet climate of the Southlands. There have been attempts to cultivate it further north by the Azanese, but the different climate seems to short circuit the plant which goes into a frenzy of changing colours and remains inedible for most of the year. Because of this the southern plantain has become a rather prized decorative plant in the empire, but its potential as a food crop remains unfulfilled.
>>
A bit more of the bagdassi.

>>87082968
>Society and culture
The bagdassi have reached a level of power and prosperity incomparable in all of their history. The previously nomadic chieftains settled down in their respective territories, using the remains of zidazzi hives to build their own cities. The fields of flowers are useless for the bagdassi, and have been transformed into farms and mining spaces, to keep a more common economy going. As such, the population of bagdassi has been allowed to grow considerably, though a great percentage of the population still lives as nomads. Many of these groups have adapted a trader lifestyle, using their domesticated elephants to move around products from one settlement to another. The use of elephants as a transport has been growing lately, especially the smaller varieties, which can carry on their backs their tents and provisions without issue.
>>
>>87094063
The population of outsiders in the nation has also increased exponentially. In the past, the zidazzi were careful to bring any species that needed agriculture or settled farming to survive, since it would take space from their flower fields. This was especially true with the great mining resources of the region, not allowing great prospections and open-pit mining due to the effect on the flower plantations. Now, however, the bagdassi happily allow the exploitation of the many resources of the land, and for that, they need manpower. There are plenty of small to medium farms owned by the bagdassi, but in general, most of the land belongs to the families of the chieftains. They work the land in great plantations using a lot of slave manpower to keep everything going, and this is also applicable to the mines. Many pirate clans that helped during the war against the zidazzi were handsomely rewarded with tons of land and riches, and have become authentic enterprises, capturing slaves throughout the Sea of the End not to sell them back, but to work their own estates and private mines. This has resulted in the appearance of many cosmopolitan cities, full of humans, elves, dwarves, drow, joos and other species that before the bagdassi victory were seldom in the area. All of this has allowed a fantastic economic growth, only hampered by the fact that the bagdassi leaders and chieftains are more than content in just enjoying their spoils and fortunes, and have very little interest in becoming a major world power.
>>
>>87094070
Still, all and all, the Confederated Chiefdoms of Badgassi Mara Honi are the biggest power in the south of Giantstep. Each of the chieftains generally gathers their armies, and as such, they are quite diverse in both training, equipment and focus. What to use their armies for, however, is a different matter, since the bagdassi chieftains have to reach difficult agreements to use their forces for anything other than defense. The bagdassi warriors are very individualistic, and tend to work better in small raiding groups, harkening back to the days of their nomadic lives. They tend to favor short bows and throwing spears, which they use as both infantry and cavalry. They wear very light armor, trusting in the innate strength of their fur to carry them. The bagdassi chieftains have also hired private fleets, mostly bought from pirates that decided to retire and enjoy their riches at one of the bagdassi cities or in their own estates.
>>
>>87094082
The bagdassi chieftains enjoy a great power, but they do not rule with an iron fist. The laws of the land are very traditional and only really written down after the bagdassi began building cities. These laws are taught to all younglings from a very early age, and punishment for breaking them is severe. To counter this, the law of the bagdassi is not very oppressive and does not hold sway over every little aspect of the bagdassi’s lives. Freedom is a value highly respected and valued within their communities, and as such, they have the minimum amount of rules they need to work as a society. The leaders of the bagdassi will spend their time enjoying their treasures, having built incredible palaces for themselves. These castles are usually made by foreign builders, and as such, they mix architecture from many different places. The bagdassi do not have a particular style of architecture, due to their long periods of nomadic life, but they give a lot of value to fabric. Their huts and tents were made with vibrant styles and patterns, and this has been carried over to the modern day. No matter the architecture style, the bagdassi will fill their palaces with many fabrics: curtains, rugs, furniture covers… The interior is full of different fabrics; many of those are inherited from family to family.
>>
>>87094093
Familiar groups can be quite big. In general, a family consists of the bagdassi patriarch and his wives. Bagdassi men are allowed to marry with up to six wives, but this is seen as a show of opulence and indulgence, and it is highly discouraged. Nowadays, it is very rare to see a bagdassi man married with more than three wives. Families also tend to join together with each other, strengthening their ties and keeping numbers up. When a bagdassi marries, the man has to ritualistically cut his own scalp with a ceremonial knife, to proof to the family of the wife he is strong enough to endure the pain, and thus strong enough to protect his bride. The fact their pelts are quite dense and strong makes this an excruciating process, and many people believe this custom came about to make young and hot-blooded bagdassi do not rush into marriage. The bagdassi can grow their scalps back, so this is no problem in case of multiple marriages.
>>
>>87072460
Where does the AI tech nation go on that map?
>y’all niggas forgot to put Terminators in the setting
>>
>>87094129
>>y’all niggas forgot to put Terminators in the setting
There's a nation of literal automata.

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

It doesn't have the most lore, but if you are interested you can write it yourself.
>>
>>87083674
So instead of being written as "This said land route passes through the savannah and into the Terrania Freeholds, where it meets the southern ocean." could instead be "This said land route passes through the savannah and near the borders of the Terrania Freeholds, where it meets the southern ocean."

Minimum changes needed.
>>
>>87072460
> Have a business trip
> No /tg/ for a months
> It's still going
At this point I'm not even mad. Just amazed
>>
>>87072651
The Gnolls are no longer edgy? They reproduce by dying, their corpse falling apart into Magots the maggots eating flesh of enemies growing into dogs out of which a Gnoll xenomorphs out.

All while they also practice necromancy.

You can't get edgier than that. (And that's a good thing)
>>
>>87072697
Should have been the OP
>>
>>87083714
But what if he forgot he was married already? Divorce is also banned
>>
>>87083994
Damn 3/4ths done.
>>
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made this not sure what to do if someone wants to build upon it youre welcome to it
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>>87094082
A bit of an addendum I forgot to add:

The bagdassi have become pretty adept at the use of gunpowder, though they do not use artillery as other nations do. Bagdassi raiders are well known to have a couple of single shot flintlock pistols, discharging them at an enemy that gets too close to comfort. They also use arquebuses, most of them imported from overseas, but their adoption is limited, seeing as their slow reload and weight use does not mix well with their fast moving tactics. Bagdassi have also tried to used cannons mounted in elephants to some limited success, but in general they’ve proven to be much more of psychological weapon than an actual siege weapon, due to the logistical problems attached to them. Oddly enough, one of the most popular gunpowder weapons of the bagdassi are the so-called “Wasp rockets”. Brought from changrilese pirates and mercenaries, the wasp rockets are long arrows loaded with two gunpowder charges, one inside the arrow tip and one at the side. They are loaded into launchers built to fit 200 arrows, and these launchers are moved around in a kart. The arrows have a small rocket attached which, when ignited, launches the arrow as if it had been thrown by a professional archer, though the accuracy of the weapon is dubious. A single wasp rocket salvo can devastate close formations, and the penetration power is quite powerful, since the charge inside the arrow tip can be made to explode and push the tip further into the enemy’s body. The downside of this weapon is that it takes a long time to reload, but it’s effects against enemies who do not move or pursue the bagdassi raiders is quite effective.
>>
What is the badgassi faith?
>>
I have been out for a few threads. What did I miss?

Nations I focus on

>Azan Empire
>Autamataon Republic
>Orange Marqueses
>Ogres in general
>>
>>87091344
Where does she live?
>>
>>87095106

who are these character
>>
>>87072460
what the acual fuck is that image
>>
>>87096806
I don't think the Ogres and the Automata got much, they're sitll out there for writing I guess. Orange Marquess got some lore a while ago and Azan probably has the most lore out of any nation
>>
Which is the most unique culture in this setting?
>>
>>87097614
nobody tell him
>>
Are new loredumps still added to the wiki an how long does it take on average?
>>
>>87098503
I'm not scraping through 32 threads worth of lore. I just want to know if the gnolls are fuckable.
>>
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Where in this setting could this be?
>>
>>87098545
>32 threads
>he doesn't know
>>
>>87098600
correct.
>>
>>87098527
It depends on the dump. If a loredump is written, it usually takes a couple of hours to be seen and added by the wiki anons (if they are online, that is), though there are exceptions, like if they aren't really sure where to put it, or if the dump itself is canonically questionable, or if it's being debated.
>>
>>87098590
The Seguerial Hordas?
>>
>>87098545
Nope
>>
What the fuck is the "Flying Castle of Horrors" and why is it listed in the thirteen horrors list?
>>
More like /tg/ makes a seething
>>
>>87096806
Azan has a lot of lore, but not everything is recorded in the wiki. The Ogre Kingdoms got a page. The Orange Marquisates and the Automata have had very little lore added for a while now.
>>
>>87097967
Depends on what you're looking for.
>>
>>87091457
>>87092793
Nice to see more plants of the world.
>>
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The dangerous flying frghaa'l of Sieuverland
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>>87108852
A dragon bat? Or just a big bat?
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>>87109488

depends who you ask
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>>87109783
Do they have super rabies?
>>
>>87109783

Fire rabies
>>
I'll post the last bits of the bagdassi lore. If anyone wants to complete some of the bits, feel free to do so.

Religion
The bagdassi have traditionally followed a very animistic faith, believing in the spirits that dwell on the realm. When someone dies, its soul goes back to the mortal world, keeping the energies of the world going, and if the soul is strong enough, it will find its way to be born again as a bagdassi. The bagdassi built many small totemic icons and monoliths around the lands to appease these spirits and to wish them good fortune. This has made the bagdassi very superstitious, having many beliefs that model their behavior depending on the world around them. In recent years, due to the arrival of many outsider species to the lands of the bagdassi, many other religions have spread throughout the land, from fey cults to the new azanese faith. The newly built cities usually have plenty of temples competing for the attention of the masses.
>>
>>87114154
>Foreign Relations
As a newly emergent power, the bagdassi have tried to establish relations with all nearby nations. In general, many of these nations have received these approaches with caution, since their relation with the pirate powers of the south and their outright slaughter of the zidazzi give them pause. However, access to the rich lands of the bagdassi is always a great incentive to do business with them. They have great relations with Azan, connecting with their trade routes through the paths to the Sunset Ocean by crossing the Zulutaur Steppe. This has made the new azanese faith very popular throughout the human population, especially in the coastal cities. The bagdassi also have great relations with Changrila, and it is said that the gunpowder guns and technology the bagdassi used to fight the zidazzi came from changrilese contrabandists.
>>
>>87114165
However, not all foreign relations are good. The bagdassi have particularly bad tensions with two of their neighbors: Bakir Sahabaharadad Sultanate and the Mona Ki Ngi Xica. Around the 3.066 ABE, a plague destroyed most of the cattle of the Sahabaharadad region, causing the human nomads of the land to expand in a bid to gain enough resources and power to survive. This expansion arrived in 3.075 ABE to the lands of the bagdassi, and threatened many of the easern chiefdoms. In the Battle of the Silver Oasis in 3.077 ABE, the bagdassi forces managed to push back the invaders, and soon they went back to their original borders. Afterwards, the bagdassi and the sahabaradadians made a deal to create many trade routes through their lands, connecting the trade of the Sea of the End to the Sea of Fog. This has become a marvelously profitable enterprise, connecting the trade of the west and the east through the south, and has made both the bagdassi chieftains and the sultanate’s walis absurdly rich. However, even if it looks like a happy business, both members want to monopolize the trade, and as such, both have tried to conquer a direct line to the other side of the land. This takes the form of attempts to invade the Ngi Xica Savannah. The bagdassi have sent both offers of annexation and outright attempts to conquer the lands, but the proud warriors of the Mona Ki Ngi Xica have kept it from happening, with help of both the Sultanate and the Blind Bastard’s Domain, who want to keep the old azanese trade route firmly in their hands.
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>>87114170
The bagdassi are also constantly guarding their northern borders, since the Onyx Mountains are now the home of the zidazzi. The bagdassi are well aware that they committed an outright genocide against the zidazzi, and they do not intend to lower their guard against their ancient enemies. Though they are more or less confined to the southern areas of the Ettin-Range now, coexisting with the other inhabitants of the mountains, the bagdassi have set up a series of fortresses and watching posts to keep tabs on the zidazzi, just in case they ever try to reclaim their lands. The zidazzi, on their part, have sworn eternal hate and vengeance over the bagdassi, but in their current situation, have very little population and resources to do anything about it.
>>
So what's in the Ettin Range?
>>
Why are there like 20 different, distinct swamps in this setting?
>>
>>87116583
I blame the ogres
>>
>>87100104
lurk harder
https://crumbling-giantstep.fandom.com/wiki/The_Flying_Castle_of_Lugubrum
>>
Can someone pitch me the swamps in this world using only one or two sentences for each of them?
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>>87118126
Dammit, ogres.
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>>87118162
>Dominion of the Bog Witch
Beware of the Bog Witch

>Crimson Plateau's bogs.
Crabs and frogs.

>Stymphalian Swamps
Damn birds!
>>
>>87072460
>The project is so bad, it reached the point of compasses
>>
So what are the remaining nations without any lore? I know that Gilgemash and the Ettin Range have near zero lore, but are there more outside of those?
>>
>>87121208
That's what the map is for. Nations with "complete" lore get removed. I guess the Emerald islands and Zulutairs got 0 lore if you wanna specifics
>>
>>87121826
No, I mean that there are places that only have the name. The zulutaur steppes at least has a bit of lore to start with. Gilgemash and the Ettin Range don't have even that.
>>
>>87118145
That seems completely disconnected from the rest of the setting
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>>87121208
almost done gilgemash
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Finished a map of the Bagdassi. I'll let someone else pick names. I'll be moving on to something else.
>>
>>87072460
>>no fetishes/coomershit
Did you look at the 4 top right entries in your own image?
>>
>>87123283
>what's fun?
>>
So are drow elves or not?
>>
>>87125459
why won't they be elves?
>>
>>87126086
It was mentioned in the witchelven empire page that the drow came from another dimension. Weird mention, but if it is true, then they aren't really elves.


https://crumbling-giantstep.fandom.com/wiki/Witchelven_Empire
>And others think they [the witchelven] came from another plane, much like the drow.
>>
>>87097477
The Elfwood
>>
>>87091344
yummy
>>
>Gilgemash

>History:

Gilgemash is one of the world’s oldest civilizations, dating back to before the Khenomeric Empire when it was one of many similar nations scattered along the southeast coast. Unlike other so-called “South Khenomeric” cultures, it never joined the Khenomeric Empire, though it does have many similarities in terms of religion, architecture, dress, and other cultural markers.

