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/tg/ - Traditional Games

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>Thread Question: How does witchery work in this setting and how can it be differentiated from black magic?
>Thread task: Expand on one of the existing witches lore
>Another thread task: Create a new witch, coven or sabbath location for one of the nations
>Yet another thread task: Help expand the WItchlist by filling in the gaps

>Ye Old Bog Witch (Witch Bog)
>Mutäa (Witch Bog)
>Lustra (Witch Bog)
>Kikiraka (Witch Bog)
>Jarackna (Witch Bog)
>Morkdrak (Witch Bog)
>Yuma (Witch Bog)
>Urkdra (Witch Bog)
>Norn (Witch Bog)
>Muckra (Witch Bog)
>Pestara (Witch Bog)
>Urd (Witch Bog)
>Verda (Witch Bog)
>Suld (Witch Bog)
>Vegna (Witch Bog)
>Worna (Witch Bog)
>Auntie Heigi (Crimson Kingdom)
>Auntie Mold (Zapalovach)
>Mother Dearest (Zapalovach)
>Hag of Uska (Platinum Princedom)
>Morwenna (Witchelven Empire)
>Gorgotha (Dark Goddess)
>Nichtmair (Dark Godess)
>Kagal (Dark Godess)
>Kahunoa (Dark Godess)

>Mirewenches (Witch Bog)
>Coven of Sh*t Witches (Scatoley)
>Unholy Concubines (Witchelves)
>Coven of Black Velvet (Althassel)

Sabbath Locations:
>The Festerroot Tree (Zyla Gora)


>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

Project Ideas:
>Extended Compass
>Hand drawn map
>Diplomacy Map
>TL;DR for all the nations

Previous thread
I would avoid putting lists like that in the OP. It bloats it too much.
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1 - https://suptg.thisisnotatrueending.com/archive/2022/84774616/
2 - https://suptg.thisisnotatrueending.com/archive/2022/84847594/
3#1 - https://suptg.thisisnotatrueending.com/archive/2022/84864673/
3#2 - 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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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 - https://suptg.thisisnotatrueending.com/archive/2023/87267880/
35 - https://suptg.thisisnotatrueending.com/archive/2023/87388478/
39 - Someone archive this
38 - Someone archive this
Google Doc Link for the timeline. As updated as it can be.

> The Ogabo Bubbling Demon Pit is still not added to the 13 Horrors page
This is not cool guys >:(
Wrote up a new coven. This is just a Coven, please do not consider Ogabo Desert Lore finished after this, I hope someone else picks it up and writes some lore for the Ogabo desert itself.

