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File: Moth albatross v.1.png (451 KB, 352x583)
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>Thread Question: What are some fantastic creatures in this setting?
>Thread task: Help with the calendar and the organization of time
>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
>>87171716
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>>87267891
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>>87267900
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>>87267910
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1 - https://suptg.thisisnotatrueending.com/archive/2022/84774616/
2 - https://suptg.thisisnotatrueending.com/archive/2022/84847594/
3 - https://suptg.thisisnotatrueending.com/archive/2022/84864673/
4 - https://suptg.thisisnotatrueending.com/archive/2022/84877899/
5 - https://suptg.thisisnotatrueending.com/archive/2022/84890048/
6 - https://suptg.thisisnotatrueending.com/archive/2022/84918731/
7 - https://suptg.thisisnotatrueending.com/archive/2022/84930206/
8 - https://suptg.thisisnotatrueending.com/archive/2022/84943450/
9 - https://suptg.thisisnotatrueending.com/archive/2022/84963046/
10 - https://suptg.thisisnotatrueending.com/archive/2022/84990296/
11 - https://suptg.thisisnotatrueending.com/archive/2022/85001905/
12 - https://suptg.thisisnotatrueending.com/archive/2022/85025361/
13 - https://suptg.thisisnotatrueending.com/archive/2022/85034498/
14 - https://suptg.thisisnotatrueending.com/archive/2022/85074457/
15 - https://suptg.thisisnotatrueending.com/archive/2022/85181021/
15#2 - https://suptg.thisisnotatrueending.com/archive/2022/85273765/
16 - https://suptg.thisisnotatrueending.com/archive/2022/85357735/
17 - https://suptg.thisisnotatrueending.com/archive/2022/85442583/
17#2 - https://suptg.thisisnotatrueending.com/archive/2022/85499731/
18 - https://suptg.thisisnotatrueending.com/archive/2022/85554910/
21 - https://suptg.thisisnotatrueending.com/archive/2022/85580942/
22 - https://suptg.thisisnotatrueending.com/archive/2022/85686282/
23 - https://suptg.thisisnotatrueending.com/archive/2022/85775039/
24 - https://suptg.thisisnotatrueending.com/archive/2022/85865971/
25 - https://suptg.thisisnotatrueending.com/archive/2022/85981957/
26 - https://suptg.thisisnotatrueending.com/archive/2022/86150840/
27 - https://suptg.thisisnotatrueending.com/archive/2022/86258892/
28 - https://suptg.thisisnotatrueending.com/archive/2022/86355397/
29 - https://suptg.thisisnotatrueending.com/archive/2022/86504173/
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>>87267925
30 - https://suptg.thisisnotatrueending.com/archive/2022/86662491/
31 - https://suptg.thisisnotatrueending.com/archive/2022/86786745/
31#2 - https://suptg.thisisnotatrueending.com/archive/2022/86924239/
32 - https://suptg.thisisnotatrueending.com/archive/2022/87072460/
33 - https://suptg.thisisnotatrueending.com/archive/2022/87171716/
34 - Someone needs to archive this thread >>87267880
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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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Do we know how the months of the year work? How many months does a year have? How many days does a month have?
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>>87268123
421 days in a year, divided into 10 months that are roughly 40 days long, accounting for the ⅒ of a day gained every 10 days.
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>>87268291
So basically every month has 42 days minus one that has 43?
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Just to clarify; the islands with the red arrow pointing at them are the fortress islands (jagar, don bachir and talon) while the cocoon islands are the ones to the left. Just because there seemed to be some confusion on the cocoon islands lore entry
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>>87269910
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>>87269910
>>87269963

What exactly is wrong with the wiki entry?
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You want creatures?

Furry Land-walking septapusses that climb trees and use their tentacles to steal moth eggs.
The bigger ones can be dangerous to humans with ambushes, reaching down and dragging them up into branches.

Some variants grow a hardened shell.
All can spit ink, even the smallest. It stings a bit, but has no permanent effect besides ruining clothes.
Some locals use the ink as a condiment. The animal is quite delicious when fried. Usually soaked in the juice of a bitter and acidic fruit to remove the fur before cooking. But can also just be cooked as is over an open flame on sticks.
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>>87270231
it states that "jagar, don bachir and talon" are the three cocoon islands, when in fact they are the three fortress islands. it also states that the cocoon islands are known as the fortress islands, when they are two different island chains altogether
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>>87270328
I see. It's this bit in particular?

>Over the years, the Cocoon Islands became known as the Fortress Islands, and they were avoided at all costs by sailors and merchants. The only people who ventured to the islands were brave adventurers seeking to plunder the abandoned ships trapped in the Death Blossoms' webs, or foolhardy individuals hoping to find a way to defeat the arachnids and claim the islands for themselves.
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>>87270378
>>87270328
>>87270265
Also, the entire "Geography" bit is really talking about the Fortress islands, not the Emerald Islands.
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>>87270378
>>87270443
yea, this. I mean you could just change the names and it'd work somewhat. perhaps "Cocoon Islands" is the name of the archipelago, and "saphire" and "emerald" island are the names of the two main islands, due to their geographical/mineral features?
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>>87270480
I'm not the anon who wrote that bit, I'd would wait for now for he to see this and make the appropiate changes. If that doesn't happen, I'll edit it myself.
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I've made a new tag to the wiki: "Pages in need of revision". I'm going to add it to those pages with incomplete elements.
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I have a couple of maps in need of completion, basically adding names to the cities. I'll post them here so we can complete them and put them on the wiki.
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>>87270593
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>>87270602
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Posting lore for the Lumberling Grove.

>The Forest of the Lumberlings
Northeast of the Forest of Getting Lost, there is a patch of woods, known to harbor many rumors and mysteries. Seemingly unaffected by the distortive powers of the Forest of Getting Lost, it covers a considerable extension of land with many species of very tall maple trees, many of which keep a coloration from brown to red all year long, with very few having green leaves. It also holds a great deal of fruit trees, attracting a great deal of wildlife that comes to feed on the fruits of the forest. However, there is no known human settlements in the area, despite the seemingly great conditions for life in there. Not even when the Khenomeric Empire began expanding through the continent was this bit of land settled. Those who know about the region know it as the Lumberling Grove.
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>>87271885
Lumberlings are poorly understood creatures. Their origins are unknown, and many tales revolve around their true roots and nature. They have existed in the Lumberling Grove for what it seems an eternity, and have expanded to the nearby woods as well. They are beings related to trees, so similar in fact that many would not see any difference until they start to move. They are massively tall creatures that can reach 10 meters of height. They have developed an incredibly slow metabolism, which forces them to move incredibly slowly, and they spend most of the time standing still. Experts have not really understood their diet either, since they do not seem to eat any matter, limiting themselves to drinking water and absorbing sunlight to survive. Some theorize that this is the reason why they will spend most of the time still, able to remain in place for months at a time, setting roots in the area until they decide to move, at which point they will retract them and begin to move somewhere else in search of food. However, one thing it is absolutely sure: at least once a year they will need to travel to the spring of clear waters in the middle of the Lumberling Grove to drink from it. If they cannot for whatever reason, they will slowly regress to the level of mere trees. They can also live for many millennia, something that has affected their reproductive cycle, making it painstakingly slow. A lumberling only reaches adulthood after many centuries, but only those that are more than two millennium old can actually reproduce. They seem to be hermaphrodites, following a very plant-like form of reproduction, sprouting fruits that will eventually grow into young lumberlings, known as woodlings or saplings.
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>>87271904
We do not know if the lumberlings are sentient or not. They do not possess eyes, mouth or ears, they do not speak or communicate in any detectable way. They are able to notice their environment through unknown senses, but their reaction to their surroundings seems more instinctive than rational. They are able to detect the intentions of the visitors who come to the grove. They will remain peaceful and still if the new arrivals are only passing by or searching for food, but they will attack on sight if they threaten their woodlings, the woods or the Fountain of Youth. When aggressive, they will seemingly expend a great deal of energy in a moment, being able to react with a speed unexpected for such lumbering creatures. Many scholars assume that their existence is of magical origin, since they seem immune to the effects of the Forest of Getting Lost, and their need to consume frequently the water of the Fountain of Youth seems like a way to fuel themselves with magic instead of mere hydration. Many have also theorized that, whoever or whatever created the Fountain of Youth let the lumberlings as its protector.
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>>87271919
>The Fountain of Youth
Deep within the Lumberling Forest, there lies a spring of fresh, clean water, always surrounded by dozens of lumberlings at every time. This spring is known as the Fountain of Youth, and as its name implies, it has incredible magical properties. Its waters have great restorative capabilities, able to restore the body from the gravest of wounds and diseases. If a healthy person drinks from it, however, it can restore many years of their youth. If they drink enough water, however, the results can vary. Some cases show that they grant whoever drinks from it eternal youth, in other cases they age by several decades, to the point of aging to dust. And in other instances, their youth restoration is so severe they are left as infants or even disappear altogether. The causes for these differences are not known yet, and further studies are made difficult for the challenges to reach the pond.
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>>87271934
We know that the lumberlings will defend the Fountain of Youth with ferocity and zeal uncharacteristic of their mild behavior, but they are not the only obstacle between the outsiders and the priced water. Packs of wolves, bears and giant squirrels will attack any party of travelers that crosses into the lumberling groves. Swarms of hornets will also pursue the intruders, and their stings are particularly harmful, since they will purposefully aim for the eyes, ears and mouth. Areas filled with vegetation that emits invisible clouds of disorienting vapors will make people dizzy or sick, suffering from hallucinations. And those are just the more mundane defenses. Many tales tell that other, more unnatural beings lurk through the seemingly peaceful grove, ready to take down whoever threatens the fountain.
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The Thirteen Horrors of the World list on the wiki only has ten horrors. Would the Bone Dome from Mossovy qualify as a horror?
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>>87270265
Name?
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Where's the lore map?
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>>87268123
>>87268291
>>87269429
No. The length of the year is highly variable due to the constant coming in and leaving of astral bodies. Same with length of day and month.

That's why Astromancers are so extremely important. Without them keeping track of real time is an impossibility.
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>>87269910
>>87269963
Guy who wrote the entry.
I read up more of the surrounding lore later I got confused because both were in the same page.

I'd just change every use of the Fortress Island names For the Cocoon islands for Ruby, Emerald, and Sapphire island.

Should I rewrite the whole lore entry and repost here?

I'll be more careful with the other regions l tackle later.
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>>87271934
Uuu... weird to point out, but this is from ChatGPT isn't it? I am in a nation roleplay game and each player is allowed a wonder.

I asked the Chatbot to generate random wonders for me and I got the exact same thing word for word. Only gibbering was replaced with my nation name.
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>>87274757
The lore is completely fine imo, it's only the names that are mixed up with the nearby fortress islands. Maybe include only two of the islands' descriptions as there are only two "main" islands (Saphire and Emerald island, perhaps?)
>>
>Fortress Islands

The Fortress Islands are a small island chain east of the Cocoon Islands. Although there are more than a dozen islands in this archipelago, only three are habited, these being Jagar, Don Bachir and Talon. They earned their name from the huge fortresses that stand tall on each one of those.

>History

The Fortress Islands were known by the people of Scimitaria for hundreds of years, although their remote location and barren lands made them inadequate for any colonies to spring up.

Instead, the first ones to inhabit these islands were people from the Isle of Wizards, just a hundred years ago. Coming into contact with the Death Blossom of the Cocoon Islands, Linus Roshe, Grandmaster of the Ancient Order of Most Practical Wizards, made it his life goal to contain this primordial evil and prevent it from spreading to the realms of men, elves and more.

Unable to conduct a full scale attack on the Cocoon Isles, he ordered eleven grand fortresses to be built on the islands to the east (each one giving their name to the respective island it was erected on), their size rivaling the largest forts of the Laurentian Crusade. Nowadays, only three of these strongholds are manned and inhabited, while the rest lie in ruin.

>The Forts

Out of the three fortresses that still stand, Jagar is the largest (in fact, it's also the largest out of all the originally built forts), being able to house almost three thousand people at its fullest extent. Nowadays, however, only a few hundred people remain on each one of them.

At first, no one from the Isle of Wizards volunteered to be stationed in these islands, or abandon their livelihood in order to move there. To ensure that the fortresses would be able to stand vigil at all times, the Order of Wizards declared that the fortresses would function as a penal colony of sorts; any criminal, lowborn or highborn, human or elf, man or woman, wizard or not would be sent there instead of being banished elsewhere or executed.
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>>87275484
The people of the fortresses would be able to elect their own leaders, and each person was to be assigned to a different position according to their own skills and abillities. Each fortress has their own commander, with one Grandmaster being elected among the three commanders of the fortresses.

The main function of the fortress islands is to prevent the Sea of Webs from spreading out of the Cocoon Islands and into the Scimitarian continent. As such, patrols around the Cocoon Islands are common, and raids on the islands themselves are not unheard of, although are generally discouraged and few have any success. The code of the Wizards also dictates that the people of the fortresses should deter sailors and other travellers from travelling towards the Death Blossom's territory.

Over time, many people have gone rogue, trying to escape the fortresses and either escape into Scimitaria, or even try to raid the Cocoon Islands for the valuable gems that these islands possess. This fact, alongside the many mutinies that have occured over the years, are one of the reasons why the fortresses' population and power has deteriorated in the last decades.

>Demographics

Most of the people in the fortresses are former criminals, condemned to serve there, although a few ones are volunteers, with some even coming from outside of the Isle of Wizards. Naturally, the fortresses are mostly inhabited by men, with the few women (usually Amazons) there residing in their own, separate common rooms. Humans are the most common race, but there have been a few Drow, Hobbits, Orcs and even Hobbits and Gnomes that have served in the fortresses. There have also been cases of Wizards cast out of the order and sent to the fortress islands, with some even serving as commanders and grandmasters.
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>>87275649
>Economy

The fortress are self sufficient when it comes to food, due to the abundance of fish in the archipelago. Apart from fishing, there are a few domesticated animals, with small scale farming also occuring. Trade does occur between them and other nations of Scimitaria, mostly Chrysovica and the Blesire States. The fortresses' main exports are steel, marble (extracted at specific quarries around the islands), iron and various alcoholic drinks brewed and fermented by the people of the forts. Their main imports are lumber, food and livestock. The Isle of Wizards' government also supplies them at a semi regular rate.

Some common occupations at the islands are builders, miners, cooks, sailors, fishermen, lighthouse keepers, stewards, scribes and carpenters.

>Geography

The Fortress Islands are extremely rugged and rocky, with almost no trees growing there. The coasts are mostly cliffs made of basalt. The islands are of volcanic origin, although the volcanoes are now dormant. The few resources of the islands reside in the form of iron and coal mines, as well as marble quarries.