Instead, it slowly expanded in various directions, but lost territory nearly as often as it gained it. It suffered from a range of problems including difficult neighbors like orcs, drow, and ettins, an unwillingness to treat vassal peoples well, and a tendency towards either infighting or going through periods of self-indulgent decadence.

At various points in history, Gilgemash has held territory in what is now the Blind Bastard’s Domain, the Mumak Mahudom, the Moonlight Shores States, The Strange Meadows, the Ettin-Range, and the Horde Lands. It still has some holdings in the Seguerial Hordas to this day. During other time periods, its territory was even smaller than it is today, with sections being conquered by the Azan Empire or the Gokmavi and their predecessors.

However, its territory has been relatively stable for several centuries now. Some nations are inclined to see them as a nation in decline, but the Gilgemashi are still powerful in their own way, and have recently gained powerful allies in the Blind Bastard's Domain as they contemplate the many threats to the world that have arisen in modern times.

>Government:

Gilgemash is theoretically ruled by a king via a centralized system of regional governors, but in practice it is an open secret that true power is in the hands of competing cliques of magic users. The nature of the cliques varies, with some based around religion, and others based around type of magic.
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>>87129021

>Economy:

To the uninformed, Gilgemash’s economy may seem primitive at first glance. Slaves and lower class farmers in crude kilts use labor intensive techniques to irrigate and process grain crops grown along the fertile rivers in this semi-arid region. But in the cities and remote palaces, craftsmen and magic users are well informed of all the latest innovations from around the world, though much like the former Khenomeric Empire, the aesthetics of their crafted items is often deliberately archaic.

Aside from beers, jewelry, and certain other luxury goods, Gilgemash’s main exports are enchanted items, alchemic potions, and other magically produced goods. Their knowledge of magic is considerable, but the source of said magic is sometimes tainted, so certain Gilgemashi goods are banned in many nations, though this does little other than raise the price.

>Foreign Relations:

Gokmavi – The Gilgemashi and the Gokmavi (and the predecessors of the Gokmavi) have a long history of warfare against each other, but in recent times things have been relatively peaceful.

Blind Bastard’s Domain/Moridan – Gilgemash initially had poor relations with Moridan given part of Gilgemash was conquered to maintain a land trade route between Moridan and the rest of the Azanese Empire. But as Moridan became more independent minded, relations improved. However, this didn’t stop certain cliques in Gilgemash from supporting the Blind Bastard in order to help turn the Domain into a morally grey, decadent trading nation not unlike themselves. These days, the Domain and Gilgemash are major trading partners, and pirates from the Domain leave Gilgemashi interests alone. The magic using elites of the two nations are said to becoming increasingly firm allies.
>>
>>87129037

Moonlight Shores States – The relations between the two are unusual. Nearly a millennia and a half ago, an astromancer clique (at the time the de facto rulers of Gilgemash) helped a faction of astromancy obsessed elves settle in the lands to the south of their territory. Since then, the Ta’lunasir have been strong allies to some Gilgemashi magic using cliques, and a nuisance to others.

Usul – Gilgemash has never bothered trying to establish colonies there due to its barren landscape and lack of resources. Although most important people in Gilgemash know vampires live there, it is mostly kept secret from the general population.

Strange Meadows – This territory was once claimed by Gilgemash, but few inhabited it as it is prime ettin raiding territory. It was later given to the Ta’lunasir, but they had little interest in it either, and to this day Gilgemashi petty fugitives and frontiersmen make up most of the population. These days it is usually seen as no-man’s land, though there are a few ingredients unique to the area of interest to Gilgemashi alchemists.

Ettin-Range – Gilgemash has some old, but never renounced, claims to territory in the Ettin-Range (as do the Gokmavi), but the mountains are too dangerous for settlement as they are home to two headed giants, said to be the cursed, bastard children of disgraced warrior god.

Mumak Mahudom – The Gilgemashi once had colonies here in ancient times, but they had long been abandoned and the remnants absorbed into the dominant culture. The most obvious cultural remnants are religious, with Gilgemashi gods and demons appearing in certain iterations of the Mumak cults. Modern Mumaks tend to see the Gilgemashi as degenerate and greedy (and to friendly with the Domain), but some Mumak tribes are less hostile to them than others, and trade is fairly common.
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>>87129059

Seguerial Hordas – The Gilgemash have a few colonies scattered throughout Segurial territory. Several of the northern colonies were overrun by gnolls, but the southern ones are still intact. The Gilgemashi sometimes capture the Seguerials for use as alchemic slaves, but this is relatively rare, and technically criminal behavior.

Great Ra’ga – The Gilgemashi have some trading ties with them.

The Land of the Changing Waters – The Gilgemashi have some trading relations with them as well. There has been some immigration to Gilgemash by the Ecrkoecknoi.

>Geography:

Gilgemash has a harsh climate, with deserts and wastelands making up much of the land, but there are also fertile marshes along the rivers and coasts where intensive agriculture is possible.

Buildings are mostly stone or mud brick and small, but conversely the palaces, temples, tombs, and citadels are sometimes truly massive.

>Demographics:

Humans – Make up most of the population. Most have a Southern Khenomeric appearance, but traces of Azanese, Gokmavi, Mumak, or Aruandan are often visible. Some small pockets have a strong resemblance to the Thuleans, though the link is unclear.

Nchuandar – The Nchuandar are odd hybrids of drow, human, and Ta’lunasir. They trace their origins back to a powerful militant cult of astromancers that held power in Gilgemash for a time. They are still common in the smithing, gem cutting, and magical construct industries.

Dwarves – It is unclear when dwarves arrived in the area, but they are now thoroughly assimilated into the dominant culture, usually found in a lower or middle classes.

Beast Folk – Like in other parts of the global south, so called beast folk are not uncommon. The most locally prominent are scorpion folk, catfolk (also known as urmahlullu), and merfolk (known as kulullu). They are mostly tribal, but some work as mercenaries and soldiers.
>>
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>>87129068

Extraplanar Hybrids – Certain Gilgemashi factions have long mixed their bloodlines with those of the servants of the gods or demon lords, not unlike the tieflings of the west. The bull or lion-like lamassu (associated with the Khenomeric goddess Tauora) have long been common among many of the ruling cliques. Many other types of hybrid can also be found like werewolf-like alu and winged hag-like rabisu.

Drow and Half-Drow – The drow of the Southern Alliance Cities have long been a nuisance to the Gilgemashi, but there are many communities of drow and half-drow living on the surface for various reasons, where they are far more likely to be accepted than in neighboring lands. Some drow gods have become fairly popular in Gilgemash.

Ta’lunasir – The moon elves are rare in modern Gilgemash, but can sometimes be found among astromancer cliques, or followers of moon gods.

Seguerials – These ratmen are sometimes used as slaves by alchemists due to their unusual properties.

Ecrkoecknoi – Also known as the frogmen, some settled in Gilgemash as fishermen and sailors.

Orcs and Goblins – They were once more common in the region, but have been reduced to raiders dwelling in the least populated areas. Some goblins are of the unusual subtype known as coastal goblins.
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>>87129094

>Religion:

The Gilgemash Pantheon is a strange fusion of gods and demons taken from many different cultures. No real distinction is made between gods and demon lords, according to the Gilgemashi mindset, power is power, and should be worshipped, or at least appeased. Major gods and demons include:

Tauora – A bull-headed Khenomeric goddess of war, bravery, and athleticism. In Gilgemash she is strongly associated with the lamassu.

Kagal – The somewhat sinister Khenomeric goddess of mystery, knowledge, and magic, popular with a number of magic using cliques.

Ashtor – The horned Khenomeric fertility goddess, popular with farmers, monster breeders, and hedonists.

Eili/Irem/Uana – The drow, fey, and southern goddess of the good moon respectively. They are often considered the same individual in Gilgemash. Seen as a defender of cosmic stability, not unlike Bronzar of the west. Popular with astromancers, farmers, guards, officials, and others who like order. Uana is often associated with the wind and hawks due to her association with the Khenomeric/Nomad god Kartaluk.

Mg’umba – The god of the dark moon and the father of abominations. He is popular with monster breeders and those interested in the darker aspects of astromancy.

Uruc – Khenomeric god of undeath, popular with those interested in necromancy, or other magics that involve tinkering with life forces.

Nchua Ei – The drow inventor god. Popular with craftsmen, astromancers, and inventors of all races. The name is believed to have been invented by humans, as the drow do not call him this.

Gilgam – Hero god of Gilgamesh. Popular with warriors, poets, and those who want to be seen as charismatic. Said to be a friend of the drow poet god Viv with whom he has many similarities. Some drow consider them to be the same being, with Viv tricking the humans into worshipping him.

Gozzer – Ashtor’s even more degenerate sister, often associated with Gogotha.
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>>87129125

Azra – Drow goddess of clans. Also associated with stars, which makes her mildly popular with astromancers.

Maw – Local version of the Glutton God. Likely responsible for the creation of the alu, as well as certain types of ghouls and hags (though certain other hags are associated with Gozzer). Some followers may be in league with the gnolls.

>Military:

Gilgemash’s conventional army is lightly armored, well disciplined, and equipped with a wide range of weaponry. It is supported by various mercenaries, including scorpion folk and urmahlullu.

However, the real heavyweights in the Gilgemash are the magic users and their creations. Gilgemashi practise a wide range of magic including astromancy, necromancy, demon binding, and alchemy. They are fond of creating things that can fight for them, including magical constructs and summoned demons. A particularly popular trick is to bind demons or divine spirits to statues, which then can be summoned for defensive purposes.

Some of the magic using cliques have strong divine or demonic ties, and many of Gilgemash’s strongest magic users have extraplanar bloodlines. The most famous are the lamassu. These often ancient and powerful beings rarely get involved in day-to-day affairs, but are dangerously powerful once roused.
>>
I love Gilgemash lads
>>
>>87129021
So I'm assuming Gilgemash is not an unified state, but a collection of city-states with the same culture?
>>
>>87129021
>>87129059
Also, I'm writing the Ettin Range, so I'll have to adapt this to it.
>>
>>87129094
this is terrifying
>>
I'm writing the Etting-Range. Let's see if this take works for it.

The Onyx Mountains separate the great Red Land Steppes from the lands of the bagdassi, dividing the south of Giantstep from the center of the continent. A land covered with high mountains, its frequent but gentle snows are the source of water for the region’s rivers. However, controlling the birthplace of the rivers is difficult, since the mountains are quite treacherous. Its irregular topography, full of crevices, fissures and jagged climbs, are hidden by the snow, making any unsuspecting traveler unable to see the dangers ahead before it’s too late. The wildlife has adapted well to this circumstances, with most of the animals living in the area having the ability to fly or glide: from eagles, flying mice, gliding hares… Despite the cold, the land is home to many species of mountain flowers, covering all crevices where they can take root. These mountain flowers can survive the colds and the snows, usually competing with lichen and moss for the small spaces faced towards the suns. At the center of the mountains, a depression can be found: A massive valley, carved by a long gone glacier, called the Diamond Depression. This area presents light forests and mild tundra, covered all year in a thin coat of snow. It’s in this area where most of the local groups live their lives.
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>>87130417
>History
For many centuries now, the Ettin-Range has been called “The Land of Exiles”, since the populations living there arrived to the mountains running away from their old homes. The first inhabitants of the range are the Mokdregians. The Mokdregians are small giants who used to inhabit the lands between Gilgemash and the Moonlight Shores, but were cast away by reasons shrouded in myth. Some say they were the children of a forgotten warrior god, who became disgusted with its progeny and sent it far away where it could no longer see them. Others say that they were defeated in a long forgotten war with the predecessors of Gilgemash. Whatever the reason, the Mokdregians are the oldest inhabitants in the Ettin-Range, and have protected the eastern mountains for millennia now, keeping their herds of yaks and sheep always on the move, searching pastures not yet covered by snow.
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>>87130425
At around 500 ABE, the mountains were first visited by its most well known inhabitant, the Ettin. The Ettin are a species of humanoid moth who used to live from raiding and stealing during the night. The Ettin had been on the move all around southern Giantsep, attacking unprotected settlements and mostly stealing whatever they could thief and carry while flying. At some point around 500 ABE, the Etting began settling in the mountains, turning them into their bases of operations. The mothmen were naturally protected against the cold, and the irregular and difficult to cross mountains were not a problem for flying races, who could just skip many of the dangers of the peaks. However, the danger they posed to many of the kingdoms in the area meant that they were pushed back more and more, their few holdings inland slowly pushed back by the gilgemashi and the gökmavi, until their remaining settlements were those within the mountains. They were the first ones to discover the Diamond Depression, and created many towns where they gather all their treasure. They also learned herding from the mokdregians, something that helped the ettin immensely, due to their raids being very inefficient at stealing cattle. The frequency of the ettin’s raids has given the Onyx Mountains its nickname of the “Ettin-Range”, though the frequency of attacks has been diminishing over the centuries, with more and more ettin dedicating themselves to husbandry and wool working.
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>>87130433
Throughout the 2nd millennium ABE, the Onyx Mountains began receiving the visit of another species from the south of Giantstep: the Bombus. The Bombus are a peaceful species of humanoid bumblebee, moving around the lands of the south in caravans searching for fresh flower fields. However, their homelands turned more and more hostile with the expansion of the Yagura, a human tribe that would end up occupying the entire rainforest of Chakobsa. Their customs of ritual sacrifice would target the bombus, since they were peaceful and had little experience in the arts of warfare, and thus were forced to move to avoid being exterminated. They settled down in the lands of Neegus, where they thrived for many decades, but the arrival of the men of wood was taken as a bad omen by the bombus’ priests, and were thus forced to move once again. At some point they met with some ettin raiders, and while at first the two groups met with hostilities, the bombus’ elders managed to enter negotiations with the ettin leaders. Thinking the bombus could be a great help for the ettin society, the ettin brought them safely through the mountains to the Diamond Depression, where they have lived ever since. The bombus’ peaceful ways have managed to introduce agriculture within the land, albeit that of flower fields, and their production of bombus honey is greatly appreciated by the ettin and the mokdregians, which consider it a delicacy. Over time, many roaming bombus began moving to the Ettin-Range, abandoning most of their nomadic customs in exchange for agriculture and herding.
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>>87130437
The final species to reach the mountains were the Zidazzi. The zidazzi had ruled a great portion of southern giantstep for many centuries, but after the rise of the bagdassi leader Hibila the Terrible, they were nearly exterminated by the vengeful bagdassi hordes. Having to run or face extinction, they moved northwards to find refuge in the mountains. They found kinship with the bombus, who took them as refugees and helped rebuild the zidazzi colonies, sharing their knowledge of how to insulate their hives from the cold of the mountains. The zidazzi have some remaining holdings in their old lands, but they are at a constant risk, so most of the existing population now exists within the Diamond Depression.
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How does the Gilgemashi fleet works? It would be interesting to see a mesopotamian-esque civilization like Gilgemash faring against the many pirates of the setting, or even fighting other naval powers of the region.
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>>87129958
>So I'm assuming Gilgemash is not an unified state, but a collection of city-states with the same culture?
It has a king, governors, bureaucrats, etc. so it has a unified government. But the government mostly just keeps the plebs in line, while the mages call the shots. It is often difficult for governors to tell which mage clique is the most powerful in a particular area, which creates a lot of confusion, but luckily the mages mostly keep to themselves, and usually use their immense wealth to get the commonfolk to do things for them rather than involving the government.