> Witch Coven
The Coven of Frozen Djinnmaiden also known as the Maidens of the Frozen Sand is a powerful group of witches who operate in the western region of the Ogabo Desert, near the mysterious palace of ice. They are known for their mastery of ice magic and their worship of djinns and pacts. It was founded when a Djin betrayed his ancient pact to save the life of the founder of the coven Zaihra the Sworddancer. Not a witch herself prior to that the Frozen Djinnmaiden are a rare formation of witches which also demands it’s members learn the Tolbari art of sword-dancing, a more deadly form of a seductive dance female entertainers perform for chiefs and lords.
The Tolbari nomads tell tales of the Coven's dark rituals and sacrifices, of how the witches summon djinns and bind them to their will, using them to unleash destruction and chaos upon their enemies. They say that the witches are able to control the elements themselves, summoning blizzards and sandstorms to destroy entire cities. The nomads view the Coven as a curse upon the land, and pray to the spirits of the desert to protect them from their wrath.
The Coven of Frozen Djinnmaiden is led by the powerful and infamous witch, Zalika. She possesses unparalleled powers of ice and sand control, able to summon djinns and bend the elements to her will. Her true power lies in her cruelty and brutality, using fear and destruction to rule her coven. She is a force to be reckoned with and not to be underestimated, as those who encounter her and don’t show propper respect will face certain death.
Another powerful member of the Coven of Frozen Djinnmaiden is An’Nura. She is known for her ability to manipulate the minds of others and to cast powerful illusions, giving them a sense of weight and touch by creating a layer of ice within each created illusion.. She is often seen as a charismatic and persuasive leader, who is able to convince others to follow her lead.
The Coven of Frozen Djinnmaiden is known for their evil rituals, which they perform to gain power and to appease their djinn allies. They are said to sacrifice animals and even humans to the djinns, in exchange for their favor. They watch over the sabbaths at the Ogabo Bubbling Demon Pit, where they perform dark magic and sacrifice demons to gain their power. The Bubbling Demon pit is desired by Necromancers, alchemists and Dark mages alike and it is the unfortunate duty of the Djinnmaiden to keep it in the control of the covens, a duty they may or may not be aided by the other covens. At least officially the Pit-guard is supposed to receive a tythe of witches from all other covens to ensure the unholy site remains accessible when the next sabbath commeth.
The Tolbari nomads view the Coven of Frozen Djinnmaiden with fear and dread, believing them to be divine punishment for their lack of devotion to the spirits of the desert. They warn outsiders not to approach the palace of ice, for fear of the witches' wrath. They speak of the powerful leader of the coven, Zalika, in hushed tones, as if her very name carries a curse.
Despite the danger and evil associated with the Coven of Frozen Djinnmaiden, there are some who seek out their power, in hopes of gaining control over the elements and the djinns. These brave souls journey to the palace of ice, in hopes of being accepted into the coven as apprentices. However, those who do so risk falling under the witches' control and becoming pawns in their dark plans. Many of those who join the Coven are escaped slaves, courtisans, and prostitutes, seeking to gain power to exert revenge against those who wronged them.
It's gonna be real awkward explaining to the new people why thread 38 came after 39.

So next thread is 39#2?
Yes, I guess. I'll update the >>87551222 document once the previous thread is locked. If we all check the document before creating a new thread, this will be the last time we make a mistake like that.
So setting witches thematically are:
> Mirewenches
Slavic baba-yaga style witches - basically those nice ladies from Velen in Witcher 3, let's be honest here
> Unholy Concubines
What if Dark Eldar also worshiped Slaanesh on the side? *with a pinch of D&D femdowm drow thrown in

> Coven of Shit Witches - I propose making them piss-witches instead as there are already scatomancers

Discout Scatomancers, bit more dark magic and weird scatt-pacts less proper sciency wizardry I presume?

> Coven of the Black Velvet
Pact-maker maybe fey-trickster style witches? Ma mix of the Oracle of Delphi, Classic western witches and D&D hags.

For their 'history' I propose that the Isel of Wizards was once fought over by Schools of Wizardry and the Alliance of the Black Velvet. The witches obviously eventually lost and they are in decline their area of operation being minimal holding sway over a few islands and maybe some of the Drow Citystates. I do think adding this former fallen competing force to the Island of Wizards could make it more dynamic

> Frozen Djinmaidens
Arab Bellydancers who are djin controlling ice-wizards. I know gabo is a desert, but they give me soft Kislev and Narnia vibes.

> I have a proposal - the rewrite of certain names

I think certain places after having recieved lore need a change to their name to what they would actually be called in character.

Witchelven Empire could be Witchelven Imperial Dominin. Gnoll Empire, Isle of Wizards, Drow Citystates, Kingdom of poker/tarot, Mermaid Empire, Not!Redwall, (and some other hedge places) etc. Could all use in-setting names.
Finally finished the List of kings of Drunigzar. Took me a while to finish this.

>List of the monarchs of the Kingdom of Drunigzar
This is a list of Drunig monarchs, that is, rulers of the Kingdom of Drunigzar. Before the creation of the Kingdom of Drunigzar, the region was part of the Kingdom of Nogar, and thus it followed the ruling of the kings of Nogar.