Each island has its own large fortress built on it, although Jagar is the only one that has had a small town sprout outside the fort's walls (with just a hundred inhabitants today). There are three large lightouses built on each corner of the archipelago. Each of them are manned by two people at a time, usually chosen by a draw amongst the fortresses' populace.
>>
>>87275965
>>87275649
>>87275484
I forgot to mention that nowadays not every criminal in the Isle of Wizards is sent to the Fortress Islands, only a fraction of it. Also, the criminals are required to swear an oath that forbids them from ever leaving the islands, whereas the ones that serve voluntarily are free to come and leave whenever they want.
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>>87274797
>Uuu... weird to point out, but this is from ChatGPT isn't it?
No, I thought of that. But I admit it was not a particularly original creation, it's basically what every fountain of youth does.
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>>87267880
>Moths the size of albatross edition
Imagine the FLUFF
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>>87274735
I like this interpretation.
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Was the Cocoon Islands wiki page fixed?
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Ok so in unusual foods category, we've done tree bark bread but I think we can do more. I've just been reading about some parts of the British isles where they eat seaweed jellies and cakes like laverbread and dulse, where could we fit that into this setting? Also we really could do with more banana species and dishes, they're supposed to be a staple crop through most of the setting after all.
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>>87278225
>Also we really could do with more banana species and dishes, they're supposed to be a staple crop through most of the setting after all.
Oh yeah. That is a thing.
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>Tenzin People

>History:

The Tenzin are cousins to both the Nogar, as well as the plains nomads that once roamed the central prairies and badlands of the Khenomeric Empire. However, culturally they are isolationist, sticking to the rugged northern foothills of the Great End Peaks.

For several millennia, the Khenomeric Empire and its various pretenders have alternated between ignoring the region, demanding tribute from it, and trying to govern it as a province. Although the Tenzin are generally considered pacifists, they regard protecting their secrets as a holy duty, so resist any occupation fiercely, to the point that the cost of occupying their land is far higher than what little taxes and resources can be squeezed from it.

Despite this attitude (or because of it) some mages took refuge here once the Khenomeric Empire began purging its magic users. Without its own magic users, the Khenomeric Empire had little chance of maintaining control of the region as the rocky foothills and low mountains were a disaster for an army that relied mostly on horse cavalry and raw numbers. The Khenomeric Empire still maintained a small garrison and a governor at their provincial capital in the lowlands, but the Tenzin saw the governor as more of an ambassador than a ruler. During periods of strength, Khenomeric patrols frequented some of the more accessible villages, but any attempt to persecute magic users or enter sacred spaces ended badly.

After the Khenomeric Empire collapsed, additional Khenomeric folk arrived in the Tenzin lands, both magic users and non-magic users. To this day, there is a Khenomeric “governor” who speaks on behalf of most of the non-magical Khenomeric people. The Khenomeric magic users and their followers keep to themselves to the point that few folk are aware they exist.

In recent times, the expansion of the Gnoll Empire has caused the Tenzin to become even more isolationist, though the new nearby Drunzig colony has opened it a bit.
>>
>>87281186

>Government:

The Tenzin have no central government. Each tribe is semi-nomadic, with one or more villages as a focal point for the herders of the tribe. The tribal leaders are known as tsenpos, which is generally a hereditary position, but the monks and the shamans are also quite powerful and can help balance out a weak leader.

The shamans are the wildest of the Tenzin, often travelling alone to the most extreme locations to commune with the animal spirits. The monks are the opposite, rarely travelling far from their massive monasteries.

The Khenomeric governor serves as a spokesperson for many of those of Khenomeric origin, but has little real power even over those he or she represents.

The Khenomeric magic users, witch covens, and sylvans only answer to themselves, though can be bargained with or asked for aid.

>Economy:

Most Tenzin are herders, tending to their large goats and yaks. A few hardy grains, fruits, and vegetables can be grown in the lower valleys, but many tribes rely heavily on meat and milk for nutrients.

The Tenzin are a faithful people, and what little surplus food they have is usually given to the monks, and the laborers that have been maintaining and expanding their sprawling monasteries for millennia.

Although the mountains are relatively rich in minerals, the Tenzin don’t mine much, nor do they bother taxing the few caravans that pass through their borders.

Individual Tenzin sometimes trade rare pelts and horns to foreigners, though this is often done to finance exploration beyond the boundaries of their homeland rather than to receive foreign goods. Certain Tenzin have a long history of travelling the southeast as nomadic merchants (usually to satisfy wanderlust than for material gain). Once they travelled as far south as the south Khenomeric coast, and as far north as Anchovia, but it is now rare to see them outside Nogar and Otamlar due to rise of gnolls and fall of the Khenomeric remnants and Ketlovia.
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>>87281216

>Foreign Relations:

Otamlar – Although the Otamlar may live in the same biome as the Tenzin, they are very different culturally and rarely interact. Despite this, there is a strong mutual respect, and almost no records of violence between the two peoples. The border between the two is poorly defined, and herders of the two cultures frequently encounter each other without incident. The two are each others main trading partners, but this means little as they produce most of the same goods and most “trades” are really just gift exchanges.

Gnoll Empire – Gnolls sometimes raid the Tenzin for slaves or food, but generally have difficulty navigating the mazes of ravines and deep valleys of the foothills and are avoided by Tenzin herders.

Mountain of Ooze and Old Nogar – Much of the land north and south of the Tenzin is essentially vacant, but the Tenzin have shown little interest in expanding beyond their traditional lands.

Novo Porto (Drunzigar) – The Drunzig colony of Novo Porto has opened up some sea trade routes for Tenzin, though Drunzig aren’t popular within Tenzin itself as many are prospectors, slavers, or explorers looking for Tanzurutu and other rumored treasures in the mountains.

Dominion of Leng – Some trade with Leng bypasses Novo Porto and instead involves Lengi ships visiting one of the handful of tiny fishing villages along the coast. These visits are very secretive, and usually involve trades and visits between the Lengi and Khenomeric magic users living in Tenzin lands, rather than the Tenzin themselves.

>Geography:

The Tenzin people occupy the northern half of the Great End Peaks and their associated foothills. Although almost no one lives in the mountains themselves, the foothills and valleys are covered in hardy grasses suitable for grazing, and even a few hardy trees.

However, at least one valley deep in the mountains has an unnaturally warm and moist jungle climate...
>>
>>87281232

>Demographics:

Humans – The indigenous humans are known as the Tenzin, or occasionally the Tenzinese. They are related to the Plains Nomads peoples and the people of Nogar. There is also some Khenomeric people of several races that settled here as the Empire collapsed. The most recent group are the Drunzig, but they are mostly merchants and explorers (and occasionally less savoury folk).

Sylvan – The Sylvan are a rare and unusual race found in only a few sacred spaces deep in the mountains. They are likely related to yetis or furred trolls, though have probably been altered by the magic they guard, which appears to be demonic in nature.

Yakfolk – A rare type of beastfolk, they were corrupted long ago by Gogotha and are now considered part demon as well.

>Religion:

The Balance – More of a philosophy than a religion, it is a pacifist creed that empathizes harmony with nature, others, and oneself. The majority of the monasteries are built and used by followers of The Balance, and most Tenzin have great respect for their teachings. Most followers of the Balance believe in reincarnation, and see the various gods and other powerful entities as just powerful spirits keeping each other in balance. However, it is not uncommon for followers of other religions to adopt some of the philosophy of The Balance.

Animal Spirit Shamans – These nomadic shamans specialize in placating, befriending, and sometimes commanding the animal spirits of the Great End Peaks. Although not really a true religion, they have enough rites, rituals, and other odd customs to act like one more often than not. Shamans often adopt some of the personality traits of their allied animal spirits, adding even further to their mystique.
>>
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>>87281238

The Tanzurutu Valley Cult – Arguably a hybrid of the monks of The Balance, and the Animal Spirit Shamans, this small, secretive group seeks to protect the Valley (which they consider to be sentient) from the outside world. They are officially a faction of The Balance, and have a great deal of influence over the Tenzin people due to their secretive links to the monasteries, but despite organizing themselves similar to other monks, their bizarre rituals and odd relation with the sylvan resembles more the behavior of a shaman. The sap of the massive tree in the Valley can potentially give the monks a number of abilities including extended life, rapid healing, and the ability to communicate with the sylvan.

Khenomeric Pantheon – Some of the Khenomeric folk still worship their old gods (particularly the magic users), though many others have gradually converted to The Balance.

Gogotha – A few sadistic witch covens can be found scattered among the mountains. They are served by the yakfolk, summoned demons, and various herders they have ensnared. They are unpopular with ordinary folk, but often pitch in against foreigners, so are generally left alone.

>Military:

The Tenzin are generally a peaceful people with little need for a military. However, they aren’t complete pushovers in battle. Many are skilled archers, others have learned some martial arts from the monks, and others are veterans of the border skirmishes with the gnolls. The Khenomeric mages will sometimes help out in a fight, as do the shamans, and even the witch covens.
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>>87281262

Up in the mountains where the main monasteries are (and the Tanzurutu Valley), the Tenzin are at their most dangerous, as few of their enemies are familiar with travelling and fighting in the mountains, and few enemies would come here anyways unless it is to do something the Tenzin consider sacrilegious. Those ambushed in the mountains face triggered avalanches, arrows from seemingly nowhere, and nighttime raids from sylans, witches, summoned animal spirits, or perhaps just murderous herders with kukris.
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doing Castle Athassel next
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>>87281477
Nice
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Posting a bit of lore about Drouchont.

>History
The region now known as the Land of the Drouchont is an extensive area that mixes green prairies with forested spots. From ancient times, these lands have been used by shepherds to feed their charges, travelling around in search for green pastures and for the many fruits the forest produced. The first major colonization of the region was done by the Khenomeric Empire, who began tilling the fields and building cities. This was not accepted by the local population, who tended to live more harmonic lives with nature, but in general, the locals kept their distance from the new settlers. Over time, however, the two groups began growing closer, and the locals were absorbed into khenomeric society, though they never really adopted an urban way of life, preferring staying as nomadic herders. In particular, the drouchont were very eager in learning the mysteries of magic, developing many ties with the School of Green Plant Magic, very in tune with their shamanistic and animistic beliefs.
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>>87282808
The arrival of the magoclergy and its rule over the Khenomeric Empire began a major change in the course of the history of the region. Unlike most other provinces in the empire, the population here wholeheartedly accepted the rule of the magoclergy. It is not really known the exact reasons the leaders of the region had to support the magoclergy, but nevertheless, it created a major split between them and the rest of the population. The magoclergy rewarded the loyalty of the region by teaching them darker and more obscure forms of magic, which they then mixed with their druidic knowledge to form a strange strain of natural magic. The rest of the empire began seeing the region with more and more distrust, especially since the magoclergy began developing some of their more forbidden experiments in the area.
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>>87282815
The eventual fall of the magoclergy and the prohibition of magic was a hard blow by the drouchont, being seen by the rest of the empire as collaborators, and many punishments were dealt against them. However, unbeknownst to most of them, the drouchont dark druids hadn’t stopped practicing their rituals, they couldn’t. With the fall of the magoclergy, some of their more dangerous experiments and creations threatened to escape their confines, with the best known case being the Sealed Grove. The Facedancers, evil shapeshifters created as spies and assassins for the magoclergy, weren’t successful in the eyes of the regime, and thus had been sealed in a portion of the forest north of Drouchont. With the disappearance of the magoclergy, the only ones who knew the dangers the facedancers posed and had the tools to keep them in place were the drouchont, and it thus became a secret from the rest of the empire. The drowchont also dedicated themselves to hunt down facedancers who had somehow escaped the sealed groves they resided in. However, the dangers to the east were more severe. The lands of Dia’ul had been used to summon malignant entities not from this world, and the land had become corrupted, a twisted parody of the gentle woods in the region, and the drouchont began pushing back against the entities that wanted to expand from there. The expansion of the Forest of Getting Lost was a stroke of luck to the drouchont, since the panic and confusion it caused distracted everyone from the dark deeds the drouchont had to do to contain the monsters of Dia’ul. Many refugees and astray people fleeing the regions eaten by the forest fell into the hands of the drouchont, who used them as fuel for the rituals needed to close down the potential rift in reality that would be born the monsters of Dia’ul were creating with their mere existence.
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>>87282820
The lands of the Drouchont were a rather uncomfortable spot for the politics of the Northern Khenomeric Empire. The highest authorities knew the about the potential risks that were being contained by the dark druids of Drouchont, but they also knew that the discovery of magical arts of that kind to the population would cause severe problems in the region, something they could ill afford. The Northern Khenomeric Empire was already being torn by the seems due to the debate about magic, and shinning a light to the nefarious ways of the drouchont, ways needed to stop even worse things, was not going to improve matters. For as long as it lasted, the Northern Khenomeric Empire sent slaves and prisoners to the dark druids to keep the sacrifices going, allowing them to push back against the demonic monstrosities of Dia’ul. Even after the disappearance of the Northern Khenomeric Empire, the drouchont still search for sacrifices, now having become as much a part of their religion as a way to fight back against the darkness from the east.
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>>87274735
Good take. I declare it canon.
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>>87270593
>>87270602
>>87270608
I'd love to see all the small detailed maps combined into a big one
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>>87283400
>>87268123
Okay so how about
>because the suns keep changing the only consistent points of reference are the fact there will be 2 equinoxes and 2 solstices, with the time that actually passes between them being variable
>traditional calendars/almanachs work by counting x days/weeks since the last equinox/solstice and hope it works out
>usually there's around 4 weeks or so worth of time every year that shifts around although very short and ludicrously long years have also been observed
>astromancers with their advanced mathematics and astronomy are one of the only ones that can work out accurate calendars for years ahead because they can observe the behaviour of astral bodies before they reach over Giantstep and thus create accurate calendars ahead of time
>these accurate calendars are highly prized for military, navigation, history and increasingly trade
>most peasants just make do with traditional calendars following various feast days and hope this year won't screw with their banana growing season too much
What do we think?
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>>87284404
Yep. Fits perfectly.
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This may sound silly, but considering how important bananas are to the world, I' shocked we don't have banana people. Or banana gods.
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>>87284653
The banana gimmic appeared on e in thread 1, was completely forgotten about and I now comming back.
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>>87281289
holy molly that's some nice artwork
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Where's the lore map?
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>>87267880
Proposed names and statuses for the dragongods

>Phorsiussarx: Enslaved to the Gnoll Empire by the Nameless, The Emperor of the Gnoll empire
>Tzalorix the Black: Eternal Rival of Phorsiussarx. Trafficked in dark magic. According to the gnolls it was he who created them by breeding several different animals and infusing the result with dark magic. Was probably killed and devouvered by his creations
> Hekoinisar the Angler: He was the largest among the dragongods. A hobbit folktale tells of a hero tricking him into swiming around the isle of wizards and biting his own tail. Father of a race of sea serpents who spew molten salt on their foes. Killed in battle with the leviathan. In what would become the sea of bile
> Bukerom The Ancient: A wingless dragon who used to roam the woods of the world. In rage he tore all who would encroach on his realm. He was eventually killed by Khenomeric wizard and his blood was used to power the spell that created the forest of getting lost
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>>87284404
Sounds pretty good. Gives the astromancers an actual purpose which feels deserved considering that they've been one of the first races introduced to this setting.
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>>87285861
That random food island is quite out of place. Like something out of a cartoon
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>>87285861
Look at the south east and the south. A bit more and those are all done. Great job, everyone.
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>>87285861
I'll write some lore for Moreaux Island and Tuarapon. Also, should the Sea of Bile and all the rest be deleted?
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>>87286805
Yes. We could always write about geographical elements later. Leave the Nothing, though, that definitively needs lore.
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>>87282832
Continuing with Drouchont.