>>87130433
The ettins are two-headed giants, much like they are in fantasy. They have a small amount of lore on thread 7, and are occasionally mentioned in other threads.

>>87131710
>How does the Gilgemashi fleet works?
They have modern technology, but maintain ancient aesthetics. They do a bit of fishing and have some of their own trading vessels, but haven't been interested in being a naval power for a while now. Since they have a peace treaty with the Domain, they are relatively safe from pirates
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>>87132835
>Within the steps, and peaks of the Onyx Mountain, reside a barbarian kingdom of two-headed giants, these giants called Ettin, or the bastard sons of the disgraced warrior god. These brutish fiedoms are commonly called Ettinrange or Ettin-range, not far from the furniture people to the south.
Aww, goddammit, I had written it so the ettin were the mothmen. I had missed that bit completely. Now I have to rewrite some stuff...
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>>87132908
>>87132835
Is there more ettin lore that I have missed?
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>>87132919
Not much, they have cousins in zemyland, and they are prone to raiding nearby lands. Then there are the linkages to giant/titan lore which is a bit of a mess.

I had already written a few things last night for the ettins since I finished gilgemash earlier than expected. They mostly relate to mythological history and tribal structure. Perhaps I could post those, and you could incorporate them into a new series of posts, with the mothmen called something else.

I am working on Zulutaurs next by the way.
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>>87133038
>Perhaps I could post those, and you could incorporate them into a new series of posts, with the mothmen called something else.
I'd be greatful if you could do so, I'm writing their lore as we speak. Better add your parts now before I have to go back and rewrite even more.
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>Ettin-Range

>History:

The true nature of giants has long ago faded to contradictory myth. Some see them as divine creatures like the dragons and lamassu, others as demonic entities, and others say they predated the gods themselves. Perhaps all are a bit true, or none. Most sources agree though that the offspring of the giants became weaker with each generation, and that eventually they were cut off from divinity all together.

The lineage of the ettins is said to be particularly cursed. It is said they descend from the titans Eo (a prominent warrior) and Hara (the consort of a forgotten god, though some say Uun). When Uun or whoever found out about the affair, it fused EoHara into a single two-headed being and banished it to the lower planes, where it was eventually captured by Gogotha for an eternity of torment. The many offspring of EoHara were likewise fused together in pairs, creating a cursed race of giants that eventually became the ettins after many more millennia of inbreeding.

In modern times, the ettins are seen as nothing but feral brutes, mostly found within the mountains of the Ettin-Range. However, they have some distant cousins in Zemyland known as the balanchko.

>Government:

The ettins are few in number and are organized into loose tribes and family units. The most powerful chieftain is often recognized as the king of Ettin-Range, though few nations consider the ettins to be a kingdom, or even recognize the ettins as being any better than the trolls they sometimes command.

Ettins sometimes gather “pets” who help them hunt. The most common are desert trolls or various non-sentient predators, but sometimes small groups of sentient beings are adopted into the tribe.

Sometimes tribes have shamans. Often these shamans have male and female traits, not unlike EoHara. A few shamans have magical ability, though the source is unclear.
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>>87133161

>Economy:

Ettins are primitive yak herders and hunter gatherers with stone age technology. Occasionally the Gilgemashi will lure them into service as mercenaries with large iron weapons and accessories, and on other occasions the smarter ones will fashion reasonable quality items from a wide range of materials, but most of the time they are limited to uprooted trees as weapons, and rotting sinews, skins, and bone shards for clothes (assuming they even wear any).

Ettins will hunt anything, but find sentient beings to be particularly easy prey. As a result, the lands bordering the Ettin-Range are sparsely inhabited, mostly by exiles, fugitives, and bandits. However, the ettins don’t recognize insects as food, allowing several insectoid races to flourish within the Ettin-Range.

that is all I have so far, if you leave any major gaps related to the ettins I may circle back to them, but otherwise feel free to build off of this
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>>87133208
>>87133161
I see. It clashes with many things I had written. I'll post them here and we discuss how to mix it together. Keep in mind I wrote them as Mokdregians, so that's how they appear.
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>>87133222
>The Mokdregians
The mokdregians are believed to be an offshoot of the giants of ancient age. They are hulking humanoid figures, easily reaching 4m of height, and with the highest mokdregians registered reaching near 6m of height. They are one of the most ancient species of southern giantstep, with records of them dating back to the days when Gilgemash was a young nation. They have a lanky appearance, with slender yet powerful bodies, with their arms and legs proportionally much longer in comparison to a human. Some of their bones are visible from the outside, and some, like the spinous section of their vertebrae, protrude outside of their backs. They have a pair of small horns, which only appear during childhood, and once they are broken, never grow back. Their most characteristic element is their two heads. Mokdregians are born with a protrusion of muscle and bone in the right side of their neck, and throughout their live, it grows into a second head. It has everything, from eyes, mouth and nose to even a secondary brain. However, the second head is inert and irresponsive most of the time, having only reflexive movements for the most part. The second head will only function if their primary head gets damaged or they fall unconscious, acting as a backup system to allow the individual to survive. In the case of the primary head suffering massive and/or irreparable damage, the secondary head will take over control, having most (if not all) the memories and experiences of the first one. In extremely rare occasions, the secondary head will have a will and a personality of their own, and will function independently from the first. These individuals are thought to be omens of either fortune or misfortune, and will usually keep to themselves in caves lost in the mountains, living in isolation as hermits.
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>>87133241
The mokdregians live alone, usually only grouping when they casually meet while travelling the mountains. They prefer isolation, though they are quite amicable with the other races living in the mountains. It is pretty common to see ettin or bombus children happily perching on the shoulders or heads of a mokdregian who happen to pass one of their towns or hives. Mokdregians live for very long periods of time, easily living more than three centuries. This, as well as their isolated lifestyle, has caused the mokdregians to have very limited familiar bonds. There is no marriage in mokdregian society, when two mokdregians meet and find each other acceptable, they will stay together for a year or so, and once the female is clearly pregnant, they will go separate ways. The female then will take care of her child for around 40 years, the time that takes a mokdregian to reach adulthood. The mother will then give the child part of her cattle and say goodbye, probably never seeing her child again.
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>>87133251
Mokdregian culture is very primitive, only having the bare minimum to survive in the mountains. They are able to work stone and wood, and long ago learned to use copper, but they have not gone any further than that. Their primary weapon are wooden clubs, quite effective considering they can be the size (and nearly twice the weight) of an adult human male. They can also chuck the many rocks and boulders in the region as a range weapon, something quite effective considering their innate strength. Their clothes are made out of wool and leather from their charges, creating simple pieces of clothing to cover their bodies from the cold, though their bodies have become pretty resistant to the low temperatures as it is. They have developed a complex system of mural art, painted on the sides of the walls, mountains and caves. The many icons and images represented are said to bring good fortune to the mokdregians that will happen to find them next. Many of the symbols represented can also be traced back to the ancient writings of Gilgemash, sharing many of the characters with their alphabet. Many mokdregians also braid their beards in the style of gilgemashi’s ancient fashion, showing another link with gilgemashi.
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>>87133241
>>87133251
>>87133259
That's it for now.
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Also, since we're posting stuff, I'll post here the lore of the mothmen. I wrote them as Ettin, so I'll change that bit later.

>The Ettin
The Ettin are a species of humanoid moth, and are by far the most numerous group living in the Ettin-Range. They have a similar average height of a human, but slightly taller due to their antennae. They have three pairs of limbs, using a pair for walking and the other two to manipulate objects. They have a short thorax covered in dense fur, and an abdomen that contains most of their organs. Their heads are slightly bigger than the average human’s, but are mostly covered by their great compound eyes. They have a great of sight and are able to see very minute elements, as well as color spectrums invisible to the human eye. Their mouths are usually hidden behind their chest fur, and are composed of two parts: a lipless mouth they use to speak and to breathe, with two sets of beak-like teeth in case they need to bite and/or crunch something. The other part is a complex proboscis, a tubular mouth within a mouth used to drink and to absorb liquid foods. The Ettin are omnivorous, and can eat practically anything organic (they have a particular predilection for pumpkins), the only real problem is that it needs to be in a liquefied state, or at least crunched enough to be absorbed though their proboscis. They have a pair of antennae, which they use as both their sense of hearing and depth perception. Having their antennae is an extremely dire situation for any ettin, and in many cases signifies death, since, without hearing or depth perception, flying becomes extremely dangerous and can lead to a crushing death.
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>>87133222
>>87133241
>>87133251
I dunno, maybe make the giant ettins and the giant mokdregians different things, but add that they recognize each other as cousins so don't attack each other
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>>87133310
The ettin are an anomaly in the world of Giantstep, since they are the only species (besides beings above regular mortals like dragons) who can fly over long distances. They have two pairs of wings, which can reach 3-4m of wingspan. This, alongside their light complexion, allows them to fly over long distances, mostly by taking advantage of wind currents, avoiding the exhaustion that other flying sentient species like the bombus or the zidazzi suffer. Their wings are also coated in a thin glaze of dust, which nullifies their flying noise. This allows their flight to be incredibly quiet, which they combine with their great sight to silently infiltrate the other species’ domains to steal away all they can carry.
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>>87133310
The ettin civilization has always been characterized by their silent raids. They are experts of flying during the night undetected, steal everything they can carry, and fly away before someone can sound an alarm. They tend to avoid violence if they can do so, but in case that fails, they will use their hand crossbow to silently dispatch anyone who had detected the intruders. The ettin crossbow is a light, but mechanically complex weapon, slow to load and with short reach, but with enough power to go through iron armors. The ettin are able to use it to great success because they have four arms to manipulate the weapon at the same time, and thus it takes them much less time to reload and aim the crossbow. However, they are not particularly adept at hand to hand combat, since they are not particularly strong. They have been known to use light javelins as spears, but other than that, they will avoid long and short swords, and will actively reject maces and axes, since they cannot reliably maximize their damage output due to their anatomy.
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>>87133333
Their thieving exploits are legendary around southern and central Giantstep. The Ettin actually come from the Red Land Steppes, before being pushed back by the Gökmavi tribes. The ettin live in small groups, usually hiding all their stolen treasure in underground lairs, which can reach quite impressive depths. However, due to their lack of strength, they can only carry so much, or else they won’t be able to take flight. As such, they usually tend to leave cattle alone, unless they are stealing newborn calves, small enough to carry into the air. However, ever since the arrival of the ettin to the Ettin-Range, they have taken husbandry in the snowy peaks. They have also adopted the role of explorers and trackers, being able to move through the mountains without problem by flying.
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>>87133343
The ettin live in familiar groups, with each couple having five to ten children. When an ettin is born, it is in a larval stage, and will do nothing but eat regurgitated food from their parents for around 4 years. Once the larvae is big enough, it will pupate and will take half a year to grow into a child form. Even then, it will take at least two years to strengthen their wings enough to be able to fly. The ettin will build their homes in areas hidden from the rest, though since their arrival to the Onyx Mountains, they have become much more social and gregarious, especially with their neighbors, refraining from taking stuff from them, a sign of great respect coming from them. They have built small towns all over the Diamond Depression, where they sell the treasures they have taken from raids outside of the mountains, as well as to sell their cattle or crafts. Their faith is based on the adoration of the suns. They consider the suns that move around Giantstep as the great flames of life, and they praise them constantly raising their hands to the celestial bodies. They pray to the moons as well, considering them as the suns’ maidens.
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Ok, so I've rewritten the lore of the Ettin-Range. I've added some stuff, changed some stuff and included the lore from >>87133161. Let's see how it goes.