>Titles of the Monarchs of Drunigzar
The monarchs of the Kingdom of Drunigzar use the titles of “King/Queen of Drunigzar” and “King/Queen of the Drunig” interchangeably, though nowadays the latter is barely used. They also use the title of “Lord of Panisfribio”; back when the city was the capital, though it is now combined as “Lord of Panisfribio and Tarracotennas” once the coastal city became the capital of the nation. After the economic expansion, they also added the titles of “Head of the Royal Merchant House” and “Supreme Captain of the Expeditionary Forces”. Some royal advisors have suggested to create the title of “Ruler of the Lotus Island” to secure the claim over the island against other possible nations, but until there is a way to safely colonize the island, the monarchs have refrained to create it.
>Menelaian Dynasty (2.111 ABE – 2.443 ABE)
The Menelaian Dynasty was the first line of rulers of the Kingdom of Drunigzar. They received the lands of Drunigzar as a feud by the nogarese king Firedian the Third in 2.111 ABE, as a way to delegate the protection of the northern waters of Nogar from the pirates established In the coast of Drunigzar. The first ruler of the Kingdom of Drunigzar, Menelao the First, used to be an old and loyal member of the royal retinue of Firedian, having served his father before him. Menelao was an old man when he got the throne, and his status as a competent knight and wise ruler was enough to keep the noble knights at the center of the kingdom at bay, though tensions between the crown and the knights would be a constant throughout the dynasty. Menelao the First, as well has his second son, Menelao the Second, set the basis for the administration of the kingdom for many centuries to come, though due to many factors (the crown’s lack of resources, tensions with the knights and their infighting and having to combat the pirate threats), the kingdom didn’t grow beyond a backwater in Eastern Giantstep.
Menelao I “the Old” – 2.111 - 2.136 ABE. Menelao the First was the first king of Drunigzar, and the founder of the Menelaian Dynasty. His rule was marked by the constant tug of war between the drunig feudal knights and the need to create an unified kingdom, taking many elements from nogarese law and administration and applying them there. However, he was a warrior knight, and not a scholar, so this work was left to his council. Despite his age, his experience in fighting the pirates and dealing with fellow knights managed to garner him a great deal of respect by the drunig nobility, even if he had to ask for help of the nogarese from time to time to fight the pirates.

Menelao II “the Truthful” – 2.136 - 2.160 ABE. The second son of Menelao the First (the firstborn had died fighting the pirates before he could inherit the throne), he continued his father’s works of structuring the administration and code of law of the kingdom. A much more scholarly man than his father, he actually took an active part of shaping the legal code, strengthening the power of the cities to incentivize a more efficient taxation. Nowadays, the expression “to give a menelaian advice” means “to give reasonable advice”.
Sebastiaan I “the Bearded” – 2.160 - 2.188 ABE. Sebastiaan I was the firstborn of Menelao II, and he cemented the power of the Crown over the knights through the sheer force of his charisma. A giant of a man, he was looked upon with awe and adoration by the knights and the people, and was extremely successful fighting the pirates. His fights against the pirates at the north of the kingdom are recorded in poems and theatre plays, especially his personal duel with the captain of the “Red-Eyes”, a particularly violent bandit attacking unprotected fishing towns, which ended in Sebastiaan breaking the warlord’s back on his knee.

Menelao III “the Eloquent” – 2.188 – 2.230 ABE. Menelao III was the firstborn of Sebastiaan I, and he was very different from his father. A scholar through and through, he barely partook in fighting the pirates in person. Instead, he had spent his childhood in the court of Nogar, learning in their libraries and archives, becoming a skilled orator. This made him very popular with dignitaries from other countries. He also began the construction of the Theatre of Panisfribio, perfect to receive diplomats.