>Society and culture
From the outside, the drouchont culture is rather idyllic. The population live in the forest and meadows, caring for their herds and gathering whatever nature produces. Many of the cities and towns founded by the khenomeric were abandoned over time, and they are only used now as a place for trade and to celebrate festivities. The drouchont groups live in small groups, with patriarchs taking care of the entire group, deciding where to go and what to do over the seasons. Many drouchont do not even seem to carry weapons, with only bows and arrows needed in case they need to hunt some game in the forest.
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>>87288038
In reality, the lives of the drouchont are much darker than what outsiders generally assume. Dark magic runs through the people of the Land of Drouchont, after many centuries of rituals, sacrifices and secret pacts with otherworldly beings. This allows them powerful magical abilities, but shortens their lifespans considerably without the proper ritual sacrifices. If one were to dig up an area where a drouchont familiar group settled for months at a time, it would be very possible to find the bones of their latest victims, sacrificed in secret to power up their dark magic as well as to honor their ancestor gods. Under the visage of peaceful nomads, they travel throughout their lands, seeking either victims for their ceremonies or monsters that cross into their domain. Due to them being so steeped in dark energies, they cannot use other drouchont for the rituals, and thus they always need to search for other sacrifices. The corruption within their souls is such that even gnoll sacrifices are more effective than killing their own. In cases of emergency, they could take one of their charges to fuel the rites, but it will never be as powerful or as effective as the death of a sentient being. As such, they will take travelers, merchant, explorers and general passersby and offer to travel with them. They will charm them, showing them the pastoral and bucolic life outsiders believe the drouchont enjoy. Once they are sure to be alone and far from the view of any other, they will then immobilize their victims, and then subject them to horrific rituals, meant to power their magical powers or to strengthen the seals blocking some of the region’s darkest dangers.
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>>87288047
Travelling alone, the dark druids are the defenders of the drouchont. They keep an eye on the most dangerous places in the woods, fighting the horrors within and sealing those that cannot be destroyed. These individuals have broken, through many unspeakable trials and tribulations, the curse of short life that consumes the drouchont, gaining enormous powers. This has been done in exchange for their souls, consumed in their quest for power. Many drouchont doubt if the dark druids are even alive, or if their bodies are just husks, animated by the dark powers they let in. The drowchont worship the dark druids, believing their spirits can travel outside of their bodies and watch over them, punishing them for any weakness with horrors unimaginable. The dark druids contact the nomad drouchont groups from time to time, demanding their cooperation to fight against a particularly dangerous monster or demonic entity. They will also gather sacrifices for particularly powerful rituals, getting many drouchont groups together to catch as many victims as possible. To keep up with the demand of bodies, many dark druids travel to foreign lands, selling their dark arts in exchange for slaves that will be brought to the region. They can also raid undefended and isolated populations as well, having a lot of care never to reveal their true origin and purpose as a dark druid of the Drouchont.
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>>87281232
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>>87288060
There is a reason the drouchont are always seemingly unarmed. The entities that the drouchont fight cannot be harmed by regular weapons, and having cursed or otherwise enchanted weaponry would make outsiders weary of them. As such, the drouchont have developed a complex form of martial art that uses their dark powers to fuel both their reflexes and their strength. The only weapon they seemingly utilize is the bow and arrow, due to sometimes needing to keep a good distance between them and their target. They also use slings and throwing knives, hidden as mere cutlery. The drouchont are proficient in the use of cursed silver, extremely effective against spirits, demons and magical monsters, hiding its true nature in such a way that even expert wizards cannot tell what the blades are truly made out of.
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>>87275288
I swear there is 3 big ones and a few small ones from looking at the map.
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>>87275484
It's the Nights Watch
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>>87288090
If we're talking about the Cocoon islands, there are two big ones at the center, a medium size one to the north and a couple of smaller ones in the middle, plus any islets that are too small to appear.
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>>87285500
Porsissarx was not enslaved. He fought 4 wars against the Gnoll Empire and was infected with maggots which made him agree to negotiate.

He agreed to become a vassal of the Gnoll Empire in exchange for a Dragongod egg the Gnolls seized from the Khenomerics. Likely the last Goddragon egg.

To me it implies 2 things:
1. If left untreated the maggots would kill the dragon eventually
2. If the dragon went on a suicidal rampage he could have likely toppled the Gnoll Empire

That's why it was a negotiation to begin with.
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>>87285500
There's also one more living Goddragon on Hogman island.

I also think a few Azan lineages trace their ancestry to Goddragons.
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>>87285500
What is the difference between dragongods and normal dragons (are there any?)

Also there's the magma dragon in Oroma
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>>87286039
Idk I like it
Adds some flavour to the setting and a few realms simmilar to it exist too.
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>>87288132
I feel like the medium sized in the north could be Ruby island then.
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>>87288170
Goddragons are much cooler and better. They're basically gods and sentient. Dragons are not sentient mostly or are nowhere close in power to Dragongods.
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Platanus Bog
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I just thought of a dumb concept.

The banana power tree is a magical tree that grows seemingly at random. In any area, in any weather and at any time, a random banana power tree can appear out of nowhere. They are even known to sprout out of marble or ice. Its fruits are the power banana, a yield that grants those who eat it incredibly high strength, endurance and durability from a single piece. Once the fruit is ripped out of the tree, the tree itself will wither and die near immediately. The power banana will only stay fresh and edible for a couple of days, and cannot be preserved with magical or alchemical means.

The sprouting of banana power trees is believed to be a result of the God of Action. The mischievous deity will seed the land with these plants at seemingly random times and places, just to see what happens. The God of Action’s need to spectate mortals in their thrilling and exciting adventures is well known, and it will leave the plant to whoever finds it first, be heroes, villains or just random passerby. Ironically enough, the only place where banana power trees cannot grow is within the lands of the God of Action, the Kingdom of Ness and Fit. Many of his followers believe that the deity would consider using a power banana to surpass the many obstacles and challenges within to be cheating and not that fun.
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>>87288495
The effect of the power banana is around 24 hours, and during that time the eater will have the same blessings as a successful follower of the God of Action.
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>>87281477
Looking forward to this.
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>>87286039
The world ranges from very silly to very grim. There's a bit of everything.
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Ul Capitan, known by his full name as Pierri Marón Almara de Marbinna-Groff-Zlichnitsa, baron of Upper Vanda and lord of Castel Fugrón is a dashing mercenary commander cheated out of his inheritance by his vile mother in law. He now leads the Black Lances, an elite mercenary company based out of Ampleazzo. He has just returned from a successful campaign in Gurizan service against the Tetrapolis League which has allowed the Senates to annex the border town of Buragno. Ul Capitan was however once again cheated as his payment was delivered in silver instead of being awarded the hereditary Lordship of Buragno as originally promised. Pierri is currently drinking his sorrows away in the recreational districts of Ampleazzo, but rumours abound that he has been in contact with agents of House Acuile, another disgraced Gurizan dynasty.
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>>87293648
This reminds me we have to make a list of characters who are alive in current year. Most of the ones we have are historical ones, and have been dead for a long time.
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>>87285500
>According to the gnolls it was he who created them by breeding several different animals and infusing the result with dark magic. Was probably killed and devouvered by his creations
I don't agree with this bit of lore. The gnoll's origins have been from the beginning left in the dark. Nobody knows where they come from, how or why.
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>>87294784
I mean there was talk about them being minor demons. Comming from a lower stair or from an ancient demonbreach before.
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>>87294913
Rumours about the origins can be plenty, but if the gnolls themselves think the dragon is their creator, that's a pretty big giveaway. Sometimes the mystery is better than the answer.
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>>87288070
The last bit of lore for the Drouchont. Moving to the two bladegrass lakes next.

>Foreign Relations
The drouchont have to play a two faced game at all times. On the one hand, they need to keep a bucolic and idyllic appearance, helping travelers and being generally friendly. On the other hand, they absolutely need to hide their true nature, least there be retribution from the outside for their dark deeds. The dark druids know that, while they are powerful, a full on invasion would be too much to handle, and considering the amount of blood staining the land, there would definitely be voices claiming for vengeance. As such, they have been educated to be highly charismatic and easy going, and also being able to read people with ease, knowing just what buttons to push to make them do what the drouchont want. Many drouchont also travel to other nations from time to time to sell their charges in foreign markets, always making sure to talk about their beautiful and fruitful lands before going back.
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>>87295858
Out of the many dangers lurking in the Land of the Drouchont, two particular places need special attention. The first one is the Sealed Grove to the north. The area was used long ago for the creation of the Facedancers, which the khenomeric magoclergy considered too dangerous to let live, but never really destroyed, leaving isolated and trapped in the Sealed Grove. The dark druids keep the ancient spells stopping the facedancers from exiting the region, however they had a critical design flaw: they stop facedancers from exiting, but they do nothing if someone else wants to move in and out. The facedancers use their shapeshifting abilities to camouflage themselves from the magical binds of the grove, exiting to cause untold damage wherever they go. The dark druids also monitor anyone who goes near the region, to prevent this exact situation. They also hunt down the facedancers, but since the dark druids cannot go far away, once a facedancer escapes the area, it is much harder to pursue and dispose of.
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>>87295871
The other particularly dangerous place is the Realm of Dia’ul. The region was used by the Magoclergy for particularly dangerous and heretical magical experiments and summonings. The land has become twisted, with trees growing in impossible ways, looking withered and sickly, with moving shadows that do not match with their shape. The drouchont have had to sacrifice more to contain the dangers from Dia’ul than for any other of the menaces from their lands. Many dark druids have died fighting whatever entity escapes its confines from time to time. Fortunately for the drouchont, the horrors from Dia’ul cannot spew to many other areas. The horrors from within cannot move northwards, where the powers of the Goddess of Harmony are able to dispel their energies and shapes. They cannot move southwards, since the powers of the Forest of Getting Lost affect even the creatures from Dia’ul. And if not, the lumberlings will finish them off. And the human baronies from the Seven Castles frequently fight the creatures with surprising effectiveness (many humans over there believe the inhabitants from Dia’ul are not monsters, but corrupt fey, and the drouchont are happy to keep them in the dark). This means that the horrors from Dia’ul will try to push back towards the west most of the time, which helps the drouchont gathering their numbers to push them back in turn.
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>>87295885
The constant requirement of sacrifices has pushed the dark druids more and more into the slave market. In particular, the dark druids have many contacts with the Cloaked Kingdom’s murder cults. The cults will provide the bodies and the dark druids will teach them forbidden spells and invocations. They will also team up together to hunt down in the lands of the Kayakker Dwarves, launching hit and run tactics to hunt down as many slaves as possible. They will also get slaves and prisoners from some of the nations that used to be part of the Northern Khenomeric Empire, with many of their leaders knowing the need for lives of the drouchont, and the many risks for the land if they do not get them.
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How did the board for traditional games end up becoming nogames HQ as is evident by this thread?
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>>87296360
I have been here for many years now, and talking about real or anon created settings has always trumped game mechanic discussions by a wide margin.

It was probably like this right from the beginning, probably even more so before some of the creative stuff got pushed to /qst/
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>>87296360
newfag detected
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>>87296360
t. Newfag

You are a mental retard. The board used to have way more worldbuilding and game Dev projects going before the board was filled with redditors which only sit in their generals and come out to complain about threads that are not generals
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who's the most important historical figure of this setting's last century?
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>>87299037
According to the timeline, current year is 3.161 ABE, so we're in the 32nd Century ABE.

https://docs.google.com/spreadsheets/d/1Weiu2IWHLvwzuWaCnggBT0nYVzJvvHEeD0ec3KB16WI/edit#gid=0

If the events from 3.101 to CY are anything to say, Rene of Azan is probably the most recent figure of note, since the Blind Bastard's Domain has become a rather big power in south and southeastern Giantstep due to the frequency and dangers of her piratical raids.

Of course, that is just the most recent one. If we're talking about more important characters, we would have a lot more.
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>>87285861
I love how most of the nations without lore are one of the oldest ones
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>>87299688
I find curious how quickly the map was filled during the first two threads, and how much longer it took to fill the remaining blank spots afterwards.
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>>87296360
You society. You bad.
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>>87285861
Aren't the Hithlone Aristocratic villages technically part of Hithlone?
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Couple of creature ideas
>Thundugong
Thundugongs are massive creatures that never leave the air, their blimp-like bodies gradually pushed forward by gentle swaying off their cloud-covered flippers and undulating of their whale-like tails. To sustain their constant migration, Thundugongs feed on lightning, which they harvest with a metallic tongue that resembles a lightning-rod. Though they are peaceful creatures, they can generate massive shocks in self-defense, and their thunderous vocalizations can quickly deafen an assailant. Though thundugongs can be found in many places, they are rare, and they seem to concentrate themselves in places with reliable lightning sources, like the Glass Mountains and tropical seas.
>Mauna Moa
A large flightless and fiery bird, the Mauna Moa is said to have stood at twice a human's height and weight. Many, often conflicting, accounts exist as to the origin and nature of this bird: that it was a relative to, or descendant of, phoenixes, that the gods granted this bird its fire as a reward for bravely flying across a massive volcano to warn of an incoming peril, granting it flame in exchange for its wings, or that the birds simply adapted to an ongoing harsh life of eruptions. Whatever the case, the Mauna Moa hasn't been seen for quite some time. Prized as mounts and symbols of status by fire-worshipers and nobility, such as those of the Kingdom of Wands, the Mauna Moa was collected to the point of presumed extinction. Rumors of the bird, or one much like it, occurring on the Oroma Islands, while possible, are unsubstantiated.
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where would this be in this setting?
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>>87306642
That looks like a city in Nosso Lar before the takeover of the pirates.
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>>87306642
I have a feeling we used this image before, just not sure where
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Posting a bit of the bladegrass lake.