The Ettin-Range is a region that covers most of the Onyx Mountains and some areas around it, inhabited by certain species who found refuge in the range.

>The Onyx Mountains
The Onyx Mountains separate the great Red Land Steppes from the lands of the bagdassi, dividing the south of Giantstep from the center of the continent. A land covered with high mountains, its frequent but gentle snows are the source of water for the region’s rivers. However, controlling the birthplace of the rivers is difficult, since the mountains are quite treacherous. Its irregular topography, full of crevices, fissures and jagged climbs, are hidden by the snow, making any unsuspecting traveler unable to see the dangers ahead before it’s too late. The wildlife has adapted well to this circumstances, with most of the animals living in the area having the ability to fly or glide: from eagles, flying mice, gliding hares… Despite the cold, the land is home to many species of mountain flowers, covering all crevices where they can take root. These mountain flowers can survive the colds and the snows, usually competing with lichen and moss for the small spaces faced towards the suns. At the center of the mountains, a depression can be found: A massive valley, carved by a long gone glacier, called the Diamond Depression. This area presents light forests and mild tundra, covered all year in a thin coat of snow. It’s in this area where most of the local groups live their lives.
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>>87136335
>History

For many centuries now, the Ettin-Range has been called “The Land of Exiles”, since the populations living there arrived to the mountains running away from their old homes. The mountains seem to have been inhabited by the giants of myth, since scattered across the mountains there massive pillars with undecipherable writings, almost as tall as the mountains themselves. And while the giants themselves are gone, their descendants remain. While many of the myths about the colossal beings are nothing but speculation, most sources agree that the offspring of the giants became weaker and weaker with each generation, and that eventually they were cut off from any possible divinity all together.
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>>87136347
The first inhabitants of the range are the Mokdregians. The Mokdregians are small offshoots of giants who used to inhabit the lands between Gilgemash and the Moonlight Shores, but were cast away by reasons shrouded in myth. Some say they were the children of a forgotten warrior god, who became disgusted with its progeny and sent it far away where it could no longer see them. Others say that they were defeated in a long forgotten war with the predecessors of Gilgemash. Whatever the reason, the Mokdregians are the oldest inhabitants in the Ettin-Range, and have protected the eastern mountains for millennia now, keeping their herds of yaks and sheep always on the move, searching pastures not yet covered by snow. The same thing happened with their close cousins, the ettins. The lineage of the ettins is said to be even more cursed than that of the mokdregians. It is said they descend from the titans Eo (a prominent warrior) and Hara (the consort of a forgotten god, though some say Uun). When Uun or whoever found out about the affair, it fused EoHara into a single two-headed being and banished it to the lower planes, where it was eventually captured by Gogotha for an eternity of torment. The many offspring of EoHara were likewise fused together in pairs, creating a cursed race of giants that eventually became the ettins after many more millennia of inbreeding. Nowadays, the ettins are seen as nothing but feral brutes, mostly found within the mountains of the Ettin-Range, though they live in relative harmony with the rest of the races of the Ettin-Range.
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>>87136354
At around 500 ABE, the mountains were first visited by its most well known inhabitant, the Mozadizz. The Mozadizz are a species of humanoid moth who used to live from raiding and stealing during the night. The Mozadizz had been on the move all around southern Giantsep, attacking unprotected settlements and mostly stealing whatever they could thief and carry while flying. At some point around 500 ABE, the Mozadizz began settling in the mountains, turning them into their bases of operations. The mothmen were naturally protected against the cold, and the irregular and difficult to cross mountains were not a problem for flying races, who could just skip many of the dangers of the peaks. However, the danger they posed to many of the kingdoms in the area meant that they were pushed back more and more, their few holdings inland slowly pushed back by the gilgemashi and the gökmavi, until their remaining settlements were those within the mountains. They were the first ones to discover the Diamond Depression, and created many towns where they gather all their treasure. They also learned herding from the mokdregians, something that helped the mozadizz immensely, due to their raids being very inefficient at stealing cattle. The frequency of attacks has been diminishing over the centuries, with more and more mozadizz dedicating themselves to husbandry and wool working.
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>>87136364
Throughout the 2nd millennium ABE, the Onyx Mountains began receiving the visit of another species from the south of Giantstep: the Bombus. The Bombus are a peaceful species of humanoid bumblebee, moving around the lands of the south in caravans searching for fresh flower fields. However, their homelands turned more and more hostile with the expansion of the Yagura, a human tribe that would end up occupying the entire rainforest of Chakobsa. Their customs of ritual sacrifice would target the bombus, since they were peaceful and had little experience in the arts of warfare, and thus were forced to move to avoid being exterminated. They settled down in the lands of Neegus, where they thrived for many decades, but the arrival of the men of wood was taken as a bad omen by the bombus’ priests, and were thus forced to move once again. At some point they met with some mozadizz raiders, and while at first the two groups met with hostilities, the bombus’ elders managed to enter negotiations with the mozadizz leaders. Thinking the bombus could be a great help for the mozadizz society, the mozadizz brought them safely through the mountains to the Diamond Depression, where they have lived ever since. The bombus’ peaceful ways have managed to introduce agriculture within the land, albeit that of flower fields, and their production of bombus honey is greatly appreciated by the mozadizz and the mokdregians, which consider it a delicacy. Over time, many roaming bombus began moving to the Ettin-Range, abandoning most of their nomadic customs in exchange for agriculture and herding.
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The final species to reach the mountains were the Zidazzi. The zidazzi had ruled a great portion of southern giantstep for many centuries, but after the rise of the bagdassi leader Hibila the Terrible, they were nearly exterminated by the vengeful bagdassi hordes. Having to run or face extinction, they moved northwards to find refuge in the mountains. They found kinship with the bombus, who took them as refugees and helped rebuild the zidazzi colonies, sharing their knowledge of how to insulate their hives from the cold of the mountains. The zidazzi have some remaining holdings in their old lands, but they are at a constant risk, so most of the existing population now exists within the Diamond Depression.
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>>87136380
>The Mokdregians
The mokdregians are believed to be an offshoot of the giants of ancient age. They are hulking humanoid figures, easily reaching 5m of height, and with the highest mokdregians registered reaching near 7m of height. They are one of the most ancient species of southern giantstep, with records of them dating back to the days when Gilgemash was a young nation. They have a lanky appearance, with slender yet powerful bodies, with their arms and legs proportionally much longer in comparison to a human. Some of their bones are visible from the outside, and some, like the spinous section of their vertebrae, protrude outside of their backs. They have a pair of small horns, which only appear during childhood, and once they are broken, never grow back. Their most characteristic element is their two heads. Mokdregians are born with a protrusion of muscle and bone in the right side of their neck, and throughout their live, it grows into a second head. It has everything, from eyes, mouth and nose to even a secondary brain. However, the second head is inert and irresponsive most of the time, having only reflexive movements for the most part. The second head will only function if their primary head is damaged or they fall unconscious, acting as a backup system to allow the individual to survive. In the case of the primary head suffering massive and/or irreparable damage, the secondary head will take over control, having most (if not all) the memories and experiences of the first one. In extremely rare occasions, the secondary head will have a will and a personality of their own, and will function independently from the first. These individuals are thought to be omens of either fortune or misfortune, and will usually keep to themselves in caves lost in the mountains, living in isolation as hermits.
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>>87136388
The mokdregians live alone, usually only grouping when they casually meet while travelling the mountains. They prefer isolation, though they are quite amicable with the other races living in the mountains. It is pretty common to see mozadizz or bombus children happily perching on the shoulders or heads of a mokdregian who happen to pass one of their towns or hives. Mokdregians live for very long periods of time, easily living more than three centuries. This, as well as their isolated lifestyle, has caused the mokdregians to have very limited familiar bonds. There is no marriage in mokdregian society, when two mokdregians meet and find each other acceptable, they will stay together for a year or so, and once the female is clearly pregnant, they will go separate ways. The female then will take care of her child for around 40 years, the time that takes a mokdregian to reach adulthood. The mother will then give the child part of her cattle and say goodbye, probably never seeing her child again.
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>>87136399
Mokdregian culture is very primitive, only having the bare minimum to survive in the mountains. They are able to work stone and wood, and long ago learned to use copper, but they have not gone any further than that. Their primary weapon are wooden clubs, quite effective considering they can be the size (and nearly twice the weight) of an adult human male. They can also chuck the many rocks and boulders in the region as a range weapon, something quite effective considering their innate strength. Their clothes are made out of wool and leather from their charges, creating simple pieces of clothing to cover their bodies from the cold, though their bodies have become pretty resistant to the low temperatures as it is. They have developed a complex system of mural art, painted on the sides of the walls, mountains and caves. The many icons and images represented are said to bring good fortune to the mokdregians that will happen to find them next. Many of the symbols represented can also be traced back to the ancient writings of Gilgemash, sharing many of the characters with their alphabet. Many mokdregians also braid their beards in the style of gilgemashi’s ancient fashion, showing another link with gilgemashi.
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>>87136407
>The Ettin
The ettin are an offshoot species of giants, considerably more twisted and warped than the mokdregians. They can reach up to 4m of height, with the tallest one been recorded as reaching 5m. Like the mokdregians, the ettin have two heads, but unlike the ettin, both heads work at the same time, which can cause problems moving around or taking decisions. Throughout their lives, each of the heads will fight with the other for dominance, which results in a great deal of “self-harm”. For the most part, a head will be the dominant mind, choosing the ettin’s movements and course of actions. The ettin have high healing abilities, capable of regenerating entire limbs if cut, though killing one of the heads will lead to the death of the entire ettin.
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>>87136414
The ettins organize into loose tribes, each including a couple of family units. Unlike the mokdregians, the ettin actually value social cohesion, though they are quite primitive. The ettin live all around the mountain range, usually hunting and trading with the other species within the Ettin-Range. The most powerful chieftains will fight each other for dominance, and once in a generation, the most powerful one will crown itself as the “King of the Ettin-Range”, though this claim is only really recognized by the ettin themselves, and not even the other species in the mountains recognize his authority. The King himself will not try to exert his influence outside of his race, due to the many rules and bonds of kinship and respect with the other inhabitants of the mountains. Outside of the Ettin-Range communities, few nations consider the ettins to be a kingdom, or even recognize the ettins as being any better than the trolls they sometimes command. Sometimes tribes have shamans. Often these shamans have male and female traits, not unlike EoHara. A few shamans have magical ability, though the source is unclear.
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>>87136425
Ettins are primitive yak herders and hunter-gatherers with technology limited to stone and wood. They hunt the great predators of the mountains, like bears or snow tigers. Ettins sometimes gather “pets” who help them hunt. The most common are desert trolls who venture in the mountains from the north, and various non-sentient predators, which they bind into shape through violence. They also trade many different elements with both the other species within the mountains or the gilgemashi, in exchange for food or cattle. Ettins will hunt anything, but find sentient beings to be particularly easy prey. As a result, the lands bordering the Ettin-Range have been sparsely inhabited. The people living at the foothills usually are those with no better choice, like exiles, fugitives and bandits. This has given the mountains the name of “Ettin-Range” due to their attacks. However, the ettins don not recognize insects as food, allowing several insectoid races to flourish within the Ettin-Range. It also helps that the insect races within the range will happily trade and share their resources with the ettin, in exchange of protection or help with the many activities of the hives and towns within the Diamond Depression. The zidazzi have hired many ettin to protect themselves from the bagdassi raids from the south, and the ettin themselves will gladly help the zidazzi in exchange of honey and being allowed to eat the bagdassi captives once the battle is over.
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>>87136435
>The Mozadizz
The Mozadizz are a species of humanoid moth, and are by far the most numerous group living in the Ettin-Range. They have a similar average height of a human, but slightly taller due to their antennae. They have three pairs of limbs, using a pair for walking and the other two to manipulate objects. They have a short thorax covered in dense fur, and an abdomen that contains most of their organs. Their heads are slightly bigger than the average human’s, but are mostly covered by their great compound eyes. They have a great of sight and are able to see very minute elements, as well as color spectrums invisible to the human eye. Their mouths are usually hidden behind their chest fur, and are composed of two parts: a lipless mouth they use to speak and to breathe, with two sets of beak-like teeth in case they need to bite and/or crunch something. The other part is a complex proboscis, a tubular mouth within a mouth used to drink and to absorb liquid foods. The Mozadizz are omnivorous, and can eat practically anything organic (they have a particular predilection for pumpkins), the only real problem is that it needs to be in a liquefied state, or at least crunched enough to be absorbed though their proboscis. They have a pair of antennae, which they use as both their sense of hearing and depth perception. Having their antennae is an extremely dire situation for any ettin, and in many cases signifies death, since, without hearing or depth perception, flying becomes extremely dangerous and can lead to a crushing death.
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>>87136441
The mozadizz are an anomaly in the world of Giantstep, since they are the only species (besides beings above regular mortals like dragons) who can fly over long distances. They have two pairs of wings, which can reach 3-4m of wingspan. This, alongside their light complexion, allows them to fly over long distances, mostly by taking advantage of wind currents, avoiding the exhaustion that other flying sentient species like the bombus or the zidazzi suffer. Their wings are also coated in a thin glaze of dust, which nullifies their flying noise. This allows their flight to be incredibly quiet, which they combine with their great sight to silently infiltrate the other species’ domains to steal away all they can carry. Once in the ground, they can bend and squeeze their wings to a great degree, to keep them from being a hustle when walking.
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The mozadizz civilization has always been characterized by their silent raids. They are experts of flying during the night undetected, steal everything they can carry, and fly away before someone can sound an alarm. They tend to avoid violence if they can do so, but in case that fails, they will use their hand crossbow to silently dispatch anyone who had detected the intruders. The mozadizz crossbow is a light, but mechanically complex weapon, slow to load and with short reach, but with enough power to go through iron armors. The mozadizz are able to use it to great success because they have four arms to manipulate the weapon at the same time, and thus it takes them much less time to reload and aim the crossbow. However, they are not particularly adept at hand to hand combat, since they are not particularly strong. They have been known to use light javelins as spears, but other than that, they will avoid long and short swords, and will actively reject maces and axes, since they cannot reliably maximize their damage output due to their anatomy.