Filippo I “the Alchemist” – 2.230 – 2.280 ABE. Filippo I was the third son of Menelao III, and out of his seven children, the only male heir Menelao III had. Filippo saw his father as a great role model, but unlike his father, he focused his tenure in studying the arts of alchemy. His rule was marked by a creeping weakness that saw the pirate raids steadily increase, and tensions with the drunig knights began to arise once again. His biggest contribution to the drunig code of law was the “Decree of the Wise”, which allowed the full rights to the king to change the line of succession. In practice, this allowed the drunig kings to choose which of their heirs would be king, be they their sons or other family members, ignoring the natural line of succession.
Filippina I “the Regal” – 2.280 – 2.305 ABE. Filippina I was the first daughter of Filippo I. Since he had no male heirs, many believe his “Decree of the Wise” was made with the intent of guaranteeing his daughter’s rule before his passing. Filippina was, much like his grandfather, a scholar, but with a much sterner character, something she demonstrated by the stoic way she dealt with the deaths of her sons during childbirth. She focused in fixing the deteriorating ties between the drunig knights and the Crown. To that end, she adopted a more modest and frugal court life, to appease the more austere tastes of the knights. At the same time, she made great efforts to renovate the capital of Panisfribio, to make it justice as the capital of the kingdom. The Royal Castle began its construction during her tenure. To this day, Filippina I is a revered figure in the city, seeing her as a stern but fair queen that favored them greatly.

Perdicas I “the Mad” – 2.305 – 2.308 ABE. Perdicas I was the only surviving son of the queen Filippina I. His other two sons died during childbirth, and so Perdicas was the only possible heir she could choose. A man of bloodthirsty temperament, his clear mental problems and made obvious for everyone he was unfit to rule. His violent tantrums against his court and his vassals were quickly brewing major discontent in the kingdom, both within and with Nogar. Fortunately, he died very soon after an accident with his horse, who kicked him in the head after it had taken one too many whippings by the king.
Philiscus I “the Almost Sane” – 2.308 -2.318 ABE. Since Perdicas I had no heirs, the crown went to Philiscus I, the grandson of one of Filippina I’s sisters. This was done after much politicking, and thus it led to Philiscus owing too many favors to some of the more powerful knights of the realm, which opened a door for corruption within the court. Philiscus also suffered from debilitating bouts of epilepsy, which left him bedridden for days afterwards, unable to articulate coherently. Unable to fix the growing problems of the kingdom and physically weaker by the day, he abdicated in 2.318 ABE, leaving the rule to one of his cousins.

Paolo I “the Humble” – 2.318 – 2.361 ABE. Paolo I was the cousin of Philiscus I, and his rule was marked by the great efforts of the Crown to push back the piracy at the coast. Due to the corruption that had grown in the Court during the previous kings, he had to ask for help to Nogar very frequently, gaining the surname “the humble” due to the many letters of thanks he sent to the nogarese kings.

Filippina II “the Dancer” – 2.361 – 2.414 ABE. Filippina II was the firstborn of Paolo I, and her rule continued her father’s work of cleaning up the pirates from the coast. She also was a very skilled socialite, organizing great balls, festivals and tournaments to sway the knights, all while pushing them against each other to reinforce royal authority over them. This did lead to private wars between some of them, but the weakened knights were swiftly punished by breaking their bows to defending the land, and their lands were seized and shared between the Crown and more loyal knights.
Menelao IV “the Chaste” – 2.414 – 2.443 ABE. Menelao IV was the fifth and youngest son of Filippina II. A reclusive man, borderline on the crippling, he was nevertheless a gifted administrator and lawmaker, and this talent was what made her mother choose him as king before her other sons. His reform saw the recovery of the much-depleted treasury he had inherited from his mother, and he managed to do so while reducing taxes to the farmers and cities, making him extremely popular despite his strange life habits. Rumors said that his shyness was so hampering he could never even look at other member of the opposite sex in the eyes. Even though he married (mostly forced by his advisors), he never fathered any sires. To avoid a succession crisis, he decided that the next king of Drunigzar would not be anyone blood related to him, but rather one of his trusted men, Aeropo of Avinoa, starting the Avinoan Dynasty.
>Avinoan Dynasty (2.443 ABE – 2.509 ABE)
The Avinoan Dynasty was the second dynasty who ruled the Kingdom of Drunigzar. They came from the House of Avinoa, one of the most successful noble houses. Having grown quite rich and influent at the service of the Menelaians, they quickly gained fame of being brave and trustworthy, something that was shown with the first of the Avinoans, Aeropo I “the Bold”. However, his successors were seduced by power, and quickly drove their house, and nearly the entire kingdom, into ruin.
Aeropo I “the Bold” (and “the Bald”) – 2.443 – 2.479 ABE. Aeropo of Avinoa was crowned king in 2.443 ABE, and quickly proved to be an efficient king. During his rule, he launched multiple raids against the pirates in the coast and reinforced the defenses at the border, coordinating with Nogar to bring bandits and criminals to justice. He was also famous for being bald from a very early age, having lost his entire hair before his 20s. He got his nickname when he saved a couple of servants who had been trapped in a fire in the Royal Castle, jumping into the flames to bring them to safety, and losing all his hair in the process.