>The deadly grass
The lands around the Hayakker Sea are vast extensions of tall grass, covering the region as far as the eye can see. The fertile lands have access to very seasonal rains, with the only storms of any value occurring during summer. Those are not mere storms, but usually bring a lot of lightning with it, which can spark fires during the first weeks of summer, when the plantlife is drier and it’s more vulnerable to sparks. This has led to a fierce competition between the species of grass in the area, growing taller and faster to outcompete and deny other plants from soil and sunlight. They have also developed a great resilience to fire, which helps them spread throughout the land.
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>>87309087
In particular, there is a kind of grass that has become more and more common each year, and has made the region very dangerous to inhabit. The Blade Grass is seemingly a normal kind of tall grass, seemingly unremarkable for the common eye. However, those approaching the blade grass would find a very painful fate, as they would fall into the trap of the plant. Blade Grass is able to grow up to 70m high, and it preferably grows in deeper and lower areas, such as fissures and crannies in the land. However, it rarely grow to its full height. Instead, it grows to a height tall enough to simulate regular plain terrain. The animals that pass through the area would trip and fall into the unseen gap, and they would then be trapped in the lower parts of the grass. The grass is cover in small, but incredibly sharp thorns, able to cut very thick hides with ease, and being stuck on everything it enters in contact. The Blade Grass then feeds off the spilt blood, or if the victim dies, off the carcass itself.
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>>87309100
The strange behavior of the plant does not end there. The blade grass’ roots can grow very deep, and grow much faster than other grasses’ roots, choking them out of resources. The roots are also able to dig through the soil in irregular intervals, creating the uneven territory they use to hunt their prey. Even if it has the capacity to outcompete the rest of the grasses in the region, it somehow knows to stop expanding if the animals in the area become too savvy to the whereabouts of the Blade Grass. The attempts of cleaning up the land from blade grass to turn it into agricultural land have ended up in failure, to such an extent many think this plant is not of natural origins, but it is instead an alchemical creation. This theory is supported by the closeness of the Kingdom of Tarot, well known for their alchemists and alchemical studies.
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>>87309115
The animals in the area have developed behaviors to avoid the blade grass. They generally walk slowly and more carefully not to fall in the blade grass holes, protecting themselves with bulk instead of nimbleness. Many species have also developed gliding skills, such as the grass flying squirrels, capable of avoiding entire patches of suspicious grass if they need to. The main predator in the area is the bladegrass moray eel, a species of terrestrial fish that’s immune to the stinging touch of the bladegrass. Due to this, they can move freely through the deadly grass, stalking their prey and bringing them down by dragging them to the grass, where the plant’s deadly touch will weaken them enough to be subdued.
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>>87309128
A pic of a bladegrass morey eel. Looking more like a snake, but it's the best one I could get.
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>>87309163
I like it
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>>87309128

>The Grass Sailors
At the east of the Hayakker Sea, the density of the blade grass lakes is considerably higher, with miles and miles of open field full of nothing but blade grass lake. In this conditions, the grass has grown to its fullest size, tall enough to swallow giants, and carving the terrain in such a way there’s no way to just walk through while heavily protected. However, this has created a perfect habitat for the grey flamingo, a species of bird that has evolved to feed off the insects and small crustaceans that make the deeper parts of the grass their habitat. They have evolved feathers immune to the tall grass, and since there are no real natural predators in the area, their numbers have skyrocketed in the hundreds of thousands.
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>>87310458
The amount of grey flamingoes in the area became a great lure for a group of tribes of nomadic dwarves, the Kayakkers. The Kayakkers were nomads through most of their history, until they managed to establish themselves near the Hayakker Sea. They had travelled all through the lands belonging to the Northern Khenomeric Empire, and had gained quite a lot of knowledge from all the places visited. They had worked for many years in the docks of the many territories of the Northern Khenomeric Empire, becoming good shipbuilders and fishermen. They had also became quick friends with the alchemists in the Kingdom of Tarot, learning their trade and their arts. It would be this combination of skills, which would lead them to the Hayakker Sea. In the year 1.602 ABE, the authorities of the Northern Khenomeric Empire brought many groups of Kayakkers to the Hayakker Sea, to exploit the resources of the great lake, since no one wanted to risk establishing themselves in the area due to the isolation caused by the blade grass. Seeing it as a great source of fishing, they went there, and there they saw the absurd amount of grey flamingoes growing unchecked. They decided that they would develop a way to hunt the birds for meat and the valuable feathers, but the bladegrass lake made it a deadly proposition.
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>>87310470
Undaunted, the Kayakker tribes began the development of different ways to move through the miles of the deadly plant. Combining their sailing and alchemical knowledge, they designed floating platforms to move around above the grass. Using balloons with a mix of alchemical gasses, the platforms stayed afloat the danger, but they were rather static and very poor means of transport. They then began combining it with different designs of sails, turning the platforms slowly but surely in small ships. This would prove a great success, using their new gliding vessels to hunt down flamingoes. The problem was always keeping the ship above the piercing effect of the grass, as well as keeping the vessel stable enough to not rock and sink into a grueling and painful death. The difficulties to make the secret alchemical mixture of gas also forces the gliders to be small, only fitting three-four dwarves inside, or just one if he wants to fill the ship with flamingoes.
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>>87310485
The Kayakker now live in the eastern coast of the Hayakker Sea, creating cities that live of fishing and trade. The grey flamingoes’ feathers are quite valuable, both from an aesthetic perspective and for their defensive properties. Many high-class ladies from eastern Giantstep will make their dresses out of grey flamingo feathers to gain an elegant protection from any of the dangers of high society. Many kingdoms have become very interested in acquiring the secrets of the kayakker gliders, but the dwarves are protective of their secrets and inventions, and do not allow it to spread anywhere else.
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>>87310500
A pic of grey flammingoes.
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>>87285861
What part of the lore is lacking in the Bhakkari Tribelands?
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>>87311132
NTA but I'd say something relating to religion, since that's something we know of in most nations
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Anyone got a clue what to do with Gökmawi?
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>>87312547
I'd say leave them for last just for the memes
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>>87312547
Not for now. I mean, I could just go very generic with them, but it'd be a shame not giving them something more special.

There is some lore for them outside of their page, though:

-The Gökmavi raiders fought the mozadizz in the area until the kicked them out to the Ettin-Range.
-The Gökmavi went to war against both Gilgemash and Azan at some point. In the Azanese Civil War, the Gokmavi fought in the side of Changrila.
-They SOMEHOW stayed in the north of the Great Norossor Peninsula to influence the Mumak's religion, and to even have territories in the now lands of the BBD.
-There is some trade between the Witchelven and the Gokmavi, and it goes through the Urdun Plateau.

That's all the relevant info I've found of them.
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>>87312688
Also, some of the alchemical critters have ended up in Gokmavi territory, which suggest some smuggling goes through there.
>>
Had an additional calendar idea: The celestial bodies don't always perfectly link up so sometimes between whichever solstice/equinox we decide starts and ends the year (personally biased towards winter solstice or spring equinox) the celestial bodies don't follow each other in perfect sync. This leads to a short period called "the Witching Days" during which the previous aster hasn't fully left and the new one hasn't fully arrived. During the Witching Days, time cannot be properly defined as night and day fractally bleed into eaxh other and the world takes on a decidedly mystical aura. Witching Days rarely last more than the equivalent of 3 or 4 days and end with the first rise of the new sun heralding the start of the new year. In many cultures the length and behaviour of night and day during this time is used to divine the fate of the year to come.
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>>87310458
>>87310470
>>87310485
>>87310500
>>87310512
>grey flamingoes
Are they somehow related to the stymphalian birds?
>>
Has anyone counted all the swamps, marshes and bogs this setting has?
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>>87314298
Not really, outside of their plumage, there is little of note about the grey flamingoes.
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>>87314381
Emma 5? Same as desolate deserts/wastelands with hardy natives
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Sorry to drop in for a rando question, but will we ever see a sci-fi/galactic map of this sort at any time? Is that something worthwhile investing into? I've seen the archetypal "Only Star Map You'll Ever Need" Google search and it is impressive, but I think you guys would be able to come up with just as much if not more kino such as this. This has been incredible seeing this develop from the start. Has it ever been discussed or brought up?
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Is there a wiki page for the stuff that needs to get improved?
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I imagine the Gnolls to look like pic related
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>>87319271
Most of the stuff marked for improvement are always around in the threads, most of them in the OP. The wiki has also the tags for pages in need of revision.

https://crumbling-giantstep.fandom.com/wiki/Category:Pages_in_need_of_revision
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>>87319284
I imagined them as more lanky and thin looking, and with big eyes, like an abyssal eye. The eyes are bright red when they are alive, and they become a blue-ish white when they are undead.
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>>87319292
Also, if you are going to add something or do a major revision, please post it in the thread first, it's easier to keep track and discuss it that way.
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>>87319284
I highly doubt most would be as well fed or have equipment as good. I certainly could imagine a commander or chieftain to look like this except more African/Egyptian rather than north European
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>>87318001
These kind of threads only ever go anywhere if it's kitchen sink. People tried to do stuff simmilar with a tighter theme like sci-fi or steampunk or cowboys etc.

All those soon died though. The steampunk one was especially promising.
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>>87319398
This. Gnolls should look more uncanny than werewolf. They should look wrong.
>>
Doin Orc'Eire next
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>>87322004
Aye. They should have some traits from maggots and deep-sea fish.. especially the giant teeth that don't let them close their mouth. No genitals. Flat eyeballs located partly outside their skull. Remnants of maggot like segmentation on their torso
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>>87323293
>No genitals.
Don't they have some sort of sexual reproduction (or at least some weird blood mixing stuff) during their hound stage, according to the original lore? Or is that not valid anymore?
>Remnants of maggot like segmentation on their torso
I imagine they would shed that part in their fully developed form, though.
>>
What could be aaid about the Thornwood? There's very little to work with as it is.
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>>87324974
>aaid
said
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>>87324974
I mean, stuff like the thornwood cannot be expanded much. Maybe a paragraph about how armies always avoid it or about a specific historical event where a large army got lost in the fog and ended up in the thornwood (or whatever) would suffice.

Speaking of the thornwood, would there be any animals apart from insects living there?
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>>87325065
The problem with that is that, since noone has come back from it, studying whatever fauna lives inside is kind of impossible. I mean, it could be added as yet another magical element the drouchont dark druids have to contain, just like the sealed grove and the Dia'ul, but it doesn't feel as dangerous as those two.
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>>87325094
it could be just a natural obstacle then, and all things "known" about it could be attributed to hearsay instead of fact
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>>87325113
>>87325094
>>87325065
It kinda sounds like those classical castles surrounded by thorn plants? Maybe there's a legend about a castle within the thornwoods, but they grew so much and so far they literally swallowed the castle whole.
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>>87312688
Really not much, hmm
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>>87324471
During the hound stage yes. They have a jellyfish-like lifecycle.

The Gnoll is the asexual stage. When they die their flesh turns into gnollmaggots who through feeding grow into gnollhounds who are the sexual reproduction stage.

Gnolls biology seems to be written purely to spite furries.
>>
>Castle Athassel

>History:

An often forgotten historical fact is that the Wizards of the Isle of Wizards didn’t always control the entire island.

When Celin arrived on the island intent on making it a utopia for magic users, it was ruled by a patchwork of independent counties, earldoms, Azanese remnants, and Eteran inspired magocracies. Most of them were weak and had little support from the commonfolk. Due to the power of Celin and the other magic users he gathered to his cause, combined with the weakness of the existing rulers, there was no opposition to the powerful mages setting up towers and academies where they liked, and ignoring any local laws they found inconvenient. The common folk soon started looking to the wizards to resolve any issues of note, and the other rulers on the island soon withered to being figureheads, most of which disappeared entirely after a few centuries.

But along the well populated southwest coast, humanity has deep roots, and the folk there have ancient tribal loyalties to their counts and earls, unlike the scattered farmers living on other parts of the island who are a mix of indigenous peoples and colonists from all over the northern Azan Empire. Here, the earldoms and counties maintained a prickly independence, lasting for centuries before being absorbed by their rivals.

The Earldom of Athassel, led by House Kear, was generally considered the most powerful. Ruling over two reasonable sized islands, each containing small port cities along a major trade route, the House acquired a reasonable amount of wealth over its long existence, and used it to build the mighty Castle Athassel, as well as wage countless wars against its rivals.
>>
>>87329450

But by around 2700 ABE, the House was in steep decline. It had sold one of its islands to Bumi, while the other had fragmented into many criminal fiefdoms ruled by renegade members of House Kear known as “young princes”. Furthermore, the few remaining earldoms and counties of the southwest coast were planning invasions, seeking to settle old grudges and conquer one of the few remaining nearby territories not under the protection of the Wizards. Although Castle Athassel was legendarily impenetrable, House Kear had no funds to pay his soldiers, and the old tribal loyalties that Athassel and other similar nations relied upon to motivate their men had almost completely faded by this point.

Instead, the Earl made a terrible pact with the Coven of Black Velvet, a powerful Gogotha cult posing as a minor hag coven. The pact worked for a while, with the coven’s subtle manipulations removing many rivals and funneling much wealth to House Kear, but after four generations, the Earl of Kear gravely angered a powerful witch while trying to adhere to the pact, resulting in the witch sacrificing herself to cast a powerful but unpredictable ritual in the castle.

The ritual resulted in a massive storm that badly damaged the castle and most of the other settlements on the island. It tainted the island with dark energies, and encounters with minor demons and undead spirits became a common occurrence. It also attracted unseelie fey and their pets, including hags, goblins, and giant spiders. The true nature remains unknown to this day, though some believe it partially opened some long dormant minor demon breaches.

Athassel Island quickly developed a cursed reputation, and no attempt was made to rebuild the castle, the port, or the various smaller communities. Eventually the island was abandoned entirely.
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>>87329470

The other earldoms and counties had also been affected by the coven’s manipulations. With their nobility greatly weakened, the earldoms and counties collapsed into independent ports and townships that were far more likely to respect the will of the wizards.

Thus, the last meaningful challengers to the wizard’s power on the Isle of Wizards faded into history, and the Isle became a de facto fiefdom of the wizards.

>Government:

Athassel Island is officially abandoned, but the coven still visits it for secret gatherings, and some live on the island full time (or more accurate in the faerie realm, only periodically visiting the island itself). The coven’s leader is a faerie lord named Vitalia who has an affinity for spiders, and who has made dark pacts with the demon lord Gogotha. Vitalia spends most of her time in the faerie realm, but will emerge periodically to provide instruction to the remnants of the coven, which have suffered from several purges by the wizards and their allies. Vitalia has a certain amount of control over the assorted monsters roaming the island, but allows them to attack at will unless it is a coven member or ally.

>Economy:

Athassel Island has no economy to speak of, but prior to the ritual relied on herding, fishing, trade, and occasionally piracy against certain nations.