Their thieving exploits are legendary around southern and central Giantstep. The mozadizz actually come from the Red Land Steppes, before being pushed back by the Gökmavi tribes. The ettin live in small groups, usually hiding all their stolen treasure in underground lairs, which can reach quite impressive depths. However, due to their lack of strength, they can only carry so much, or else they will not be able to take flight. As such, they usually tend to leave cattle alone, unless they are stealing newborn calves, small enough to carry into the air. However, ever since the arrival of the mozadizz to the Ettin-Range, they have taken husbandry in the snowy peaks. They have also adopted the role of explorers and trackers, being able to move through the mountains without problem by flying.
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>>87136451
The Mozadizz live in familiar groups, with each couple having five to ten children. When an Mozadizz is born, it is in a larval stage, and will do nothing but eat regurgitated food from their parents for around 4 years. Once the larvae is big enough, it will pupate and will take half a year to grow into a child form. Even then, it will take at least two years to strengthen their wings enough to be able to fly. Even then, it will take a couple of years until they become full adults. The Mozadizz will build their homes in areas hidden from the rest, though since their arrival to the Onyx Mountains, they have become much more social and gregarious, especially with their neighbors, refraining from taking stuff from them, a sign of great respect coming from them. They have built small towns all over the Diamond Depression, where they sell the treasures they have taken from raids outside of the mountains, as well as to sell their cattle or crafts. Their faith is based on the adoration of the suns. They consider the suns that move around Giantstep as the great flames of life, and they praise them constantly raising their hands to the celestial bodies. They pray to the moons as well, considering them as the suns’ maidens. The mozadizz paint solar and lunar pattern on their winds as a sign of adoration, which tend to mark the belonging to certain mozadizz clan as well.
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>The Bombus
The Bombus are a species of humanoid bumblebee that originated in the wet jungles of Chakobsa. They are slightly taller than the average human, with their entire body covered in a dense coat of fur. This fuzz makes bumblebees look twice bigger than they really are, and protects them from the weather. It is a great isolating coat for both heat and cold, being able to keep the body protected depending on the occasion. This coat of fuzz is also light, not encumbering them too much when flying. The coloration of the fur can vary from black and yellow tones to white stripes over black, with some groups even developing red dots over black fuzz. They have three pairs of limbs, using a pair for walking and the other two to manipulate objects. They have a big thorax and an abdomen of the same size, and a stinger at the end of the abdomen. This stinger, while threatening, is vestigial, and can no longer produce any kind of venom. Their head is big in proportion to their bodies, mostly occupied by oval-shaped compound eyes. Their eyesight is not as good as the other insect species, but it can nonetheless detect many different colors and shades of light that human vision cannot detect. Their lipless mouth hide long hairy tongues to lap up liquid food. The bombus are vegetarians, eating a variety of nectar, fruits and vegetables, using the chemicals in their tongues to melt their food before sucking it down. The bombus have two stomachs, one to digest their food and a communal stomach used to storage food to bring to the colony, or to share it with anyone who needs it. The bombus are one of the few sentient species with the ability of flight, but out of all of them, the bombus are the slowest, unable to take flight for long periods of time. Their two pairs of wings are seemingly too small to lift their bodies, but somehow the bombus can still fly short distances. The strain and effort of the act can exhaust them, not to mention it creates a very loud buzzing sound.
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>>87136474
The bombus are naturally predisposed for peace. They are too slow in the air, and too poorly coordinated in land to be effective fighters. Instead, they have adapted for agriculture, crafting and other activities of the sort. They take their time with things, disliking hurries or rushes of any kind. They are lovers of arts, particularly theatrical and musical arts. They have developed a great love for music, becoming wandering singers, minstrels and bards, using their complex vocal cord system and buzzing wings to create singular melodies that cannot be easily replicated by other races. Their antennae can detect even the smallest minutia in any rhythm or tune, and thus creating “purer” melodies. While the other species cannot consciously detect this purity, they are unconsciously drawn towards them, making them very sought after entertainers. The bombus like to compete with one another to compose the best pieces of music, and musical clashes between bombus can attract hundreds of passerby who become enraptured by the melodies.
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>>87136480
The bombus’ society follows a eusocial structure, but a very loose one. Their queens are the leaders of the hive, but they take a much smaller role in the rule of the colony. The queens are bigger than the rest of the members of the hive, and cannot fly due to their weight. They also limit the number of male drones besides them to two, and as such, bombus colonies are much smaller. The worker bombus, composed of sterile males and females, keep the larvae healthy and well fed, as well as keeping the needs of the colony. The bombus know a lot of techniques to produce great quantities of high-quality wax, which they use to create their hives. This wax can resist most extreme temperatures, not melting under the sun or crumbling in winter. They also make half of their colonies underground, due to their larvae growing better under controlled temperatures. The bombus have no soldier caste, all members of the colony, the queen included, has to learn how to fight on their own, but they are not particularly good fighters.

The bombus worship “The Mother of Honey”, which many believe is an aspect of the Goddess of Harmony. They create many icons and idols of wax and wood as a sign of reverence towards her. They see helping other races as a sign of piety and virtue, which they will do by offering bombus honey to those in need. Many bombus hives braid their fur in different forms and patterns, decorated with hairpins and artisanal embellishments, both as a sign of faith and as a show to prove their belonging to their colony.
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>>87136265
Merry christmas for you too.
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Updated. Will write some lore about Usul myself later on
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Ok, I'll post the last bit of the Ettin-Range and I'm moving to the Bakir Sultanate.

>Foreign Relations
The groups who live within the Onyx Mountains have developed a considerable level of harmony and cooperation. For as different as they all are, they generally behave as good neighbors, and avoid conflict between them whenever possible. This cannot really be said about the nations outside of the range. Gilgemash is the main source of conflict with the members of the Ettin-Range. The gilgemashi have traditionally fought the giant-spawns of the mountains, the ettin and the mokdregians. Since the gilgemashi authorities have wanted to expand to the mountains in search of mineral wealth and to control the region’s rivers, they see the strange coalition as a roadblock to their expansion. This is particularly bad for the mokdregians, since unlike the ettin, they prefer solitary lives, and are thus less likely to be able to protect themselves from gilgemashi raids. Many ettin tribes roam the area, and as such, the mokdregian generally can count on their distant cousins’ help to protect their charges. The gilgemashi also want to conquer the outskirts of the mountains to set watching outputs that could warn them from mozadizz raids. Mozadizz have been known to silently enter in palaces and temples during the night, take all the treasure they could carry, and fly away before the dawn. As such, the gilgemashi want to monitor the movements of the mozadizz, as well as to discover their treasure caches. Mozadizz merchants are still seen around gilgemashi cities, usually buying and selling “rare treasures from far away lands” which the buyers no doubt know they are stolen.
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>>87139227
The Gökmavi have a similar relation with the Ettin-Range. The Gökmavi and the mozadizz used to fight each other for control of the steppes, with the Gökmavi finally pushing the mozadizz southwards to the mountains. The mozadizz still attack and pillage the lands of the Khaganate, easy to traverse for the mozadizz raiders. The Gökmavi also want to fight against the ettin, since the tribes living in the south have had their cattle stolen in more than one occasion by the giant-spawn. This includes the mokdregians, which the gökmavi see as the same as the ettin.
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>>87139231
The giant-spawn have also been known to descend to the Strange Meadows to hunt the bizarre creatures that inhabit the land. They see the alchemical beasts that roam the land as gifts from their forbearers, and the population of the region generally lets them hunt in peace, seeing as they usually go for the biggest and most dangerous beasts. There have been incidents with ettin trying to take silk pigs from the local farmers, but for the most part, the two groups keep their distances. The zidazzi and the bombus also go to the region from time to time, since its prairies are particularly good as natural flower fields. Some small colonies of zidazzi and bombus have settled down in the area, though they have to constantly fend off some of the bigger predators in the area, attracted to the scent of honey.
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>>87139233
The relations with the bagdassi and the inhabitants of the Ettin-Range revolve around the old enmity between the bagdassi and the zidazzi. After the rampage of Hibila the Terrible forced the zidazzi to the outskirts of the mountains, they have been at the verge of extinction. However, the bagdassi seem now content to keep their old nemesis controlled, and have little intention of finishing the job and exterminating them fully. This is also due to the help the zidazzi have received from the mozadizz and the giant-spawn. Many bagdassi raids have been pushed back hard by a combination of zidazzi soldiers and ettin mercenaries, who will gladly fight the invaders in exchange of eating the corpses, while the mozadizz take all the weapons and belongings from the battlefield.
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>>87139178
At this rate we're going to finish southern giantstep before the gokmavi get any lore...
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The Lesandros bit can be removed from the map, it has lore written already.
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I just remembered that there's Kowloon Walled City in this setting lol
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>>87129068
>>87129094
So how do we add all these species in the sentient species page of the wiki?
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Merry Christmas to everyone involved!
Can hardly put into words how much I love the fact that this is still going.
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If you had to give threat levels to each nation what would they be? What would be the equivalent of a starting area and a endgame area if this was an mmorpg.
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>>87143145
Something like this?

Category -2: Lucy’s Land levels of danger. Only wonders, dreams and whimsical happiness awaits you.

Category -1: Hereby, Thereby and Whereby levels of danger. People are happy and love to party, food is plenty and the weather is nice. Dangers? I guess you could choke while eating at a town barbecue?

Category 0: Regular levels of danger. Most human cities in the setting. There’s always crime, thievery and murder, but in general they are safe places if you don’t do stupid shit.

Category 1: Drow Citystates, Merchant City Marquessates levels of danger. The cities are aplenty with gang fights that could drag you down to an untimely end. The law is for those who can afford it.

Category 2: Great Ra’Ga, Changing Waters levels of danger. The people are nice, the lands are not. You can usually hope to find someone willing to help you survive, but it will not be easy fending off all the bogs can throw at you.

Category 3: Blind Bastard’s Domain levels of danger. Pirate realms are not safe places, better be strong and cunning, or at least avoid getting unwanted attention on you.

Category 4: The lands of Ness and Fit. You are a guest in the God of Action’s lands. Better show him a good show, or else the explosions will get to you.

Category 5: Cloaked Kingdom levels of danger. The law of the jungle rules, and if you are not up to par, you will end up in the hands of one of many murder cults.
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>>87143145
>>87143366
Category 6: Cursed Battlefield levels of danger. Something terribly wrong happened here, and you can feel it in your bones. The undead and vengeful spirits are not the worst you can find in here…

Category 7: Eldritch Jungle levels of danger. Everything there is trying to kill you, from the fauna to the flora to the diseases. Whoever built the abandoned cities is long gone, and so you will be if you do not get out.

Category 8: Gnoll Empire levels of danger. You should not be here, and you will not survive if you are not strong enough. You can kill many, but there are always more behind them, better hope to run or hide.

Category 9: Red Lotus levels of danger. You will be taken and made to see the light of the "Great and Holy Celestial Father of All". They see all, they know all, you cannot run, you cannot escape, and after a while, you will not want to.

Category 10: Bog Witch levels of danger. There is no hope, there is no escape. Beg that whatever kills you only takes your life.
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>>87143366
>>87143378
Nice! Something like this will be quite useful as soon as someone is going to run a campaign in this world.
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>>87143088
Merry Christmas Anon

Is there a Christmas equivalent in the setting? I could see the Goddess of Harmony being a patron of it.
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>>87143088
same, and merry christmas anons
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>>87143366
>>87143378
based
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reminder, we're still 2 wonders and 3 horrors away from filling out the list
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>>87143066
nchuandar, ta'lunasir - elves
scorpionfolk, catfolk - beastfolk
lamassu, alu, rabisu - demon/magic

the rest are already on there
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>>87072460
What nations/races are missing on the op pic an what would be some good captions for them?
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>Zulutaur Steppes

>History:

The Zulutaur Steppes are perhaps the most diverse of the beast folk nations. While in many other regions the beast folk self segregate, with the dominant race often driving out the others, the zulutaurs live peacefully alongside several other races, and have made no attempts to systematically drive out or exterminate several others they are sometimes hostile with.

As a result, the steppes is somewhat of a lens with which to view the past of the continental south, before humans became dominant, and when dozens of beast folk once co-existed with each other.

There have been some changes though, the Azanese settled nearby Asvaran, and forged a canal through the southernmost part of the steppes. Trade "factories" dominated by humans have cropped up in various places. And the occasional invasion attempt by Dsrvyth or the Gokmavi have been driven off, usually with the help of other human powers.

>Government:

The zulutaurs and most of the other inhabitants of the steppes are tribal and prone to infighting. Many follow a “might makes right” philosophy, though for the zulutaurs, this mostly just applies to inter tribal warfare.

A number of trading companies have set up "factories" (large trading posts) in the Steppes. The government structure of these varies based on the nature of the company.

>Economy:

Most of the tribes of the Steppes are hunter-gatherers or grazers, but there are a wide range of commodities that even the more primitive tribes can potentially trade with foreigners for manufactured goods. Rare pelts, live animals, alchemic components, and more fetch high prices.