Aeropo II “the Sad” – 2.479 – 2.485 ABE. Aeropo II was the second son of Aeropo I. His rule was marked by personal tragedy. His lover and wife, Queen Nitalia, was a potter who worked at the castle, and the two had fallen in love when they were kids. Despite their different origins and class, he managed to hide her lowly upbringing by crafting and fabricating many titles and noble origins for her. Needless to say, the entire Avinoan family opposed the marriage, but Aeropo was a determined man, and managed to pull it through. However, Nitalia died during childbirth a year after the wedding, and their daughter died a week later. This completely broke Aeropo, and began falling into deeper and deeper bouts of depression, incapacitating him from ruling efficiently. Under this absent leadership, corruption and fights between the knight houses became common, and the country’s economy worsened by the day. He appeared dead in his room in the year 2.485 ABE, having consumed a powerful poison, and rumors still debate to this day whether he was assassinated or if he had committed suicide.
Maria I “the Vain” – 2.485 – 2.499 ABE. Maria I was the niece of Aeropo II, and right from the beginning of her rule she proved she wasn’t meant to wear the crown, and she was only there due to Aeropo II’s depressive apathy. Vainglorious and self-centered, she only cared about granting to herself the most luxurious life possible, emptying the coffers of the kingdom at a frightening rate. Corruption run rampant, and the cities became havens for crime.

Sebastiaan II “the Arrogant” – 2.499 – 2.509 ABE. Sebastiaan II was the firstborn of Maria I, and he inherited all of his mother’s vices. Arrogant to the point of derangement, he was well known to be a lascivious man, lusting over his knights’ wives and daughters. Running the treasury to the breaking point, he was ousted from power after he forced himself to one of his knight’s young daughters. This led to an internal revolt, and Sebastiaan II was taken down by the knights, who set their differences and rivalries aside to punish the affront. The knights executed him by throwing him from a window of the castle inside of a bag, to rob him of any honor.
>Engolina Dynasty (2.509 – 3.161 ABE)
The Engolina Dynasty was the third and current dynasty ruling the Kingdom of Drunigzar. They were the chosen dynasty to occupy the throne after the successful coup against Sebastiaan II “the Arrogant”. Since the state of the kingdom at the time was dire, the engolinan kings had to take dramatic measures to make sure the country stayed in place. This would turn out to be a great thing, since due to the decisions of some of their more brilliant monarchs, and thanks to the tide of history, Drunigzar would not only recover, but also become one of the biggest powers in Eastern Giantstep, becoming a trading powerhouse in the seas of the east. This new state of affairs would change many things in the lives of the drunig, and the nation had to evolve quickly to take advantage of these changes. The engolinan kings managed to lead their people with great skill, and the Engolina House has gathered now a prestige never before seen in the history of the kingdom, even if there have been a couple of bad apples along the way.
Manuel I “the Hero” – 2.509 – 2.529 ABE. After the uprising that took down Sebastiaan II, the knights decided to crown Manuel of Engolina, a particularly unexceptional man in the eyes of most knights, they saw him as a weak enough to be puppeteered from the shadows, while granting more power and land to the nobility. To the surprise of many, Manuel I would prove to be anything but that, and would end up being a very well respected man in the eyes of the common folk. Knowing that his power base was tenuous, he invested quite a lot in the recovery of the urban economies, especially those at the coast. He reduced spending at the court and sold many of the more extravagant acquisitions the Crown had done during the avinoans. He also led many raids against pirate hideouts in person, depending more and more in a combination of his knights and urban militia. He gave back all of the treasure he rescued to the poor and the needed in the cities, gaining him enormous support, enough to use it as leverage to keep some of the more ambitious knights in check. Some tales spoke of a rogue knight who tried to rally up the population against the king, only to be rushed by the crowd and hanged upside down in the city’s bell tower. While he was able to stem the financial bleeding of the kingdom, he was not able to make a dent on the enormous debt they had acquired.
Manuel II “the Fisherman” – 2.529 – 2.559 ABE. Manuel II was the firstborn of Manuel I. His experiences alongside his father in the coastal cities made him fall in love for the sailing life. He pushed hard for the creation of a stronger navy, to prevent raids to the fishing towns and trade routes near the shores. This was harder than it sounds, since Drunigzar’s barren lands barely had any wood to begin with. Manuel II bought many old nogarese ships, and then refurbished them to work as fast coast guard. Manuel II would be the first to send emissaries to the Woodcutter Cities in Littlestep, something that would have tremendous consequences later down the line.