In modern times, the island is still occasionally visited by fishermen and pirates looking for short term harbors, fugitives looking for somewhere to hide, adventurers drawn by legends of hidden treasure, prospective coven members unaware of the proper protocols, and shipwrecked sailors just trying to survive until help arrives. As long as certain areas are avoided, it is possible to avoid trouble for days, or even months, but sooner or later some sort of trouble will arrive to stalk and torment any outsiders.
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>>87329515

>Foreign Relations:

Nearby nations now consider Athassel Island to be a part of the Isle of Wizards. Sailors in the region are aware of its reputation, but few know the coven is still active.

>Geography:

Athassel Island is a rocky island about 20 kilometers wide at its widest. Its thin soil was never really suitable for anything other than grazing, though since the island’s abandonment, scraggly forest has covered much of it.

>Demographics:

The original inhabitants were mostly human. Of the Westerling lineage, their ancestors were fierce raiders and pirates who got along well with the wilder of the fey. As they slowly became civilized by Azanese influence, many of those traits were dropped, but they did maintain an aggressive reputation right to the end.

The modern inhabitants of the island are the members of the Coven of Black Velvet as well as various monsters and other dark entities drawn to Castle Athassel. The coven itself are mostly human witches, with a few hags and elves of various sorts. Their servants include goblins, fairies, large spiders, and summon demons.

Undead spirits, rogue demons, assorted unseelie fey, and various sea monsters are also drawn to the castle. The coven’s control of these monsters varies.

>Religion:

By the time the island was abandoned, the Azanese Faith was dominant, but aspects of the older faith, one which worshipped a vengeful sea god and saw many faerie lords as divine servants, still remained.

It was this tolerance for the darker aspects of fey religion and rituals that brought about the island’s downfall. The Coven of Black Velvet has a dark and powerful leader in Vitalia, but Vitalia and the coven also have pacts with Gogotha, which make them even more dangerous.

>Military:
Athassel Island doesn’t have an army, though anyone who lingers on the island for too long, particularly near the castle, will run afoul either the coven or a rogue monster.
>>
There are a lot of nations without a named capital, and without an actual location for said capital. We have to fix that once we're done with the remaining lore.
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>>87329537
>>87329515
>>87329470
>>87329450
>Castle Athassel finally receiving updated lore after more than 7 months
This has to be some sort of new /tg/ record surely.
>>
doing kowloon/anachonia next
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>>87329989
No way it's been 7 months already. Damn
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>>87330829
That many? It was 4 months not long ago, how did this happen?
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>>87330156
doing your mom next
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>>87329989
It probably is.
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In 5 months this project will have it's first birthday.
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Why are there so many witches but so few witchhunters in this setting?
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>>87332891
Magic doesn't seem to be particularly persecuted. I imagine the khenomeri post-magoclergy did have quite a lot of witch hunters.
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>>87332872
We should have a wiki page dedicated to listing all the witches at this point.
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>>87267880
Did Grundiddy-i Gromplos ever make it in?
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>>87332891
The witches won
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>>87332891
there's a group of demon hunters that was one of the first things established in this setting. maybe they could be magic-witc hunters as well
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>>87324974
could probably directly copy bdo lore about thornwood forest and noone would notice
maybe change a name or two
inb4 >bdo lore
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I'm gonna head b'd in a few minutes. My last boop for the next few weeks for you guys.
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>>87334472
Good night, anon.
>>
The bit of lore of the Sealed Grove. Doing Dia'ul next. And once that one is done, I'll see what I can come up with thornwood.

>The prison of the Facedancers
The Sealed Grove used to be the forest of Asim-Chisis. A rather unremarkable region, it was covered with a dense vegetation, typical of the forest of the area. However, this seemingly inconspicuous nature made it an ideal spot for unauthorized or morally dubious magical experiments. During the first centuries of the Khenomeric Empire, the authorities had to keep an eye on the region, to avoid unsavory wizards from doing dangerous experiments in the area. This was completely turned around once the Magoclergy rose to power. The Magoclergy’s rampant use and abuse of the magical arts led them to take over the forest as their own private field, and alongside many areas around the Lands of the Drouchont, they set up many of their experiments there.
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>>87334761
In particular, the Magoclergy sought to create a species of assassin to infiltrate the groups opposed to their rule, and destroy them from within. After many years of experimentation and dark magics, the result was the creation of the Facedancers. This shapeshifter were posed to be the main agents of the Magoclergy, creating a rule of fear across the land that would guarantee their rule forevermore. However, three things became apparent after a couple of years of testing their capabilities. One, their shapeshifting had very serious limits. While they could transform into their target once it had been killed, they could only turn into that person. If they wanted to turn into another form, they would lose the ability to turn into the original victim. And since they needed to kill that individual to gain their form, once they copied another one, they couldn’t go back. Two, the facedancers couldn’t hold their assumed form for more than a year. After a while, they would began slowly losing features until only their original facedancer form remained. The last problem, and the one that disappointed the Magoclergy the most, is that the facedancers could not copy the victim’s height. The facedancers were particularly short, around the size of dwarves, and when they targeted a human or a species of similar height, the end result was a shrunken-looking version of that individual, clearly spelling to the public something was wrong. There were very few facedancers who could achieve a desired height to be of use in a mostly human empire.
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>>87334772
Due to all of this, the Magoclergy declared the facedancers as a failed project, and too dangerous to be left alone. However, they decided against destroying them all, maybe because it would be too bothersome to hunt down a race of shapeshifters, maybe because they might have a purpose for them in the future. The Magoclergy created many magical seals around the forest of Asim-Chisis, blocking anyone from exiting the region. This spells are maintained by the Drouchont Dark Druids, who have kept the magic from fading through bloody rituals. However, the magic design of the spells had a critical flaw: they stop facedancers from exiting, but they do nothing if someone else wants to move in and out. This means that people can enter in and out into the forest, making them vulnerable to facedancer attacks. And once a facedancer takes the identity of a human or another species, the magic will no longer consider them a threat, and thus let them go unharmed. This has resulted in many facedancers escaping over time, being hunted by the dark druids and the few people who know of their existence.
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>>87334789
The facedancers have a deep need to exit the forest. Good or evil natured aside, they would do whatever it takes to exit their prison, and thus will hunt down the few travelers who are foolish enough to dismiss the many warnings and traps set up by the dark druids. Once they are out, their behavior will vary greatly. Some facedancers are happy enough to live obscure lives, taking the shape of vagrants missed by no one to live on the road, hiding their true nature and shape from the public. Others, however, are driven by greed and ambition, and become the assassins and infiltrators the Magoclergy design them to be. They will sell their services to those unscrupulous or perverse enough to take the risk on them, and many killing sprees in the world have been proven to be the work of these shapeshifters.
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>>87332891
Pity the fool who tries to take down the bog witch.
>>
Finished the lore for Dia'ul. Thornwood next.

>The Forest of the Devil
The Woods of Diaoul, east of the Land of the Drouchont, were one of the many forests within the region, with particularly elder trees growing taller than most groves in the area. However, from very early on, the first mages who arrived to the region felt that the area was imbued with magical energies. In particular, the veil between dimensions was thinner than outside, to a seemingly imperceptible level, but enough for the growing number of wizards of the Khenomeric Empire to notice. The khenomeric schools of magic realized many studies about how to use this anomaly, and the place became frequented by invocations and summonings of many kinds. These experiments would become darker in nature once the Magoclergy took over the empire.
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>>87338055
The Magoclergy was obsessed with weaponizing magic, both to keep their grip over the empire, and to expand their personal power beyond the borders of the Khenomeric Empire. The experimentation about turning magical knowledge into tools of war led the Magoclergy to take over control of the forest. They discovered that many enchantments and curses were more powerful and lasted longer if they were casted in the area, and arrived at the conclusion that if the veiled were thinned even more, this effect would increase. The Magoclergy set to weakening the barriers between the material realm and the other dimensions, as well as to develop new forms of summoning spirits. However, these entities became of a darker nature as time went on due to the cursed rituals of the Magoclergy, and the energies spewed out from other realms was having an effect on the land. The forests became wicked, the trees twisting in unnatural ways, becoming unhealthy and losing their color. The animals became more aggressive, with more and more creatures turning into abominations. From time to time, dark spirits and demonic entities would appear and attack the people in the area, without the need of being summoned. This worried the Magoclergy, and they began setting up containing measures to isolate the region from the outside world, though the darker rituals practiced there meant that the spirits who now inhabited the land were of a dark nature, and they desired the flesh and blood of the mortals, and began pushing to escape to the neighboring lands.
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>>87338068
The fall of the Magoclergy meant that the land became the responsibility of the Drouchont Dark Druids. During the fall of the Magoclergy and the birth of the Forest of Getting Lost, the dark druids set up many spells and purifying enchantments to reduce the influence of the dark energies from the forest to a minimum, at the cost of hundreds of lives sacrificed to it. The Forest of Diaoul, now called Dia’ul (which means “The Forest of the Devil”) is well known around the land for the dangers that lurk within, and it is by far the most dangerous threat the dark druids have to contain. The bulk of the sacrifices done by the druids is dedicated to strengthen the barriers the Magoclergy put up against the monsters within. Not only that, but the dark druids must launch raids to the depths of the Dia’ul to kill the bigger entities become they grow strong enough to pose a threat. This generally requires the help of many groups of drouchont, led by multiple dark druids, and casualties are plenty. The forest itself, after centuries of rampant magical pollution, seems to have a mind of its own, and reacts to any invasion both as a threat and as a potential victim.
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>>87338079
Fortunately for the region, the Forest of Dia’ul is rather isolated. The geographic location of the woods have made containment much easier. To the north lies the realm of the Goddess of Harmony, a place with much more power than the horrors from Dia’ul. The Goddess does not tolerate the intrusion of the devils from the region into the sacred domain, and as such, those creatures that enter the realms of harmony will quickly wither and die. To the south, the Forest of Getting Lost functions as a great barrier, blocking the entities from Dia’ul from advancing. The warping effects of the forest seem to affect the creatures of magic as well as mortals, and the entities that enter the woods never return. And those who instead decide to go to the forest of the lumberlings find themselves face to face with the protectors of the realm. Lumberlings frequently fight the horrors vomited from Dia’ul, since they cannot allow their corrupting powers to interfere with the fountain of youth.
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>>87338093
And towards the east, the Dren’Ui Peaks have proven a surprisingly effective barrier against the demons of the forest. The many baronies are always in a state of warfare, and thus they are quick to respond to any invasion from the west. The land is also quite fortified, and any population is highly guarded and defended by the local authorities. Amusingly, the humans of the Seven Castles believe that the creatures coming from the west are not magical horrors, but instead corrupted fey and their abominable warbeasts. This belief has kept the population from panicking about the horrors next door, and many nobles will practice their skills by hunting down the demons to hone and show off to their peers. Only a few, more magically inclined, know the true about Dia’ul, and will act in the shadows to weaken those creatures to which a sword stroke is not enough to deal with.
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It only now clicked with me that Hereby is the same size as the Azan Empire. Heh.

Btw. I really hope for an internal map of the Drow City-states and Isle of Wizards
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>>87338490
there is an internal map of the drow city states, it is on thread 21
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>>87338507
Which one? There's 3 threads #22
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Is it drouchont or drowchont? I'm confused
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>>87333147
No
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>>87338639
https://suptg.thisisnotatrueending.com/archive/2022/85580942/
>>
>[Addition to Grobianismus lore]

This is the story of perhaps the strangest and definitely the most feared denizen of Grobianismus:

[...]
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>>87339991

>THE GREAT CHRONICLE OF THE ENORMOUS AND FOUL-MOUTHED GIANT GARGANTAGRUEL

>How Gargantagruel was carried eleven years in his mother’s belly.

Gousier was a good fellow in his time, and notable jester; he loved to drink neat, as much as any man that then was in the world, and would willingly eat salt meat. To this intent he was ordinarily well furnished with gammons of bacon, with store of dried neat’s tongues, plenty of links, chitterlings and puddings in their season; together with salt beef and mustard, a good deal of hard roes of powdered mullet called botargos, great provision of sausages. In the vigour of his age he married Gamelle, daughter to the King of Cockaigne, a jolly pug, and well-mouthed wench of exceptional size. These two did oftentimes do the two-backed beast together, joyfully rubbing and frotting their bacon ‘gainst one another, in so far, that at last she became great with child of a fair son, and went with him unto the eleventh year; or so long, yea longer, may a woman carry her great belly, especially when it is some masterpiece of nature, and a person predestinated to the performance, in his due time, of great exploits.
The occasion and manner how Gamelle was brought to bed, and delivered of her child, was thus: and, if you do not believe it, I wish your bum-gut fall out and make an escapade. Her bum-gut, indeed, or fundament escaped her in an afternoon, on the third day of February, with having eaten at dinner too many godebillios. Godebillios are the fat tripes of coiros. Coiros are beeves fattened at the cratch in ox-stalls, or in the fresh guimo meadows. Guimo meadows are those that for their fruitfulness may be mowed twice a year. Of those fat beeves they had killed three hundred sixty-seven thousand and fourteen, to be salted at Shrovetide, that in the entering of the spring they might have plenty of powdered beef, wherewith to season their mouths at the beginning of their meals, and to taste their wine the better.
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>>87340055
[...]

They had abundance of tripes, as you have heard, and they were so delicious, that everyone licked his fingers. But the mischief was this, that, for all men could do, there was no possibility to keep them long in that relish; for in a very short while they would have stunk, which had been an undecent thing. It was therefore concluded, that they should be all of them gulched up, without losing anything. To this effect they invited all the burghers of Naissai, of llesui, of the Chero-Maudcler, of Gaudry, without omitting the Moncoud, Pensier, the Gue de Pferd, and other their neighbours, all stiff drinkers, brave fellows, and good players at the kyles.
The good man Gousier took great pleasure in their company, and commanded there should be no want nor pinching for anything. Nevertheless he bade his wife eat sparingly, because she was near her time, and that these tripes were no very commendable meat. They would fain, said he, be at the chewing of ordure, that would eat the case wherein it was. Notwithstanding these admonitions, she did eat sixteen quarters, two bushels, three pecks and a pipkin full. O the fair fecality wherewith she swelled, by the ingrediency of such shitten stuff!
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>>87340127
>How Gargantagruel was born in a strange manner.