Trading is done at both small trading posts, as well as the larger port-warehouse-town-fortress combos known as factories. Several factories are located near the old Azanese canal, but attempts to control it by either a local or foreign faction have inevitably failed as the other factions gang up on the one trying to tax trade.
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>>87146351

>Foreign Relations:

The Shattered Realms of Dsrvyth – A major trading partner for the Steppes, though some in the Steppes haven’t forgotten Dsrvyth’s past invasion attempts. On the other hand, Dsrvyth has helped some Steppe tribes against the Gokmavi.

Azan Empire – Another major trading partner, though again, past colonization attempts have not been fully forgiven.

Asvaran Confederacy – Another trading partner. There is some disgruntlement in the Steppe that the Asvarans essentially walled off a portion of their territory, but most don’t care as the Asvaran region was mostly human inhabited even before the arrival of Azanese colonists.

Kingdom of Lorient – Yet another trading partner.

Blind Bastard’s Domain – Does some trade in the Steppes via their outposts in Mona Ki Ngi Xica Savannah, but mostly with the more amoral, predatory tribes. The Domain has recently taken an interest in enslaving inhabitants of the Steppes, either with direct raids or indirectly via local slavers.

Nasr Satrapies, Maneater Islands, and Ortuga – These regions also sometimes launch slave raids on the Steppes, though the slaves are often sold to wealthy third parties as exotic curiosities in any number of nations where slavery is legal, or where the law is corrupt enough it might as well be.

Confederated Chiefdoms of Badgassi Mara Honi – Small clans of badgassi are common in the Steppes, having lived there for ages. However, the relatively recent alliance between the largest badgassi tribes, the slaughter of the zidazzi, and the attempts to bring new regions under the rule of the Confederated Chiefdoms have raised tensions to say the least.

Gokmavi – The Gokmavi and their predecessors have made several attempts to expand into the Steppes, but these attempts have always been defeated by unusual alliances of Steppe inhabitants, and sometimes foreigners like Dsrvyth.
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>>87146358

Mona Ki Ngi Xica Savannah – Some zulutaurs and other Steppe races live in the Savannah, working as mercenaries for the Domain, or descended from past mercenaries hired by the Azanese to guard their route. Most Steppe inhabitants dislike the Mona Ki Ngi Xica, seeing them as thralls to the Domain. The zulutaurs have a particular dislike for the Mona Ki Ngi Xica though. Aside from the fact they worship a lion animal spirit (the zulutaurs dislike lions), and ride zorses (which the zulutaurs find vaguely sacrilegious) there is the widespread legend among the Mona Ki Ngi Xica that the zulutaurs were creating by fusing a tribe of humans to their zorse mounts. A few zulutaurs claim to believe an opposing legend that the zorses were created by splitting a zulutaur into a human and a zorse.

Moreaux Island – Few in the Steppes even know this island exists, but a handful of zulutaurs and other beast races were recruited from the Steppes to guard this now abandoned research facility.

War-Wel – A few zulutaur have visited these islands while working for the Azanese and consider them to be thoroughly cursed. Word spread back to the Steppes, where other zulutaurs coined the island’s most commonly used name.

Ettin-Range – There is a large, unofficial buffer zone between the two regions (not that either care much for formal boundaries). The ettins tend to scare off even the hardiest of Steppe dwellers, and the mozadizz are also a bit of a nuisance, though few in the Steppes have much worth stealing.

>Geography:

The Steppes are a vast expanse of hilly, dry grassland, bordered by mountains in the northeast. Most of the inhabitants are nomadic and sleep outdoors, but a few set up tent villages and other primitive shelters when they plan on staying in an area for a while.

The factories and trading posts use a wide range of architectural styles depending on who sets them up.
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>>87146365

>Demographics:

Zulutaurs – The most prominent inhabitants of the Steppes, these beast folk roam the steppes in small tribes, often fighting against each other brutally, but are surprisingly friendly with many other races.

The Hind – A southern human race, cousins to the Mona Ki Ngi Xica, the Aruandans, the Mumak, and the jungle tribes, among others. They are primitive by human standards, perhaps seeing themselves as having too much in common with the other Steppe inhabitants to properly civilize.

Orcs – A fairly common race in the Steppes, less civilized than many of their cousins, though perhaps more civilized than some. There are some that believe the Steppes are the original orc homeland, though others believe it is somewhere on the west coast of the continent. Steppe orcs are nomads that often travel riding large hyenas and warthogs, and even occasionally rhinos, though strangely they often fight on foot.

Ostrichfolk – An odd example of the beast folk, with human upper halves on an ostriches body and legs, they are gatherers known for being highly territorial against peaceful folk, but prone to fleeing at the first possibility of violence. Although primitive even by regional standards, and often seen as a bit of a joke, more than a few would be predators have found out the hard way that even unarmed, the speed, body mass, and large talons of an ostrichman or woman make them surprisingly dangerous.

Pigfolk – Foul humanoid warthogs, they are barely smarter than trolls, but bred quickly, and are tough and dangerous enough that few want to tangle with them for no reason. Their innate cruelty has led some to think they have at least partial demonic origin. Despite seemingly placing no value on material goods, they seem to enjoy stealing from or enslaving others, even when it serves no clear purpose.
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>>87146376

Man Beasts – Cousins to the hogmen (neither resemble hogs), they seem to be genetically compatible with humans and orcs, which can led to problems when the raid for mates. Foreign humans hate them, and orcs sometimes enslave them, but most other Steppe inhabitants see them as just another hunter-gatherer race that minds its own business most of the time.

Hippotaur, catfolk, and scorpionfolk – Rare but dangerous beast folk with humanoid upper halves and the body and legs of a hippo, lion, and scorpion respectively, they can be found scattered throughout the southern continent and are generally best avoided.

Badgassi – Humanoid badgers, they are far more common in their newly founded nation to the east, which is creating tension for the badgassi in the Steppes due to fear of expansionism.

Desert Trolls – Barely sentient predatory brutes, most Steppe inhabitants avoid them whenever possible, though orcs and others occasionally manage to tame them.

Southern Giants – One of the last surviving giant races, they are limited to a few pockets in the Steppes and Dsrvyth. Standing 7 meters tall, and shockingly thin for those use to ettins, ogres, and trolls, they are peaceful, shy hunter-gatherer who generally avoid other races. For poorly understood cultural reasons, they almost always wear ceremonial masks of varying quality.

Servalala – Slender, weaselly humanoid feline beast folk, they are cousins to the Joois, and in fact are quite likely the same species, but with some cultural and physical differences due to millennia of separation.

Harpies – Sometimes called vulturefolk, it is unclear how they are related to the more common northern subspecies, though their vulture like appearance and crude behavior has caused some to question as to whether they are a type of beast folk.
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>>87146391

Dryads – One of the few true fey found in the Steppes, dryads in the Steppes have a withered look to them while in hybrid form, but apparently this is normal.

Desert Ogre – Generally not considered a “true ogre”, but instead perhaps some type of beast folk. Vaguely resembling an ogre, a troll, an orc, and a hippo, and very rare, they defy easy categorization, making them a nuisance for pendant scholars.

Foreigners – Most foreigners stick to the trading posts and factories, and most are humans of several different cultures, though others are not unheard of.

>Religion:

Nearly all the tribal religions practiced in the Steppes are some form of animal spirit worship. The animal spirits are similar to the faerie lords in that they vary in power, and don’t fully exist on this plane of existence. However, they are far more wild and chaotic than the faerie lords, with many barely seeming sentient at all, and are instead unfocused collections of instinct and emotion. Many southern races consider this or that animal spirit to be their patron, or perhaps even their creator god, though unlike many faerie lords, it is rare for an animal spirit to take any interest in the day-to-day affairs of their followers.

Few animal spirits grant magic to their followers the same way gods or faerie lords sometimes do. However, some followers have developed a form of magic known as voodoo which involves entreating the animal spirits (typically minor ones) for help directly. Voodoo is unpredictable and unreliable. It takes time for a practitioner to build up a rapport with a particular animal spirit and get a sense of what they are and aren’t willing to do, and what needs to be offered in exchange for services. Sooner or later, the animal spirit becomes bored with being summoned by a particular individual, thus putting the practitioner back to square one. Some animal spirits are also quite dangerous, so drawing their attention is generally risky.
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>>87146401

The zulutaur mostly worship one of two spirit animals, simply known as the black zorse and the white zorse. One is said to teach survival of the fittest, the other is said to teach the importance of doing things for the good of the tribe. In practice, these two philosophies often result in similar courses of action, but zulutaurs strongly dislike followers of the other spirit animal, which is a common cause for fights between tribes.

>Military:

The Steppe inhabitants are mostly primitive tribes using spears, clubs, slings, nets, and bows for both hunting and warfare. The smarter tribes sometimes trade for steel weapons, or even firearms, while the more primitive have barely mastered the club. However, the tribes are more dangerous than they first appear. Many of them are far faster and/or stronger than a human. The fact that nearly ever inhabitant is a capable warrior allows them to field large armies on the rare occasions when they work together.

Although often mocked by foreigners, voodoo is a potentially powerful magic with a wide range of potential uses that users of more conventional magics find hard to predict and counter.

On any given day, there are more than a few skirmishes going on somewhere in the Steppes between tribes or non-sentient predators. Fights over mates, territory, religion are common, as are fights to avoid becoming prey for desert trolls, the eight-legged coloss-lion, and other predators, both sentient and non-sentient. Even the more civilized tribes of the Steppes simply see this as the natural order of things. However, some tribes are known to fight to enslave others, or to murder without purpose. This is often seen as a sign said tribe has fallen under the thrall of a particularly violent animal spirit.
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>>87129125
> Khenomeric gods
??????
I thought the Khenomerics were magic worshipper's and rejected worship of higher beings. Which is why they fought the Goddragons and Azan.

Are these the Khenomeric gods from before they discovered magic or prominent Magiclergy members who were like saints to the Kgenomer, but are god's to these guys?
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>>87146391
> List of races in the setting casually doubles in size
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>>87144258
>catfolk
You mean joos?
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man the sentient species map will look like a mess
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Starting with the lore of the Sahabaharadad Sultanate.

>History
The lands of the Dirihadarir Desert have been essential for trade in Southern Giantstep. Its position between the Sea of Fog and the Sea of the End means that many routes have been created, the harshness of the desert being worth it in comparison to sailing all around the step. This caused the creation of many city-states around the desert, close to the oasis. In this places where agriculture is possible, traders and travelers can rest from the hot days and cold nights of the desert. This has made the cities quite prosperous compared to their size, since food production is limited and it cannot maintain great numbers of people. The original city-states were ruled by noble families, keeping the lands under their influence protected from bandits, and watching over the caravans so they paid the taxes from crossing their territory. The nobility had lasted many centuries, until very recently, when the nomad tribes rose up and took their place.
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>>87147324
The nomad tribes in the Dirihadarir Desert have always being outcasts in the eyes of the cities. Barred from entering the protection of the walls, the nomads had the job of keeping the cattle of sheep and goats well fed by crossing enormous distances and finding any place where the animals could graze. Over the many centuries of fighting against bandits, they became excellent warriors, launching quick attacks on their war camels. Despite their skill at arms and their importance to the local economy, they were considered little less than pariahs, due to the cast system prevalent in the cities. This system marked every single profession with a different level of worth in the eyes of the gods, and those who worked with animals ranked very poorly. Over time, many of them abandoned their herding ways and began serving as traders, exchanging goods from city to city, though due to their origins, their stigma did not go away.
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>>87147327
The apparently eternal stability of the region was broken around the year 3.066 ABE, when a mysterious plague began to spread between the nomad’s cattle. Leaving humans unaffected, but causing sheep and goats to stop eating and drinking until starvation killed them, this strange plague ended with more than half of the cattle of the nomad tribes. The way it spread was unknown, many believing it was a disease that took years before the symptoms began, but it suddenly let the nomadic tribes in a precarious situations. The threat of starvation and the lack of help from the cities ended up with an explosion of wars between the tribes, fighting for the surviving cattle. After three years of all-out war, a warlord had risen up and unified the different tribes: Sahbahaid Sahabaharadad, leader of the Sahabaharadad tribe, had managed to launch a lightning war against his neighbors, and reunite under his umbrella a great army of raiders. Once he had enough manpower, he launched an attack to the cities, capturing them one by one. By the year 3.073 ABE, he had unified all of the cities in the Dirihadarir Desert, and took the title of Sultan of the lands of Sahabaharadad. But he had amassed a great army, both with the desert raiders and with the mercenaries paid with the captured treasures from the cities, and launched a campaign to conquer as many lands as possible. They launched a massive campaign against the recently created Bagdassi Confederation, which started with great success, taking many of the eastern chiefdoms of the bagdassi. However, this burgeoning conquest was cut short in the Battle of the Silver Oasis in 3.077 ABE, where the bagdassi managed to inflict great losses to the sahabaharadadians, and even Sahbahaid Sahabaharadad died in battle. During the power fights that followed in the sultanate, the bagdassi managed to recover all the lands lost during the previous years.
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>>87147332
After the son of the Sahbahaid took over the throne, he signed a peace treaty with the bagdassi chieftains, reestablishing once again trade through the Dirihadarir Desert. The end of the war meant the return of the caravans, which brought enough wealth to pacify the sultan, who saw that trade was a much more profitable source of wealth than conquest. From that point onwards, they have wanted to monopolize the trade between the two seas, wanting to control a strip of land connecting the two. This has led to a dangerous game of diplomacy and warfare between the Sultanate, the bagdassi to the west and the Mona Ki Ngi Xica to the south.
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>>87146585
I thought the khenomeri had gods, and it was with the magoclergy when they tried to abandon them, seeing magic as the be-all end-all.
>>
>Usul

Usul is the biggest of the islands that reside off the coast of Gigelmash, directly south of the Crocodile's Mouth Strait.