Menelao V “the Pious” – 2.559 – 2.581 ABE. Menelao V was the third son of Manuel II. A very religious man, he invested quite a lot in building many temples for the cities. He also pushed for the opening for many quarries, since the growing fishing fleet meant that wood for constructing buildings was becoming more rare. This would let to the discovery of some marble and granite mines, though they wouldn’t be fully exploited until much later.

Hippias I “the Brief” – 2.581 – 2.582 ABE. Hippias I was the second son of Menelao V. He barely got to rule a couple of months when he decided to migrate to the Lotus Island and join its inhabitants into the consumption of the black lotus. To this day, nobody knows why he did it.
Marissa I “the Architect” – 2.582 – 2.639 ABE. Marissa I was the sister of Hippias I and fourth daughter of Menelao V. Marissa continued with the renovation works of his father, shoring up the docks and renovating the coastal cities. She pushed for the expansion of the docks of the city of Segaltar, to build the fishing ships and to repair the purchased warships. Her biggest contribution was the Great Watchtower of Segaltar, used as both a lighthouse and as a lookout against pirates and raiders.

Rita I “the Desired” – 2.639 – 2.670 ABE. Rita I was the third daughter of Marissa I. A woman of exceptional beauty all throughout her life, she was considered to be blessed by the gods. Many knights and nobles dueled to the death just for the chance of courting her, and this spiral of violent attention around her is thought to be the reason she never married or had any children. She was also an extraordinarily charismatic speaker, able to convince anyone to do her bidding after just a couple of minutes speaking to them. This combination managed to distract many in the court of the fact that during her rule the piracy began growing again, beyond what the recently acquired fleet could handle.
Paolos II “the Shipbuilder” – 2.670 – 2.705 ABE. Paolos II was the nephew of Rita I. One of the most important kings (some say the most important king in the country’s history) he spearheaded the changes that would led the Kingdom of Drunigzar from a backwater to a thalassocratic power. During Rita I’s rule, piracy had grown to intolerable levels, and the nogarese authorities were more disinterested in helping their neighbor. Despite the growing coastal fleet, there were not enough vessels to protect the entire coastline, and by the time the fleet arrived, the pirates had sailed into the Southwest Sea. Fearing a collapse of the economy, Paolos II scrambled to buy as many war vessels as possible to push back the pirates. By 2.680 ABE, he had gathered enough ships to push back most of the pirates to other waters (causing a flood of piracy in the neighboring countries as a side effect), and by 2.690 ABE he had pretty much cleaned up the shores of the kingdom from pirates and bandits, something no other king had managed to accomplish. This effort, however, had left the kingdom horribly in debt. Seeing a collapse that could cost him his kingdom and his head, he took every single vessel he could spare, both from his navy forces and the many ships captured from the pirates, and began hatching a plan. He knew the resources of Drunigzar were hopelessly limited, and so the riches he needed to pay back the loans had to be found elsewhere. Therefore, he organized all the artisan guilds in the kingdom to produce as much as possible, to sell then elsewhere. Anything with any value would be accepted, from flowerpots to weapons. He also pushed for many exploration trips for any unearthed treasure, which mostly centered on the ruins of the Merfolk Empire.
Many drunig, especially in the coastal cities, saw this as a great opportunity to improve their lot in life, unaware that the kingdom was at the brink of financial ruin. This saw tens of thousands of volunteers partaking in these voyages of discovery, which did indeed prove successful. Not only they would unearth quite a lot of treasure, they would also find many pirate hideouts, and after informing the navy of their locations, they took their accumulated wealth as well. While many of the neighboring countries saw this as grave robbing, they tacitly accepted it, since they had to get their loans paid somehow, and ancient Merfolk gold could be sold at a great price. Meanwhile, the trading projects were also successful, since they were willing to accept much lower prices than more established merchants were. The more they sold, the more they could buy and sell elsewhere at a profit, and they began needing to acquire more vessels, mostly from Anchovia, Nogar and the kingdoms from the Pinewood Peninsula.