Whilst they were on this discourse and pleasant tattle of drinking, Gamelle began to be a little unwell in her lower parts; whereupon Gousier arose from off the grass, and fell to comfort her very honestly and kindly, suspecting that she was in travail, and told her that it was best for her to sit down upon the grass under the willows, because she was like very shortly to see young feet, and that therefore it was convenient she should pluck up her spirits, and take a good heart of new at the fresh arrival of her baby; saying to her withal, that although the pain was somewhat grievous to her, it would be but of short continuance, and that the succeeding joy would quickly remove that sorrow, in such sort that she should not so much as remember it. On, with a sheep’s courage! quoth he. Despatch this boy, and we will speedily fall to work for the making of another. Ha! said she, so well as you speak at your own ease, you that are men! Well, then, in the name of God, I’ll do my best, seeing that you will have it so, but would to God that it were cut off from you! What? said Gousier. Ha, said she, you are a good man indeed, you understand it well enough. What, my member? said he. By the goat’s blood, if it please you, that shall be done instantly; cause bring hither a knife. Alas, said she, the Lord forbid, and pray to forgive me! I did not say it from my heart, therefore let it alone, and do not do it neither more nor less any kind of harm for my speaking so to you. But I am like to have work enough to do to-day and all for your member, yet God bless you and it.
>>
>>87340217
[...]

Courage, courage, said he, take you no care of the matter, let the four foremost oxen do the work. I will yet go drink one whiff more, and if in the mean time anything befall you that may require my presence, I will be so near to you, that, at the first whistling in your fist, I shall be with you forthwith. A little while after she began to groan, lament and cry. Then suddenly came the midwives from all quarters, who groping her below, found some peloderies, which was a certain filthy stuff, and of a taste truly bad enough. This they thought had been the child, but it was her fundament, that was slipped out with the mollification of her straight entrail, which you call the bum-gut, and that merely by eating of too many tripes, as we have showed you before. Whereupon an old ugly trot in the company, who had the repute of an expert she-physician, and was come from Paillebrise, near to Saint Goune, three score years before, made her so horrible a restrictive and binding medicine, and whereby all her larris, arse-pipes, and conduits were so oppilated, stopped, obstructed, and contracted, that you could hardly have opened and enlarged them with your teeth, which is a terrible thing to think upon; seeing the Devil at the mass was puzzled with the like task, when with his teeth he had lengthened out the parchment whereon he wrote the tittle-tattle of two young mangy whores. By this inconvenient the cotyledons of her matrix were presently loosed, through which the child sprang up and leaped, and so, entering into the hollow vein, did climb by the diaphragm and back, where the vein divides itself into two, and from thence taking his way towards the lower side, issued forth at her anal orifice.
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>>87340237
[...]

As soon as he was born, he cried not as other babes use to do, Miez, miez, miez, miez, but with a high, sturdy, and big voice shouted about, Some drink, some drink, some drink, as inviting all the world to drink with him. The noise hereof was so extremely great, that it was heard in both the countries at once of Cebeau and Rois. I doubt me, that you do not thoroughly believe the truth of this strange nativity. Though you believe it not, I care not much: but an honest man, and of good judgment, believeth still what is told him, and that which he finds written.

Is this beyond our law or our faith—against reason or the holy Scripture? For my part, I find nothing in the sacred Book that is against it. But tell me, if it had been the will of God, would you say that he could not do it? Ha, for favour sake, I beseech you, never emberlucock or inpulregafize your spirits with these vain thoughts and idle conceits; for I tell you, it is not impossible with God, and, if he pleased, all women henceforth should bring forth their children at the arse.
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>>87340258
[...]
The good man Gousier, drinking and making merry with the rest, heard the horrible noise which his son had made as he entered into the light of this world, when he cried out, Some drink, some drink, some drink; How great and nimble a throat thou hast. Which the company hearing, said that verily the child ought to be called Gargantagruel; because it was the first word that after his birth his father had spoke, whereunto he condescended, and his mother was very well pleased therewith. In the meanwhile, to quiet the child, they gave him to drink a tirelaregot, that is, till his throat was like to crack with it; then was he carried to the font, and there baptized, according to the manner of good Grobianists.

Immediately thereafter were appointed for him seventeen thousand, nine hundred, and thirteen cows of the towns of Tille and Hemond, to furnish him with milk in ordinary, for it was impossible to find a nurse sufficient for him in all the country, considering the great quantity of milk that was requisite for his nourishment; although there were not wanting some doctors of the opinion of Scotus, who affirmed that his own mother gave him suck, and that she could draw out of her breasts one thousand, four hundred, two pipes, and nine pails of milk at every time.
>>
>>87340304
Which indeed is not probable, and this point hath been found duggishly scandalous and offensive to tender ears, for that it savoured a little of heresy. Thus was he handled for one year and ten months; after which time, by the advice of physicians, they began to carry him, and then was made for him a fine little cart drawn with oxen, of the invention of Josef Nio, wherein they led him hither and thither with great joy; and he was worth the seeing, for he was a fine boy, had a burly physiognomy, and almost ten chins. He cried very little, but beshit himself every hour: for, to speak truly of him, he was wonderfully phlegmatic in his posteriors, both by reason of his natural complexion and the accidental disposition which had befallen him by his too much quaffing of the Septembral juice. Yet without a cause did not he sup one drop; for if he happened to be vexed, angry, displeased, or sorry, if he did fret, if he did weep, if he did cry, and what grievous quarter soever he kept, in bringing him some drink, he would be instantly pacified, reseated in his own temper, in a good humour again, and as still and quiet as ever. One of his governesses told me (swearing by her fig), how he was so accustomed to this kind of way, that, at the sound of pints and flagons, he would on a sudden fall into an ecstasy, as if he had then tasted of the joys of paradise; so that they, upon consideration of this, his divine complexion, would every morning, to cheer him up, play with a knife upon the glasses, on the bottles with their stopples, and on the pottle-pots with their lids and covers, at the sound whereof he became gay, did leap for joy, would loll and rock himself in the cradle, then nod with his head, monochordizing with his fingers, and barytonizing with his tail.
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>>87339002
Drouchont. They are human, not drow.
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>>87340238
You forgot to erase Castle Athassel.
>>
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>Kowloon (Anachonia)

>History:

Anachonia was founded a few centuries before the Battle of Empire to serve as the capital of Kowloon Province, a sprawling region over which the Khenomeric Empire had very limited control. This province, which includes much of what is now the Harmony Goddess’ Realm, the Bladegrass Habitat, Dia’Ul, and various territories in between, was sparsely inhabited at the time, home only to scattered tribes of fey/druidic peoples, villages and farms of Harmony Goddess followers, and the fortified cities, ranches, and villas of the Khenomeric colonists, most of whom were from the horse nomad cultures of the central Khenomeric Empire.

The governor and bureaucrats of Anachonia frequently struggled to maintain peace between the many competing factions in the area. Much of the cavalry and military leadership were drawn from the horse nomads, who saw themselves as the “True Khenomerics”. They frequently butted heads with the Green Order, and their allies among the druids and fey, most of whom were local and who saw the horse nomads as inferior. Then there were the followers of the Harmony Goddess, who had many followers among both the locals and horse nomads.

During the time of the Magoclergy, power in the province shifted heavily to a faction of the Green Order who embraced the darker aspects of magic, which led the capital of Kowloon to be moved to the Drouchont region instead. Now lacking its main purpose, Anachonia went into a long decline it never really recovered from.
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>>87342644

Anachonia saw a brief revival of power with the fall of the Magoclergy. It embraced the purge of magic users wholeheartedly, and (on paper) regained its title as capital of Kowloon Province. But it lacked the military might to do anything about Drouchont, and soon found itself secretly offering its own citizens as sacrifices to the dark druids there. Anachonia’s strong anti-mage stance won it little support from the provinces to the west, and the rise of the Harmony Goddess’ Realm cut it off from its main allies along the east coast.

Now essentially cut off from anyone they considered “True Khenomerics”, and surrounded by rivals and enemies, the people of Anachonia fell into a long period of cultural melancholy. Several rival religious movements arose promising new prosperity; a pro-magic faction following Kagal, a pro-military faction following the Khenomeric horse nomad gods, and a slave revolt by recently arrived Ketlovian slaves.

A civil war broke out, which ruined the city of Anachonia, and scattered the Kagal followers. The Ketlovians looted everything of value and headed north to the smaller city of Gamah (now known as Lunatik 9). The remaining inhabitants of Anachonia did their best to repair their city while sinking further into despair.

Help arrived from an unexpected source. Archangel Glottu, a senior servant of the god Uun, arrived in the city promising prosperity and might in return for worshipping Uun. After some back and forth religious violence, the city embraced Uun... only for him to disappear from this world a few years later.
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>>87342648

Although Uun didn’t curse Anachonia like he did the Merfolk Empire, he did deliver on his promise in an unusual way. Massive stacks of food, raw material, and crafted goods would periodically appear at random within the city of Anachonia, though any attempt to remove said materials from the city would cause them to crumble to ash. Drawn by the free food and other goods, Anachonia quickly became vastly overcrowded, with building after building being stacked upon each other.

However, even this false prosperity did not last. The divine gifts became increasingly erratic, with sometimes far too much arriving, and other times nothing arriving for months, or even years. Anachonia continued to sink into anarchy and insignificance, and today the province of Kowloon and the city of Anachonia (or the city of Kowloon and the province of Anachonia, no one cares enough anymore to remember which is which) has been reduced to a small rump state that no one else is interested in claiming.

>Government:

Anachonia no longer has a central government. When word gets around that goods are magically being produced within the city walls, slackers and lowlifes from around the northeast flood into the city. As resources start drying up, gangs and militias form to squabble over what is left. Inevitably, resources dry up to the point that the surviving individuals leave, and the city becomes empty except for hopeful scavengers based out of nearby villages and farms.

>Economy:

Anachonia was once a large, prosperous city before Uun’s blessing, and during certain periods since then it became even wealthier, but for the past few centuries Anachonia has been largely abandoned except when the occasional dump of divinely created resources creates a “gold rush” of anyone seeking to get free food.

The surrounding rural area is hilly scrub land not particularly well suited for agriculture, though there are some poor farms, villages, and nomadic sheep herders anyways.
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>>87342655

>Foreign Relations:

Most nations essentially ignore Anachonia. To the west are impassible mountains, to the east is dense magic jungle, and to the south are the forbidden zones of Thornwood and the Sealed Grove.

The only nation Anachonia has any regular contact with is Lunatik 9, who are just as poor as they are, but who swarm into Anachonia in large numbers anytime divinely created stuff is appearing. Although they know they can’t take it with them when they leave, free food is always appreciated, and the other gifts provide something to fight over until the lack of food drives them away.

Anachonia is of mild interest to some scholars who think it contains lost secrets of the Khenomeric Empire and/or the Uun Faith. Agents of Tarot, the Astromancers, Leng, Elanxa, the Gnoll Empire, and Biblion have all been known to visit on occasion, though so far there have been no major finds.

>Geography:

The region around Anachonia is underused hilly grassland with lots of scrub and some small forests.

The city itself is more of interest. A large walled city, its original components are mostly done in the style of the South Khenomerics, who favored blocky but elaborate buildings. During several subsequent waves of growth though, the quality of the architecture dropped significantly, as builders used wood, plaster, and tiles to build thousands of new homes in tight spaces, often building them directly on top of or on the sides of older buildings.

>Demographics:

Most of the population is human. They are mostly descended from horse nomad peoples from the centre of the old Khenomeric Empire, but some are local, and others are from Tarot (though essentially identical to the locals). A few are Ketlovians from Lunatik 9 (now calling themselves “Khenomeri”), but they only show up when divine gifts are appearing in the city.
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>>87342661

>Religion:

Despite the fickleness of Uun’s gift, most inhabitants continue to worship him, though their religion is primitive as it was only barely forming when Uun disappeared.

>Military:

Anachonia doesn’t have a military, though there are rural militias, and when things start falling apart in Anachonia itself, gangs inevitably form to fight over the remaining resources.
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>>87339991
>>87340055
>>87340127
>>87340217
>>87340237
>>87340258
>>87340304
>>87340384
kino
>>
will finish off the harmony goddess' realm next
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>>87340238
Soon
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>>87341927
Just sayin because the lore dump uses both
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>>87340384
>Of the youthful age of Gargantagruel

Gargantagruel, from three years upwards unto five, was brought up and instructed in all convenient discipline by the commandment of his father; and spent that time like the other little children of the country, that is, in drinking, eating, and sleeping: in eating, sleeping, and drinking: and in sleeping, drinking, and eating. Still he wallowed and rolled up and down himself in the mire and dirt—he blurred and sullied his nose with filth—he blotted and smutched his face with any kind of scurvy stuff—he trod down his shoes in the heel—at the flies he did oftentimes yawn, and ran very heartily after the butterflies, the empire whereof belonged to his father. He pissed in his shoes, shit in his shirt, and wiped his nose on his sleeve—he did let his snot and snivel fall in his pottage, and dabbled, paddled, and slobbered everywhere—he would drink in his slipper, and ordinarily rub his belly against a pannier. He sharpened his teeth with a top, washed his hands with his broth, and combed his head with a bowl. He would sit down betwixt two stools, and his arse to the ground —would cover himself with a wet sack, and drink in eating of his soup. He did eat his cake sometimes without bread, would bite in laughing, and laugh in biting. Oftentimes did he spit in the basin, and fart for fatness, piss against the sun, and hide himself in the water for fear of rain. He would strike out of the cold iron, be often in the dumps, and frig and wriggle it. He would flay the fox, say the ape’s paternoster, return to his sheep, and turn the hogs to the hay.
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>>87345159
[...]

He would beat the dogs before the lion, put the plough before the oxen, and claw where it did not itch. He would pump one to draw somewhat out of him, by griping all would hold fast nothing, and always eat his white bread first. He shoed the geese, kept a self-tickling to make himself laugh, and was very steadable in the kitchen: made a mock at the gods, would cause sing Magnificat at matins, and found it very convenient so to do. He would eat cabbage, and shite beets,—knew flies in a dish of milk, and would make them lose their feet. He would scrape paper, blur parchment, then run away as hard as he could. He would pull at the kid’s leather, or vomit up his dinner, then reckon without his host. He would beat the bushes without catching the birds, thought the moon was made of green cheese, and that bladders are lanterns. Out of one sack he would take two moultures or fees for grinding; would act the ass’s part to get some bran, and of his fist would make a mallet. He took the cranes at the first leap, and would have the mail-coats to be made link after link. He always looked a given horse in the mouth, leaped from the cock to the ass, and put one ripe between two green. By robbing Peter he paid Paul, he kept the moon from the wolves, and hoped to catch larks if ever the heavens should fall. He did make of necessity virtue, of such bread such pottage, and cared as little for the peeled as for the shaven. Every morning he did cast up his gorge, and his father’s little dogs eat out of the dish with him, and he with them. He would bite their ears, and they would scratch his nose—he would blow in their arses, and they would lick his chaps.
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>>87345172
[...]