>History

Despite its short proximity to Gilgemash, no colonies or any kind of outposts have ever been established there. The reason for that is simple - the island is extremely arid and barren, to the point where cultivating anything there would be pointless. Not only that, but Usul has always enjoyed a sinister reputation as an island where demons, vampires and other horrid creatures roam. Written reports by Gilgemashi soldiers and scouts that have encountered creatures such as these deep in the caves of Usul have existed since the dawn of time. In fact, some oral stories told in Gilgemash about foul creatures in Usul are older than most of the civilizations in the known world.

Whereas most people in Gilgemash have entirely forgotten about the old stories concerning Usul, only the King and some of his select governors and officials are aware of the true nature of the island and the Elder Vampire that may or may not have his lair there. Such information usually passes down from ruelr to ruler. Since many people have mysteriously vanished trying to explore the complex system of caverns below Usul, Gilgemashi troops usually steer clear from the island and advocate for others to do the same.

>Geography

Usul is extremely arid and grass, as well as plants seldom grow there. Many ragged cliffs, mountains and crags dot the landscape. Apart from vampires, other creatures that call this island home include goats, large venomous lizards, vultures and mudcrabs.
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>>87144258
>>87146635
>>87146619
>>87147248
We need to describe the fantasy races more. It'd be a shame having so many races but only a handful of lines of lore for them.
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>>87139178
So what is lacking in the maked ones?
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>>87148351
Should we put some rules when adding a new sentient race? We're finishing the map pretty quickly, but we still have to develop how most of the races work. With a couple of exceptions, we only have the name and a brief description.

Also, we should clarify is some races can produce hybrids or not. And if they can, whether they can reproduce in turn or not.
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>>87146585
>>87147442
Its is neither. The Khenomeric Pantheon has been mentioned many times now, and some priests were allied with the Magoclergy, though perhaps other priests opposed them.

>>87146619
Pretty much all of them have been mentioned before, or are cousins of existing races. Only the ostrichfolk, pigfolk, and hippotaur are truly new.

>>87146635
Nah, they are urmahlullu from sumerian mythology, first mentioned in the Gilgemash post. Calling them liontaur would have been more clear but it sounded kind of dumb at the time

>>87148351
I was planning on waiting until the more of the regions were done before working on races, but I guess I can do some more now. There is also some stuff I posted on races a while back that never made it on the wiki.
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>>87149674
All the subraces still have to go on the race list.
>>
Considering how many minor species are popping up, we should try to organize them more.

Demographic weight of a species in the world of Giantstep.

>Level 0.
Believed to be extinct.

>Level 1.
Small minority within a single region and found nowhere else in the world.

>Level 2.
Big minority within a single region. Few to no colonies in neighboring lands.

>Level 3.
Majority population within a single region. Plenty to few colonies in neighboring lands.

>Level 4.
Majority population within multiple regions. They form big minorities in many other regions.

>Level 5.
Present in great quantities in all continents of the world. Only humans have this level of spread.

How do we classify the species we have for now following this?
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So are drow elves or not?
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>>87151766
They are basically elves

The other dimension stuff dates back to older lore where travel between worlds was relatively common, however, this wasn't all that popular and has mostly been forgotten except for the demon breaches and the ability of the fey to travel to various faerie realms. Given fey have their own dimensions it is still technically true though

In terms of categorizing races, I would probably restructure as follows so it is based on origin rather than appearance:

- Demi-humans - humans, hobbits, dwarves, orcs - most human-like races, widespread, unclear origins

- Goblinoids - goblins, hobgoblins, bugbears - probably lesser fey, though there is still some debate, goblins are widespread, but the others have become rare

- Ogres - 4 true types - probably giantkin - widespread

- Trolls - countless regional variations, said to have been created by a troll god

- Fey - Races originally from the faerie realms, mostly in north with some exceptions

- True Fey - innately magical, near immortal, can travel to faerie realms at will if in correct location, members of the original fey races, but sometimes can be modified by powerful beings

- Lesser Fey - magical ability varies, normal lifespans, some were originally fey, others are other races that got modified by faerie lords at some point, includes elves

- Beastfolk - Probably created by animal spirits - widespread in south but a few in north - line between lesser fey and beastfolk is fuzzy at times, usually divided by origins, nature of innate magical abilities, and association with faerie lords or animal spirits, many minor races of unclear origin end up here by default (runaan, insect people, frog people, and most sea people probably go here)

- Demons and demonkin - origins from one of the various hells

- Divine - descended from divine beings or created by recent divine intervention

- Automata and artificial beings

- Giantkin

- Far Outsiders - aliens and other weird stuff
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>>87151713
>Level 3
Gnomes, Brownies, Star Men, Snoloths, Trolls, Wisplings, Snow Elves, Fairies, Mastodons, Fake Humans, Mushroom men, Runaan, Kresteneg, Vodyanik, Jibaro, Ra'Ga, Frogmen, Zulutaurs, Hogmen, Gnolls

>Level 4
Hobbits, Dwarves, Drow, Sea Elves, Orcs, Ogres

Goblins are also kinda unique in that there communities of goblins in lots of places but no region where they are the majority
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>>87152306
>this wasn't all that popular and has mostly been forgotten except for the demon breaches and the ability of the fey to travel to various faerie realms
>the ability of the fey to travel to various faerie realms
Wait, what?
>>
More stuff about the Sahabaharadad. Continuing from >>87147336

>Society and Culture
Despite how ancient the desert cities can be, the Bakir Sahabaharadad Sultanate is a very young nation, and as such, it still has many challenges establishing its power. In theory, the biggest power is the Sultan, a direct descendent of Sahbahaid Sahabaharadad. He is surrounded by an army of viziers and aides, all led by a Grand Vizier. The Sultan power is not absolute, however, since he depends on the leaders of the different cities to guarantee his rule. After the fall of the ancient city nobility, the tribal leaders of the nomads groups became the rulers of the cities, guaranteeing them not only power, but an immense wealth as well. The riches obtained from trade usually keep them content and within the confines of their new palaces, but from time to time an upstart will try to overstep their boundaries and obtain more power for themselves. However, those attempts are stomped out quickly, for there are still many nomadic leaders without the rule of a city who will gladly take their place.
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>>87155278
The local population highly resent the takeover of the nomadic herders. Seeing them as both unrefined barbarians and pariahs by divine mandate, the fact that they now rule over them is scandalous. However, their ability to revolt is now quite limited. One of the first things the nomadic tribes did when taking over was to reinforce their control over the oasis and agricultural areas. Thus, controlling the supply of water and food, the population is forced to accept the power of the new rulers or face starvation. The new leaders have been trying to spread a new version of the traditional faith of the Dirihadarir Desert, eliminating the caste system altogether, but this has been received as a poor and transparent move to facilitate the new government.
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>>87155283
The Sahabaharadad family knows that their power over the desert is very frail, and have taken as many measures to preserve power as possible. To avoid any possible attempt to usurp the Sahabaharadads’ power from the vizier, the role is chosen from eunuchs, educated from childhood to fit the role of administrators and bureaucrats. This guarantees competent service without the risk of another bloodline usurping the sultanate. The Sahabaharadad also spend a great deal of their wealth in shows of power, such as building many palaces and temples, and also to hire many mercenaries to add to their already great forces. These amounts of warriors in one place are not cheap, and from time to time they launch raids to the neighboring countries, enough to keep their men active and on guard, but not enough to spark an active war. These forces are also used to defend the borders, particularly from bagdassi raids, who cross the desert from time to time. Despite their power and wealth, the Sahabaharadad have become paranoid, barely exiting from the safety of their great and well guarded palaces, where they hoard some of the biggest and most valuable treasures that go through the desert.
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>>87155287
Trade is, and pretty much has always been, the lifeblood of the region. The desert, while an arid and inhospitable land, is still much safer than the jungles full of murderous cannibals of Chakobsa or the savannah full of wild predators of the Mona Ki Ngi Xica. Many convoys cross each year the desert, in groups that range from 50 to 1000 camels. The cities in the coastline are some of the richest in the entirety of Southern Giantstep, and it’s where the Sahabaharadad hold their center of power. The cities are not only well fortified in case of rebellion and attack, but also have a powerful navy to protect them from piratical raids.
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>>87154643
>Goblins are also kinda unique in that there communities of goblins in lots of places but no region where they are the majority
True. There are plenty of goblin nests everywhere but the island continents. I believe zemyland and the isle of wizards do not have those, why is that?
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>>87155763
Goblins never invented boats?
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>>87155292
Finishing the Sahabaharadad stuff. I'll start with the Strange Meadows tomorrow.

>Foreign Relations
The Sultanate needs contact with the outside to survive. Since trade is the main source of wealth of the region, they must maintain as good relations as possible with their neighbors to keep confidence high. Otherwise, trade might shrink down to an unacceptable rate. And yet, they need to keep their strength, to avoid losing their position in the local routes to other nation. In particular, the Bagdassi Confederation is the main source of tensions of the Bakir Sahabaharadad Sultanate. The main trade routes between the Sea of Fog and the Sea of the End go through both nations, and as such, both have the option to shut down the other’s trade by closing the ports on their side. However, that would be a self-defeating move, since they would lose access to the profits themselves, and as such, both sides prefer avoiding conflict. However, it’s very obvious that both the sultanate and the confederation want to monopolize the trade by annexing other territories and connecting the two seas through routes owned by a single nation. Since both the sultanate and the bagdassi failed to conquer each other, they have dedicated many resources into conquering nearby lands. In this regard, the Sahabaharadad has gotten the shorter end of the stick. To the north, the lands of the cannibal tribes of the Jeraxih and the Yaguara have managed to repel very successfully the attempts at annexation of the sultanate, thanks to both their fierce warriors and the dangers of the jungle. At the same time, the Mona Ki Ngi Xica are part of a balancing act between the sultanate and the confederation. Whoever attacks the Mona Ki Ngi Xica will be attacked in turn by the other faction, not to mention the difficulties of keeping the territories under control when both the population and the local fauna are hostile to you.
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>>87156963
The sultanate needs to protect their trade in the sea as well. The Blind Bastard’s Domain control of the Strait of the Dead Emperor means that the sea trade will be harassed or even blocked at will by the pirate nation, a situation the Sultanate can ill afford. The sultans have been trying to establish a deal with Gilgemash to push back against the pirates, but many hidden gilgemashi interests keep delaying this, since their ties with the piratical nation is too profitable for them. The sultans have had much better luck trying to earn the favor of the Mumak Mahûdom, since they are threatened by the Blind Bastard themselves. The Mumak Mahûdom’s fleet is positioned to counter the threats from the sea, as well as having a direct land border from which pressure the pirates with their armies. The sultans have invested greatly in many of the Mumak ports in exchange of allowing the Sahabaharadad fleet to set anchor, increasing their range of action and monitoring piratic activity in the strait.
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>>87154988
fey circles, the concept first was brought up by the bogwitch anon, but I used it in a few other areas as well

>>87155763
>>87156236
zemyland has arctic goblins, isle of wizards probably add goblins once upon a time, but the island is too well run now for any troublemakers to last long, so any goblins would have to be pretty peaceful
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>>87158003
>fey circles, the concept first was brought up by the bogwitch anon, but I used it in a few other areas as well
How does that work? Can all fey do it, or just some fey?

>zemyland has arctic goblins
Source?

>isle of wizards probably add goblins once upon a time, but the island is too well run now for any troublemakers to last long, so any goblins would have to be pretty peaceful
Yeah, this makes sense.
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>>87158049
>How does that work? Can all fey do it, or just some fey?
It is a concept from fairy tales, so I imagine it would be whimsical and not very consistent from one circle to another

I figure most true fey can do it more or less at will as long as they are in the right location, but lesser fey and non-fey can only enter when very special conditions are met at very special locations

>zemyland has arctic goblins
>Source?
Snow goblins are mentioned for rust, gold, and new hyperborea
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>>87158229
No, I mean, what does it entail? Is it easy to enter this realms? How are those realms? What's in there? Can you use them to teleport yourself, opening a door somewhere and exiting somewhere else? Does anyone can do it as long as they are fey? Can all fey do it, or just certain races?
This sounds really overpowered and needs more explanations.
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>>87158274
I figure it would vary based on race/individual

So a nymph can enter via certain ponds, a dryad via certain trees, fairies via certain holes in trees/roots, ents via a natural arch between two trees, etc. Some can enter/leave at will from certain locations, others have to wait for certain times of year

Lesser fey and non-fey can only travel through a circle with the help of a true fey, and only certain circles can be used in such a manner, and only during certain times

It is unclear whether there one fairy dimension or many, but at minimal there are multiple distinct regions that work like exaggerated versions of a certain faerie lord's preferred climate, so some are dismal swamps filled with predators, some are forests of towering fungi, some are pristine meadows where it is always sunny, etc.
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>>87158695
iI don't know. I feel like it overcomplicates things a lot. Maybe if it's limited to only vertain fairies, so that the portals can never be human-sized, and if it's something that an individual could achieve only after decades of meditation and magical training... And even then it could still led to absurdly broken stuff.
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>>87158695
>>87158274
>>87158229
>>87158049
>>87158003
We really need to clarify what the hell fey are...
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>>87159149
>could still led to absurdly broken stuff
I guess it depends what you feel the goal of the setting is. I always design regions with the goal of making them potentially interesting areas to do a short or long campaign in. So yeah, there are going to be NPCs and enemies that can do stuff the PCs can't for narrative reasons. And some of them will be pretty powerful.

If you look at it in terms of a nation-on-nation RTS, most of the true fey aren't really interested in combat anyways, and most of them are rare aside from fairies and other small creatures.

>individual could achieve only after decades of meditation and magical training
Most true fey are already near immortal, so this doesn't really make a difference anyways

>>87159435
Basically one or more gods created the original faerie lords and true fey, and from them lesser faerie lords and lesser fey got created. Similar to how the elder giants/titans created lesser giants, who created giantkin, and certain gods created dragons who created lesser dragons and dragonkin, and animal spirits who created lesser animal spirits and beastfolk.