This process was surprisingly successful, surprisingly fast. Paolos II had expected to pay his debt in around 100 years, but by 2.700 ABE the debt had reduced significantly, the economy of Drunigzar was booming, and the fleets of the nation (both the crown’s and private ones) were growing fast. The drunig people had proved to be very competent, if ruthless, merchants and traders, outcompeting many of their neighbors in the area. This wasn’t done without some unsavory dealings and dark deeds, especially once the drunig began gaining momentum, but the newfound influence of the kingdom made those willing to complain think it twice. Seeing this, in 2.700 Paolo II ordered the start of a massive project to push Drunigzar into a massive trading power: he invested heavily in the expansion of every dock of the kingdom, the creation of many shipyards, they sponsored the construction of new and modern trading and navy ships… Paolo II also became the founder of the Royal Merchant House, which would focus on some of the most profitable products of the kingdom, and hire some of the most skilled sailors and merchants. This enormous investment attracted many outsiders to the kingdom, and many of them began opening banks in the region, seeing as loans were needed to fuel this quick development. Many experts believe this rate of growth was, under normal conditions, unsustainable, due to the many tensions brewing against drunig traders, lack of a proper legislation and lack of their own resources. If the neighboring nations would had created customs against the drunig merchants, the burgeoning economy would have collapsed quickly, and many believed that the reasons behind the lack of action against this aggressive growth was due to interests and corruption on the part of the other nations’ officials, who saw these new merchants as easy sources of bribes.
By the time Paolo II died in 2.705, he had ended the pirate threat that had bled the kingdom for centuries, fixed the crippling economy of the nation turned one of the poorest nations in Eastern Giantstep into a burgeoning power. His personal title, “the Shipbuilder”, it references not only his great push towards the sea, but it is also meant as the father of the nation, and the title cannot be bestowed upon anyone else.
>Slavic baba-yaga style witches
Umm what? No. That's not even close.
Rogelio I “the Admiral” – 2.705 – 2.733 ABE. Rogelio I was the second son of Paolo II. A man who saw the changing tides of the nation, Rogelio I continued the reforms of his father. In particular, he saw the need to create a powerful navy to defend the trading ships, especially once they leave the waters of Drunigzar. To that end, he created the Royal Navy Academy, to prepare future captains and admirals, as well as the Royal Engineering Academy, to avoid depending on foreign ship designs and manufacturing. Rogelio also pushed for a more effective organization of the army, but these efforts were mostly blocked by the knights. He also had to deal with the effects of the war between the Gnoll Empire and Nogar. The crippling defeats suffered by Nogar at the hands of the sea of gnolls caused a mass exodus to Drunigzar, making the population of the kingdom skyrocket. This would turn out to be a boon for Drunigzar, since the first ones to seek refuge were some of the richest men in the regions in the path of the gnoll, looking to save themselves from the hordes. The growing economy of Drunigzar was a very alluring proposition for them, and many of them began establishing themselves in small coastal towns, making them grow into true metropolises. They also brought alongside them many capable personnel, from lawmakers to artisans to bankers, all capable minds that were useful for the growing kingdom. Rogelio I received them with open arms, and many towns and cities founded by nogarese immigrants still have the effigy of Rogelio I engraved in the public square.
Rogelio II “the Little Admiral” – 2.733 – 2.745 ABE. Rogelio II was the firstborn of Rogelio I. A near identical man to his father, he continued with the reforms began by Rogelio I. He also managed to convince finally the knights to accept the new reforms to the military organization of the kingdom, giving the weight of the defense of the nation to the navy, and leaving the knight houses as secondary lines. This was done in exchange of giving them a say in the formation and organization of the new Drunig Army (which would eventually be sidelined once again to be a garrison force, with the Expeditionary Force being the main land forces of the kingdom). He also moved the capital to Tarracotennas, finding the coastal city a much more adequate place to direct the nation from than the old fortress city of Panisfribio.