But hearken, good fellows, the spigot ill betake you, and whirl round your brains, if you do not give ear! This little lecher was always groping his nurses and governesses, upside down, arsiversy, topsyturvy, harri bourriquet, with a Yacco haick, hyck gio! handling them very rudely in jumbling and tumbling them to keep them going; for he had already begun to exercise the tools, and put his codpiece in practice. Which codpiece, or braguette, his governesses did every day deck up and adorn with fair nosegays, curious rubies, sweet flowers, and fine silken tufts, and very pleasantly would pass their time in taking you know what between their fingers, and dandling it, till it did revive and creep up to the bulk and stiffness of a suppository, or street magdaleon, which is a hard rolled-up salve spread upon leather. Then did they burst out in laughing, when they saw it lift up its ears, as if the sport had liked them. One of them would call it her little dille, her staff of love, her quillety, her faucetin, her dandilolly. Another, her peen, her jolly kyle, her bableret, her membretoon, her quickset imp: another again, her branch of coral, her female adamant, her placket-racket, her Pyrian sceptre, her jewel for ladies. And some of the other women would give it these names,—my bunguetee, my stopple too, my bush-rusher, my gallant wimble, my pretty borer, my coney-burrow-ferret, my little piercer, my augretine, my dangling hangers, down right to it, stiff and stout, in and to, my pusher, dresser, pouting stick, my honey pipe, my pretty pillicock, linky pinky, futilletie, my lusty andouille, and crimson chitterling, my little couille bredouille, my pretty rogue, and so forth. It belongs to me, said one. It is mine, said the other. What, quoth a third, shall I have no share in it?
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>>87343566
Probably just a typo.
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>>87345194
>How Gargantagruel’s wonderful understanding became known to his father Gousier, by the invention of a torchecul or wipebreech.

About the end of the fifth year, Gousier returning from the conquest of the Narians, went by the way to see his son Gargantagruel. There was he filled with joy, as such a father might be at the sight of such a child of his: and whilst he kissed and embraced him, he asked many childish questions of him about divers matters, and drank very freely with him and with his governesses, of whom in great earnest he asked, amongst other things, whether they had been careful to keep him clean and sweet. To this Gargantagruel answered, that he had taken such a course for that himself, that in all the country there was not to be found a cleanlier boy than he. How is that? said Gousier. I have, answered Gargantagruel, by a long and curious experience, found out a means to wipe my bum, the most lordly, the most excellent, and the most convenient that ever was seen. What is that? said Gousier, how is it? I will tell you by-and-by, said Gargantagruel. Once I did wipe me with a gentle-woman’s velvet mask, and found it to be good; for the softness of the silk was very voluptuous and pleasant to my fundament. Another time with one of their hoods, and in like manner that was comfortable. At another time with a lady’s neckerchief, and after that I wiped me with some ear-pieces of hers made of crimson satin, but there was such a number of golden spangles in them (turdy round things, a pox take them) that they fetched away all the skin of my tail with a vengeance. Now I wish St. Ergot’s fire burn the bum-gut of the goldsmith that made them, and of her that wore them! This hurt I cured by wiping myself with a page’s cap, garnished with a feather after the Florinthers’ fashion.
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>>87345653
[...]

Afterwards, in dunging behind a bush, I found a March-cat, and with it I wiped my breech, but her claws were so sharp that they scratched and exulcerated all my perinee. Of this I recovered the next morning thereafter, by wiping myself with my mother’s gloves, of a most excellent perfume and scent of the Quadashian Benin. After that I wiped me with sage, with fennel, with anet, with marjoram, with roses, with gourd-leaves, with beets, with colewort, with leaves of the vine-tree, with mallows, wool-blade, which is a tail-scarlet, with lettuce, and with spinach leaves. All this did very great good to my leg. Then with mercury, with parsley, with nettles, with comfrey, but that gave me the bloody flux of Thornwood, which I healed by wiping me with my braguette. Then I wiped my tail in the sheets, in the coverlet, in the curtains, with a cushion, with arras hangings, with a green carpet, with a table-cloth, with a napkin, with a handkerchief, with a combing-cloth; in all which I found more pleasure than do the mangy dogs when you rub them. Yea, but, said Gousier, which torchecul did you find to be the best? I was coming to it, said Gargantua, and by-and-by shall you hear the tu autem, and know the whole mystery and knot of the matter. I wiped myself with hay, with straw, with thatch-rushes, with flax, with wool, with paper, but, Who his foul tail with paper wipes, Shall at his ballocks leave some chips.
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>>87345896
[...]

What, said Gousier, my little rogue, hast thou been at the pot, that thou dost rhyme already? Yes, yes, my lord the king, answered Gargantagruel, I can rhyme gallantly, and rhyme till I become hoarse with rheum. Hark, what our privy says to the skiters:

Shittard,
Squirtard,
Crackard,
Turdous,
Thy bung
Hath flung
Some dung
On us:
Filthard,
Cackard,
Stinkard,
St. Ergot’s fire seize on thy bone,
If thy
Dirty
Dounby
Thou do not wipe, ere thou be gone.

Will you have any more of it? Yes, yes, answered Gousier. Then, said Gargantagruel,

A Roundelay.

In shitting yes’day I did know
The sess I to my arse did owe:
The smell was such came from that slunk,
That I was with it all bestunk:
O had but then some brave Signor
Brought her to me I waited for,
In shitting!

I would have cleft her watergap,
And join’d it close to my flipflap,
Whilst she had with her fingers guarded
My foul nockandrow, all bemerded
In shitting.
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>>87345920
[...]

Now say that I can do nothing! By the Merdi, they are not of my making, but I heard them of this good old grandam, that you see here, and ever since have retained them in the budget of my memory.

Let us return to our purpose, said Gousier. What, said Gargantagruel, to skite? No, said Gousier, but to wipe our tail. But, said Gargantagruel, will not you be content to pay a puncheon of Florinth wine, if I do not blank and gravel you in this matter, and put you to a non-plus? Yes, truly, said Gousier.

There is no need of wiping one’s tail, said Gargantagruel, but when it is foul; foul it cannot be, unless one have been a-skiting; skite then we must before we wipe our tails. O my pretty little waggish boy, said Gousier, what an excellent wit thou hast? I will make thee very shortly proceed doctor in the jovial quirks of gay learning, and that, by G—, for thou hast more wit than age. Now, I prithee, go on in this torcheculative, or wipe-bummatory discourse, and by my beard I swear, for one puncheon, thou shalt have threescore pipes, I mean of the good Florinth wine, not that which grows in the Witchbogs, but in the good country of Vorren. Afterwards I wiped my bum, said Gargantagruel, with a kerchief, with a pillow, with a pantoufle, with a pouch, with a pannier, but that was a wicked and unpleasant torchecul; then with a hat. Of hats, note that some are shorn, and others shaggy, some velveted, others covered with taffeties, and others with satin. The best of all these is the shaggy hat, for it makes a very neat abstersion of the fecal matter.
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>>87346006
[...]

Afterwards I wiped my tail with a hen, with a cock, with a pullet, with a calf’s skin, with a hare, with a pigeon, with a cormorant, with an attorney’s bag, with a montero, with a coif, with a falconer’s lure. But, to conclude, I say and maintain, that of all torcheculs, arsewisps, bumfodders, tail-napkins, bunghole cleansers, and wipe-breeches, there is none in the world comparable to the neck of a goose, that is well downed, if you hold her head betwixt your legs. And believe me therein upon mine honour, for you will thereby feel in your nockhole a most wonderful pleasure, both in regard of the softness of the said down and of the temporate heat of the goose, which is easily communicated to the bum-gut and the rest of the inwards, in so far as to come even to the regions of the heart and brains. And think not that the felicity of the heroes and demigods in the Elysian fields consisteth either in their asphodel, ambrosia, or nectar, as our old women here used to say; but in this, according to my judgment, that they wipe their tails with the neck of a goose, holding her head betwixt their legs.
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>>87332891
As far as I know Grobianismus is said to have an inquisition of some sort. Witch hunting is most probably one of their areas of responsibility.
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>>87346113
If Grobiarius are the witchhuntets no wonder the witches won.
>>
I finally came up with something about thornwood. I'll do the Kinh He palm Grove next.

>The Sea of Thorns
North of the Land of Drouchont, there lies a region fully covered in a dense, thick vegetation. The place is completely covered with a species of thorn plant, stretching through miles, and growing so dense and high there is little to no way to explore what lies beneath. The plant, known as “Thornwood”, has been a staple of the region from the first written records about the area, and has become one of the great mysteries of that side of Giantstep. The plant covers the land completely, twisting and bending its giant branches, with thousands of thorns and spikes of different sizes and properties. Not even exploring the land through the air has given experts any clue about what may lie beneath, if there is indeed even something down there. The neighboring populations in the area have crafted stories of what lies within, becoming the frequent subject of telltale tales for children.
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>>87349742
The locals have tried to exploit the wood from the Thornwood for many centuries now, with little to no success. Trying to merely chop the wood is fruitless, since the plant is quite resistant to cutting and to blunt force. Moreover, when someone tries to damage the plant, it will burst a cloud of thorns, which will go flying in every direction. The effects of the thorns may vary depending on the size: some are the size of nails and are able to pierce metal armor, such is the speed and velocity at which they travel. Others are smaller, being caught in people’s clothes and generating great itchiness and inflammation. The smaller ones are barely visible, but if breathed they will cause severe fits of coughing, which could led to choking if the affected person does not leave the area. Using fire to clear the woods is also pointless, the wood keeps a high humidity level all year long, and it cannot catch fire. Those times when magical fire has been tried, it has likewise failed, since burning it does not really damage the plant. Using magical or alchemical herbicides has also been tried, and once again, the forest reacts violently to these infractions, having little to no effect in the area. A particular noteworthy legend about the area is that, many millennia ago, a young dragon was challenged by his peers to destroy the forest of thorns. He flew above the sea of black wood and exhaled his fire breath upon the forest, to burn it to a crisp. The forest, in turn, launched such a cloud of thorns into the air, with such force and speed, which were able to penetrate the thick scales of the mighty being, rupturing its wings and making it plummet into the deadly thorns. The hole that had been created by the fall was swiftly covered up, using the dead dragon to nurture the plant.
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>>87349771
In 1.750 ABE, the florinthian botanist Luchi Calvanni began her studies about the mysterious Thornwood. After many years of trials and experimentations, she discovered that all seemingly distinct thornwood plants were, in fact, joined together by the roots. This has led many to speculate that the Thornwood is, in actuality, a singular mega-organism, the biggest living being in all of Giantstep. Calvanni also studied the reactions of the thornwood to many different stimuli, and she reached the conclusion that the plant is somewhat intelligent, capable of differentiating different levels of threat and acting accordingly, though to which level it can be considered intelligent (or as some of the more radical experts on the matter defend, sentient) is still subject of discussion. Whether the origins of the thornwood are natural, magical or alchemical, is also unknown, showing enough signs and evidences to point to all of them at once.
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>>87349783
Many legends surround the area, with plenty of speculation about mysteries could hide within it. The forest is extremely thick, and there is barely any space to allow going through and exploring it further. The growing and ever-changing shape of the forest, constantly twisting upon itself, has allowed from time to time what seemed to be passageways to the depths of the forest. Many campaigns have been launched to explore its depths, but so far, not a single one of them have returned, with the exit closing not long after the party has gone deep enough to not be able to react quickly enough. Nowadays, it is considered folly to try to explore it any further than a couple of meters once a passageway opens.
>>
What exactly are the facedancers according to the list of sentient beings? To which group they belong to?
>>
Can the Facedancers mimic the speech of the victim whose form they're assuming?
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>>87350275
I assume so. What they cannot mimic is their height.
>>
So which continent is going to get finished first, Littlestep, Scimitarian or Zemyland?
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>>87319284
>>87319305
We really need more drawfrens on board.
>>
>>87349912
probably magical construct, but they could be fey or demonic depending on how they were made
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>>87353527
Agreed.
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>>87340055
Neat, we need more storytelling.
>>
What would be the next map project?
>>
I have an idea about how liches are made in this setting. Since Vandervax is canonically the first lich, and it was born from whatever magical cataclysm in the Cursed Battlefield, the later liches have to replicate it on a minor scale to become liches. Would it work?
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>>87357888
Some people were talking about making the Drow City States map. I'll probably do the map of that once I find some time.
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>>87357897
>>87357888
There's this drow map in an earlier thread, plus some lore (which I think it's not in the wiki yet). I'll fill it with more stuff later.
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>>87357908
Halfway done with the map.
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>>87359617
Ok, so I'm adding the names of the minor geographical places, and I have a couple of questions.

>Moreelse sits in the shore of Lake Moreelse, in the valley of the Isaarn River.
Where are those in Moreelse? They aren't marked in the latest geographical map.

>Bardun Peninsula
So that one is the entire arm of Scimitarian, or just the tip where the Communities are?
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>>87360151
>Scarred Phantoms
Does it have a name?
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>>87357897
>>87357908
What's the difference between the drow and the witchelves?
>>
>>87360151
>Where are those in Moreelse?
I am guessing they are just relatively small and haven't appeared on a map yet, the scale on the maps is a lot bigger than some people seem to realize

>>87360440
Aside from cosmetic appearance?

Drow are mostly found underground and dislike the sun, but some of them have gotten used to it

Witch-elves aren't that different than several other types of surface dwelling elf, they are more of a nationality/religious cult than anything
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Ok, the maps are done. There are some geographical elements missing, if someone wants to name them (or finds the names in the lore that I have missed) please point them out.
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>>87361370
Sweet!
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What's the area where the Scatomancers live called?
"Circle of Scatology Wizards" doesn't really sound like a name for a region.
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>>87361886
Since everything there seems to be more or less made out of feces imported from Grobianism I'd suggest Dungbarrow.
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Where could this little fella find a home in this setting?
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>>87362156
probably Isle of Wizards or Lands Behind the Hedge, maybe both
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Did any more of the Seven Sacred Swords of the Azam Empire get revealed?
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>>87362087
Took the time to make a somewhat detailed map.
I'll go with Scatoley for the region name.
Included the Dungbarrows as an alternative name for the eastern Dunghills though.
Let me know if I forgot something.
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>>87365203
Here's a version with the added Wildlife as described in the Scatomancer wiki page.
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>>87365203
>>87365343
Added some names and fixed the lower rivers/bridges
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>>87360187
The island itself? Not that I'm aware of.
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>>87365203
>>87365343
>>87365397
Very poopoo map.
Good job anon
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>>87365203
lmao this is impressive
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>>87365203
>>87365343
The area above the Lump Mountains and below Sewington is referred to as soiled land by the locals due to nightsoiling experiments that contaminated the ground there and caused strange creatures and a greasy black corruption to emerge.