So the main determining factor is origin and lineage. But also association is important too, since if X race often serves the fey in a certain area, then they will likely be lumped in with the fey
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>>87159814
>So yeah, there are going to be NPCs and enemies that can do stuff the PCs can't for narrative reasons. And some of them will be pretty powerful.
The thing is, when I picture all the races, I imagine them as all potential choices for the players, and as such, I'd wish to avoid power imbalances from the get go. If they are going to be powerful NPCs, they get their special stuff from level and skills added after the fact.
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>>87160836
That is never going to work for some races. Some like giants are just too overpowered, others like brownies are just too underpowered, and some are too psychologically different from humans to be a PC unless it is a meme character or a super special snowflake.

The fey circle thing isn't even really that useful for PCs except in highly situational scenarios where a fey circle is located nearby a fight the PCs are trying to flee, or using one fey circle to get to another lets the PC avoid some obstacle
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Revamped the Herbarium page with images, formatting, links and adding stuff that wasn't on it already.
https://crumbling-giantstep.fandom.com/wiki/Herbarium
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>>87126153
Pretty sure we agreed this was lame because the original idea was literally the dark elves here just came from the elder scrolls universe or something

>>87143863
If it was never added the Ketlovian Dance Hall was supposed to be a wonder
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What about the Orange Marquissates?
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>>87163970
What about them?
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>>87163606
Thank you Anon, very cool
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>>87163606
Neat.
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>>87163962
>the Ketlovian Dance Hall
Wouldn't it have been destroyed with the gnoll invasion?
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File: 1669219925325512.png (2.34 MB, 6143x3000)
2.34 MB
2.34 MB PNG
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>>87163606
Power move! Good bless you.
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>>87164967
No. That's where the "peace treaty" between Ketlovia and the Gnolls was signed.

You know the wedding thing
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>>87165549
What's with the areas marked in orange?
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>>87166093
I know. But I imagine that there would have been a battle there, or at least an explosion of violence big enough to damage it. The slaughter of the hundred daughters of the ketlovian king was not a clean coup exactly.
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>>87072460
I know nothing of this world, or of its wiki for that matter.
but the misspelling and odd sentences found on the wiki, makes me want to rewrite almost every page i visit.
also a lack of pictures, even an ai can poop out a good ice lake image, yet there isnt an image on the page.
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>>87166679
i dunno but fixing typos and spelling mistakes is probably something nobody is going to take offence at.
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>>87166679
Nice. A rework of the wiki could help a lot.
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Starting with the Strange Meadows lore.

>History
South of Gilgemash and east of the Ettin-Range, there is a strip of land, traditionally called Sidarí. It’s an area with frequent winds, blowing from the sea to the mountains, and its proximity to the Onyx Mountains makes it have plenty of diverse landscapes. However, grassy prairies and meadows abound in this area, with plenty of flowers and shrubs. The areas at the outskirts of the mountains are filled with pines, oaks and chestnuts. Rains are gentle and occasionally some breeze from the mountains might bring some small amounts of snow to the forests. Its natural qualities make it a land perfect for agriculture and husbandry, and over the years attracted many different farmers. The land became covered in small rural towns, mostly humans coming from Gilgemash, with the occasional zidazzi hive popping up. These lands would eventually become a gilgemashi province, though due to internal politicking and court intrigues, it never became anything more than a rural backwater province. This suited the population of the Sidarí province well enough, since they adopted very cloistered ways, becoming self-reliant from the rest of the nation. Without a singular big city to coordinate the towns, the small towns limited themselves to gather the produce and send it to the capital, in exchanged to be left alone.
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>>87167095
This situation was not as idyllic as one may think. Over the decades, Gilgemash’s contact with the Sidarí province became more and more strained. The world slowly changed, leaving the customs and conventions of Gilgemash behind, and the sidarians noticed it. The occasional levies to fight in the borders as well as to fight the many civil conflicts Gilgemash suffered throughout the years strained the relations with the capital. Around 1.659 ABE, the King of Gilgemash, counseled by the political faction in control at the time, received a petition from a sect of moon elves in search for home. The Ta’lunasir had been wandering the lands of southern Giantstep for many centuries now, travelling around the world studying the pattersns of the moon. The astromancer faction at the time, in the middle of a political struggle with an alchemist faction that was trying to take over, saw the moon-elves, traditionally predisposed to astromancy, as potential allies in case of an open conflict. As such, they convinced the king to invite the Ta’lunasir to settle in the southern provinces of Gilgemash. They quickly establish themselves in the area, and many of them reached the province of Sidarí.
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>>87166810
idk, what I do know is that there is too much double speak.
or denial of prior statements.
>>87166806
you say that but fixing things means rewriting text, which sometimes gets people mad.
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>>87167106
The Ta’lunasir and the local sidarians bonded pretty quickly. Many of the moon-elves who preferred a more nomadic way of life found the green meadows of Sidarí and its many small towns perfect for their purposes, studying the stars by night and working in the fields as seasonal farmers. Meanwhile, the sidarians enjoyed the arrival of these people from far away lands, since new customers for local businesses and more hands for the harvest are always welcome. And since the moon-elves mostly kept to themselves, they fit the mood of the sidarians just fine, so there was little tension between them. However, the alchemist faction saw the expansion of the moon elves as a threat to their projects, and began trying to expand their influence in the south as well. The southern provinces became a political battleground between the alchemists and the astromancers. In the Sidarí province, many alchemist set up schools of alchemy to try to gain influence in the area, trying to subtly push against the moon-elves’ astromantic ways.
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>>87167116
Many alchemical groups and students from Gilgemash went to the new schools, and this influx of people greatly disturbed the local sidarians. Unlike the moon-elves, who didn’t interfere in the lives of the locals and were all around cordial neighbors, the alchemists were there with political intentions. They kept pushing many of the towns to support and fund their cause, promising more affluence and political power for the sidarian towns, which backfired completely. The sidarians were fine paying their taxes in produce and be left alone, and the presence of the alchemists was interrupting their way of life. They didn’t want power in the capital, if anything they wanted to be more independent, and the constant intrusion of would-be politicians and schemers in the sidarian towns cause quite a lot of friction. Worse still, many of the alchemical students coming originated from families with deep political connections: sons of nobility, rich merchants, people living around the scribes, administration or the priesthood… All of these people were used to a cosmopolitan life, and being sent to the rural backwater that was the Sidarí provinces irked many of them. They were generally rude and walked over the peasantry, increasing the tensions with the local population. The retinues around them didn’t help matters, being as troublesome for the sidarians as the highborn they served.
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>>87167131
As the years passed and tensions with the alchemist faction rose, the more the sidarians bonded with the ta’lunasir. While they didn’t care about their alchemical ways, the clear rejection the alchemists showed against the moon elves made the sidarians more protective about their neighbors. This, in turn, made the alchemist faction think the astromancers were gaining ground in the region (when, in reality, the astromancers had no interest in Sidarí, preferring to focus their efforts in areas richer and politically more important), and they responding with doubling their efforts to push alchemy within the population. This vicious cycle became even worse by the attitude of the alchemical schools and many alchemists having settled in sidarian lands. Sidarí was, after all, a backwater, a remote and rather unimportant place of the kingdom, relevant in its agricultural produce. As such, the watchful eye of the law was not as strict in Sidarí as in other, more “civilized” places. This meant that many of the legal restrictions alchemists have around their crafts were not really punished there, as there was no one really taking notes. As such, all kinds of illegal alchemical stuff became common in the region, from drug making to production of fake gold. In particular, chimeric production became popular in the region.
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>>87167143
The “path of flesh”, one of the main branches of alchemy, deals with the transformation and transmutation of organic elements. It is usually done as a form of medical treatment, to produce medicine or to alter the properties of certain organic materials. It has even been use to create certain crops and cattle resistant to certain diseases, or being able to prosper in certain environments. Going beyond that, however, is usually a great taboo, since it risks creating something that the alchemist cannot control, and have the potential of destroying the natural balance of the region. But since there was little vigilance from the royal authorities (and many who were had been bought by the alchemical faction and looked the other way when asked) and there were many young alchemists willing to push the boundaries and experiment beyond what was technically allowed, many alchemists began pushing further and further into what they could create. It began as a hobby within students; young alchemists would try to create the strangest creature, competing between them to see who could fleshcraft the weirdest being. These would be single specimens, and wouldn’t really last long. However, it soon became obvious that some of these creatures had the potential of great commercial value. The alchemists began creating stable populations of these beasts, hidden from the general populous to not cause concern. This grew from a couple of small species to hundreds of different new animals, and along their number, their size grew as well. Soon, big alchemical behemoths were being created and released in areas where they would not cause much fuzz, to be then caught by poachers and contrabandists and sold in far away markets. Over time, this became harder and harder to hide, since runaway specimens began thriving in the wild.
>>
the overall idea is nice, but the peepeepoopoo Kingdom makes it hard to take it seriously.
>>
>>87167153
It soon became apparent, even for the capital, that something was amiss in the province of Sidarí. The local authorities had been denouncing the alchemists to the royal court for years now, but the massive influx of strange encounters with creatures unheard of, many of them resulting in the deaths of locals, was what finally brought the attention of the king to Sidarí. The monarch ordered a thorough investigation of what was happening, and in a very few short span of time, the whole ordeal was found. The astromantic faction pushed hard against their rivals, seeing an opportunity to see them wiped out from the political scene. In a panic, and trying to erase the evidence of their misdeeds, many freed the animals to free themselves from responsibility. This led to a deluge: hundreds of different species being released at once. The land became infested by a way of alchemical life. The local towns began fortifying themselves to protect their homes from the wild beasts. In the capital, heads began rolling as many of the master alchemists responsible were condemned and executed, many more alchemists run away before the law could get to them. The gilgemashi army was sent to the land to pacify it, but soon enough another problem arose: the arrival of the ettin.
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>>87167163
The ettin were a race of giant-spawn who had been expelled from Gilgemash many centuries ago. They resided in the Onyx Mountains, alongside their cousin race, the mokdregians, and some insectoid races. While the ettin frequently came down the mountains to raid the local populations, the arrival of thousands of different new species caught the attention of many ettin clans. Soon enough, hundreds of them were going to Sidarí to hunt down this wonderful prey, and they saw this as a boon from their gifts from their forbearers. Horrified of having to fight both the beasts and the ettin invasions at the same time, many units of the gilgemashi refused to enter the province. The upheaval in the capital and the chaos in Sidarí made the king’s advisors recommend abandoning the province to its fate, since the gains of recovering the region were dwarfed by the potential costs. They also took the chance to accuse the alchemical faction of being the cause of this disaster, finally driving them to political irrelevance. The astromantic faction did not have much time to enjoy their victory, however, since they would have problems soon enough in the other provinces where the ta’lunasir had established themselves.
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>>87167178
During a couple of years, Sidarí became a lawless land, where safety couldn’t be guaranteed beyond the borders of one’s town. The sudden disturbance in the ecosystem made many of the creatures search for food and/or safety in human occupied settlements. The towns and schools created by alchemists ended up as ruins, burnt down and abandoned, overrun by animal attacks. The arrival of the ettin, however, did not cause as much harm as many expected. The ettin, seeing the new prey at their disposal, ignored the weak and boring humans, and thus contact between the sidarians and the ettin was surprisingly peaceful. Better still, the arrival of the ettin brought other races from the Onyx Mountains, like the bombus and the mozadizz, which helped the locals recover. The bombus helped the sidarian towns reinforce their walls with high quality wax, and the mozadizz helped keep communications between certain towns, too surrounded by wild alchemical fauna for land travel to be safe. After the initial years, however, the environment quickly recovered some sense of normalcy. Many of the species that couldn’t survive in the wild became extinct, and the extensive competition meant that many of the ones that could disappeared anyway due to limited resources. After the deluge of alchemical wildlife stopped, many species still remained, but the land became safe enough for people to begin living in relative safety. It also helped that the land became very popular for adventurers and hunters, helping control the population of some of the biggest and most dangerous of the alchemical species. From that point on, the region of Sidarí began becoming known around the world as the “Strange Meadows”.
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>>87167111
I don't think anyone's going to be mad at someone correcting typos. Though, if you think it's something that might change the context of the lore, you can bring it up in the thread.
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doing chakobsa next
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If the setting is, in theory, a flat/cubic world, what happens at the very edge of the Eldrich Jungle?
A wall?
A monastry with an order of monks and nuns dedicated to the contemplation of the Endless Edge? Perhaps harbouring a dark secret as they know the real cosmic nature of the world, and keep it a secret to avoid people freaking out?

Or, more comical, an order dedicated to the ideation of suicide with cohorts of candidates lining up to the monastry and waiting to make the Big Jump and offer themselves to the Edge?
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>>87072460
jesus christ the shit just isn't funny, despite the effort. It's not even funny biggotry, it's the kind of shit a child would write. The Joo? Token minority race? Prevalent monotheism because of lack of knowledge. This is more crude than South Park and 1/8th as funny.
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File: Grobiasmus.png (321 KB, 1000x1250)
321 KB
321 KB PNG
>>87168257
you mean a world with a literal Kingdom of PeePeePooPoo doesn't take itself seriously?
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>>87168257
Cry more about it. You gonna call the ADL on us you looser?
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>>87168249
I remember someone said it was like a videogame. If you reach the border and continue walking, you have the sensation of advancing, but in reality you are walking on the spot. And the people looking at you see you walking or running on the spot. You only realized you have't moved when you stop.
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>>87168257
oh noes!
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>>87168257
wait what's wrong with the last one?
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>>87166260
They have lore written, but it's lacking important stuff.
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NEW THREAD, NEW THREAD
>>87171716
>>87171716
>>87171716
>>87171716



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