>The Greasy Black Corruption
After the secret machinations of some notorious Nightsoilers in the area oily black Bubbles started to appear someday. They spread in a similar fashion to some fungi and appear to form an underground "root system". It is believed that there is a central source of sinister origin deep within the muddy earth below that is the cause of these greasy springs. When organic matter such as living beings comes in contact with the black tar-like mucous sacs on the surface, the sac first coats part of the body depending on how direct the contact is, then the tar recedes, corroding and absorbing all organic material. The Brown University Scatomancers have successfully stopped the spread of this corruption in Scatoley and contained it to a relatively small and manageable area. On the other side of the border, however, these sacs have spread unchecked into the Seven Castles district, as the Scatimists feel no jurisdiction beyond the borders of Scatoley and the other Brown Pact countries (namely Grobianism, The Urine Woods and Cockaigne). The nature of the "Black Grease", as the corruption is popularly called, has been thoroughly studied, but the scientists who deal with it are still faced with many question marks. Some of the most groundbreaking insights regarding it are that the Black Grease may be some sort of singular living organism, that a forbidden combination of Scatology and Necromancy led to its creation and that contaminated areas should be avoided and refrained from entering at all costs.
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>>87365203
>Brown University
Missed oportunity for a Pimento U joke.
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>>87369879
>The Strange Creatures
The Stinkspitter are creatures with a sack-like leathery skin somewhat reminiscent of large engorged ticks. They reach the size of three horses stacked on top of each other when fully grown and saturated.
The Stinkspitters seem to drink from the springs of black grease, which bloats them and keeps them alive, although these creatures aren't technically alive in the first place. Much like a virus, they appear to be essentially dead matter that only seeks to multiply (how they do so is unknown) and spread the black corruption. Although they move very slowly, they can cover amazing distances and show no signs of fatigue. There are reports that some of them have been sighted on their migration as far away the Realm of Harmony.
When they get far enough away from the Grease Spring they drank from, they emit a foul-smelling black cloud that, like fungal spores, causes the ground they're standing on to become a breeding ground for black grease bubbles. Being close to this process is absolutely fatal as inhaling the miasma causes a terrible disease known as the Brown Plague which is a sickness not unlike the Bubonic Plague except much more disgusting and painfull. However, the deadly and contagious disease appears to be merely a side effect of the Black Grease's process of reproduction and is otherwise unrelated to its spread for as much as is known.
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>>87370091
[...]
The Scatomancers have figured out an effective method of preventing them from crossing their territory which they keep secret from the rest of the world A Thick Line of Salt. Aside from their miasm phase, Stinkspitters are mostly harmless and peaceful (as long as you don't touch them, but why would you want to). They hardly notice their surroundings and appear to have no sense of sight, smell or hearing. Attacking a bloated Stinkspitter is strongly discouraged as it will cause them to explosively release their miasma destroying him instantly and the aggressor aswell but more slowly and painfull.
Just like the Black Grease the Stinkspitters are the result of forbidden alchemical experiments combined with various types of occultism and black magic. Most of the individuals responsible for them have been severely punished or passed away.
>>
Dumping the lore for the Kinh Hee Palm Grove.

>The Cornfloor Peninsula
The Cornfloor Peninsula has always been a very sought after region. Its warm climate, mild rains and fertile soil made it quite tempting for the different nations of Scimitarian. During ancient times, the land was covered in a mix of wild forests and farmlands, and was one of the priced provinces of the Western Elven Empire. However, that status as one of the crown jewels of the fey made it a prime battleground during the wars between Azan and the Western Elven Empire. The many attempts of Azan to create a beachhead to the south of Scimitarian meant that the fights in the region were quite numerous, and the effects of war quickly took their toll, destroying most of the farmland and natural forests in the area.
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>>87370611
After the end of the wars between Azan and the Western Elven Empire, the Cornfloor Peninsula was left in the hands of the dwarven kingdoms, arrived there both as a way to repopulate the land and as to create a buffer zone between the two great powers. The dwarves created many cities in the area, and the region became the breadbasket of the Western Elven Empire, granting the dwarven kingdoms quite a lot of influence in the politics of the empire, even though they weren’t technically part of it. However, the arrival of the drow and the beginning of their uprisings would cripple the Western Elven Empire, giving birth to the drow-controlled Second Elven Empire. The Second Elven Empire was opposed by many of the races within Scimitarian, but the violent expansion of the drow managed to beat back many of the other inhabitants of the continents into submission, and that included the dwarven kingdoms. Many of the dwarven kingdoms tried to resist the authority of the drow, but the sudden and vicious expansion of the Second Elven Empire caught the dwarves unawares, and one by one they fell. By the year 1.937 ABE, all dwarven kingdoms had been subdued and absorbed into the new empire. However, the constant infighting within the drow meant that the Second Elven Empire did not last long. By 1.957 ABE, the Second Elven Empire was transformed into the Drow Confederacy, giving more autonomy to the individual cities. Even that didn’t last, and two years later the Confederacy collapsed, giving birth to the individual city-states that rule most of central Scimitarian now.
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>>87370619
This period of chaos was catastrophic for the dwarven kingdoms. Many of their cities and halls were devastated, and even after the shattering of the drow, the majority of dwarven kingdoms either disappeared or lost their independence. The Cornfloor Peninsula saw quite a lot of fighting, and once again, the region became quite damaged by war. Controlling the peninsula was essential to reach and control the gold and silver mines of the Kingdom of Kinnog, but by the year 2.606 ABE, the mines’ output became so poor that the territory lost most its importance. The region fell more and more into obscurity (its last ruler, the drow city-state of Benzovarr, finally being abandoning the land to its luck in 3.059 ABE) and with it, the Cornfloor Peninsula was abandoned as well. This allowed the many dwarven refugees in the region to coalesce in the region, living in small independent towns.
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>>87370630
At the other side of the ocean, the Azan Empire had ended its civil war, resulting in the independence of the Changrila Empire. The new nation, however, was not in a good spot, suffering great instability after many decades of war against Azan, and the recent attacks of the witchelven, plus internal instability and economic crisis. To combat this, the emperors of Changrila declared themselves god-emperors, concentrating all powers within them, and creating an aura of magnificent divinity to protect their power and authority, spending money in creating wonders and works of art. The new empire of Changrila also began dedicating great efforts to establishing relations with other nations.
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>>87370638
In 2.263 ABE, a massive typhoon ravaged the eastern coast of the Cornfloor Peninsula, which destroyed many of the drow and dwarven coastal towns in the area. Seeing this as an opportunity, the God-Emperor of Changrila, Kinh Hee the Celestial, organized a humanitarian force to help the inhabitants of the region, as a show of magnanimousness for the Drow City-States. During a diplomatic visit, Kihn Hee fell in love with the region, the sunny beaches, the crystal clear waters, the ivory sands and the gentle palm groves. However, the typhoon had uprooted many of the region palm trees, so the god-emperor decided to dedicate special efforts restoring the natural environment. Over time, however, the god-emperor’s project grew out of proportion. The many botanists, alchemists and guanologists he had brought manage to not only recover the natural environment, but to extend the palm tree forests through nearly the entire peninsula. The god-emperor ordered to bring as many different species of palm tree to the region, and hundreds of different varieties were planted in areas where before there was only farmland.
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>>87370657
This worried the drow immensely. The attitude of this newcomer made them think that Changrila had a wish to expand towards Scimitarian, just as Azan had expanded against the Western Elven Empire. Many city-states began preparing for war, but before it could all go wrong, the changrilese diplomats managed to convince the different drow cities that the God-Emperor had no intention of claiming land in the region. After signing multiple treaties of no-intervention in the area, the drow adopted a calmer attitude towards the great palm grove. The treaties between Changrila and the drow cities established that the region was to be a neutral area, proof of the friendship between Changrila and the Drow City-States, and that not one of them could claim full ownership and rule of the region. Changrila could use the dwarven docks in the region to repair and resupply their merchant fleet (but not their navy, unless an outsider attacks the region), and the drow could profit from the great natural harvests of the palm trees: bananas, coconuts, dates, sugars, wines, oils… This pact left both sides satisfied, and many changrilese nobles have set out paradisiac palaces in the region.
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>>87370670
However, this massive spending in the Cornfloor Peninsula was done at a time when the changrilese economy was suffering, and this would be one of the many things that would bring the image of the God-Emperor down in the eyes of the populous. The creation of the Kihn Hee Palm Grove would be one of the many things that would factor in the rise of the Red Lotus Congregation and the start of the Changrilese Civil War. After the end of the civil war, the fleeting Red Lotus arrived at Riririn Island in 3.047 ABE, exterminating the drow and dwarven populations in the region. The changrilese authorities would take time to notice the surviving members of the cult, and by the time they did it, they had become a piratical threat in the area, protected by the heavy storms, mists and hurricanes around the island. The drow saw the threat that the zealots posed earlier, but were too divided to launch a coordinated attack. After a couple of years of raiding the local trade lines, the Red Lotus launched multiple attacks against the Cornfloor Peninsula, trying to conquer it to get its resources in the name of Dihong Xinjianng and the "Great and Holy Celestial Father of All". However, all attacks have been pushed back relatively quickly, since the Red Lotus does not have the numbers or the logistical lines to control such a massive portion of land, and help from the changrilese navy, who sees the rebels in Riririn Island as a deadly threat to the stability of Changrila.
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>>87369879
>>87370091
>>87370134
Where does this go in the wiki?
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>>87370091
Are those natural? Or made by magic/alchemy?
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>>87364455
>Seven Sacred Swords
Have the other ones even been written or even mentioned? I can only think of windwand (which is a wand, not a sword).
>>
How many of the disappeared nations have comprehensive lore?
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>>87375267
The Khenomerics and the First Elven Empire I believe. Not that there are any other of note, apart from maybe the Drow Confederacy and the First Elanxian Empire
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>>87374518

>History of the Sacred Sword Firebrand
https://archive.4plebs.org/tg/thread/85981957/#q86074485

>History of the Sacred Sword Windwand
https://archive.4plebs.org/tg/thread/85981957/#q86040759

>Moon's Edge
https://archive.4plebs.org/tg/thread/86355397/#q86469211

>Luminor
Never got a write up but it was (and possibly still is) the Holy Sword of Azan and part of the Imperial Regalia

There seems to be an elemental theme that organically popped up but it wasn't like a planned thing.
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>>87371866
I'd say we should create a page for Scatoley and give them a paragraph on there
>>87373324
made through a mixture of alchemy and dark magic
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What's your favorite nation or lore that wasn't written by yourself?
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>>87375648
The Ogre Kingdoms, Northern Khenomeri and the Merfolk Empire also have lore written.

>>87376362
We really need to check all the threads again for stuff that is not in the wiki yet.
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The Dongchow Herder is a shaggy ball of fur of a dog that's said to be native to the Golden Hills. It's a fairly common breed found from southern Azan to western Changrila and is particularly prized by shepherds for their protective nature. Independent and moody, dongchows don't make good companions and are usually kept as simple workhounds.
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The Gongoran is a magical creature commonly found on the Isle of Wizards. Said wizards often use Gongorans as familiars as they can help channel arcane energies with their magical aura. They seemingly only eat a few times a year and live extremely long lives meaning that they can change many masters in their lifetime. Ole Croaky was a famous Gongoran that dwellt in the ancient halls of the Grand Priory of the Order of Pedants for an estimated 490 years before dying in a freak weather accident.
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Emperor Markud Aphezzar the Bellicarid is one of the more remembered azanese emperors of the 7th dynasty. It was under his leadership that the old imperial road network was rebuilt and expanded for the first time in centuries and many of those roads are still in use to this day. A bit of an egomaniac he required that his face and title be sculpted into each milestone on the network, which has led to his enduring presence in the historical memory of the empire. Over the centuries Markud's milestones have been repurposed for just about every possible use and for around 400 years during the 9th dynasty the prevailing academic theory was that the reliefs were actually gravestones for an ancient order of stonemasons until a particularly boorish antiquarian stumbled upon some ancient 7th dynasty chronicles and re-established the truth.
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Emperor Lu Zhaonazzar Bellicarid was another early 7th dynasty emperor. Almost nothing is known about his 18 year reign although histories written centuries later during the late 7th and early 8th dynasty paint him as a lover of good wine and women famous for his court of jesters which included an entire music troupe of puffing monkeys. Today he is only known because a magnificent perfectly preserved portrait of him was accidentally discovered in the archives of the Astromancers, making him one of the few pre 8th century emperors we have a contemporary portrait of.
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Are the 13 World Horrors finished already?
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>>87381869
I still think that the Mossovian Bone Dome should be a horror.
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>>87381944
Isn't it for entertainment? I don't think that counts.
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>>87362156
The Strange Meadows
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I haven't been here in a month. What did I miss?
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>>87384925
A ton of lore added. Plus the interactive map in the wiki.
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>>87383016
Considering how it was made and what goes on there, it's definitively quite horrific.
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>>87380690
>magical creature
So is it an animal created by magic, an animal imbued with magic, or an outright magical construct and not an animal?
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>>87386907
It's an animal that relies on magical energies to exist. If you were to somehow cut it away from being able to interact with magic it would promptly keel over and die.
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>>87386820
Idk honestly sounds like a fun time as long as you aren't part of the show. It feels similiar to the Theater of Beautiful Deaths in the Witchelven empire except the artistry of murder is replaced with necromancy and that one insn't a world horror either.
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>>87388103
Also raising things that are already dead and can feel neither pain nor other emotion is arguably less cruel than doing the same thing with living and breathing beings.
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>>87388126
>>87388103
Fair enough.
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>>87383016
>>87386820
>>87388103
I mean this opens the deeper question of what these "x wonders/horrors" lists actually are. Are they out of universe or in universe lists? If the latter who wrote them? It's not like the IRL 7 wonders of the world had any sort of objectivity behind them it was just a bunch of landmarks that happened to exist in the Hellenistic period and which the greek writers of the time sort of agreed were cool, there wasn't any real universality. And all of the later lists is just 19th century historians backsolving lists for various eras they were interested in. So if we don't really know what the lists are even supposed to be its going to be difficult to decide what should or shouldn't be on them.
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>>87388219
I imagine it would be something a wise man saw during his travels throughout the world. A Marco Polo of sorts.
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>>87388219
Yeah it's prob an in-universe list.

Depending on when it was compiled it could either be a chapter of Arnold The Elders "The Histories" (written in the 5th Azan Dynasty) or it could be a later work inspired by it. (Or hell if the list came before, maybe it's part of a long in-lore tradition of grouping things into Oda-tier lists.)
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>>87388239
If the lists are supposed to be some sort of account of the world travels of some "civilized" merchant from the east or west that have since become "canonized" and widespread then yeah the bone dome could totally fit. I don't think your average Drungizar or Nasrid merchant is going to be particularly receptive to the refined intricacies of necromantic sports.
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>>87388290
there are different lists for wonders and horrors

the horrors list(s) seems more exclusive with certain things that only a high level adventurer/magic user would be able to visit and survive
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Why is there a new thread already when this one isn't even at bump limit?
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NEW THREAD, NEW THREAD

>>87388478
>>87388478
>>87388478
>>87388478
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>>87388533
Valid point. Let's wait until bump limit is reached next time.



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