Maria II “the Banker” – 2.745 – 2.777 ABE. Maria II was the third daughter of Rogelio II. A woman more interested in business than any other affairs, she focused in creating a strong economy first and foremost, sending as many dignitaries and emissaries to the nations of Eastern Giantstep, so that the kingdom could conduct business there. She also tried to create a coin with guaranteed value, but the lack of precious metals to account for all the trade made that impossible.
Not!Redwall already got changed to Windwillow.
Not sure what it's called in the wiki though.
Filippina III “the Mother” – 2.777 – 2.791 ABE. Filippina III was the firstborn of Maria II. A small and sickly child at birth, she had somehow grown to become a brawn, muscular and tall woman, overshadowing even some of her Royal Guard. Legends tell that she had been kidnapped by the God of Action when she was a kid, and had been blessed by the deity after she survived the god’s trials. Despite her frightening appearance, she spent great efforts in improving the conditions of the poor and downtrodden in the growing slums of the drunig cities. She invested in the reconstruction of part of the capital to make it more hygienic and avoid epidemics. She was not a businesswoman, though, and mostly left the handling of the economy to the king, a small man from a nogarese noble house with great experience in business and money loaning.

Filippina IV “she of Red Eyes” – 2.791 – 2.839 ABE. Filippina IV was the firstborn of Filippina III. Cold and ruthless, she lacked any of the charms of her mother. It was said that her stare could make a man freeze in place, and she used that aura of intimidation to great success to cease many attempts of the new nogarese fortunes to meddle beyond their remit, as well as the many knight houses complaining about the changes in the way of life of the drunig. She also dealt a lot in weapons, taking great advantage of the disintegration of the zemylander nations at the time and the expansion of the Princedom of the Platinum Strait to build a massive fortune. This gained her a reputation of being a bloodthirsty woman, even though in reality she never even held a sword.
It has no article in the wiki, since it has no lore. It's named Windwillow in the interactive map, though.
Wasn't the Bog Witch some eldritch god tier hag who had a lot of breasts because she was originally lactation fetish stuff.

Then the bog witches experimented a lot on local wildlife even ogres. They certainly don't give me hot pretty lady hugging frog vibes.

They give me mutilated grotesque looking eldritch horror which eats children and experiments on live animals vibes.
Jus I “the Wise” – 2.839 – 2.860 ABE Jus I was the second son of Filippina IV. A taciturn and silent man, he was the first to realize the growing problem of the drunig population. Since the beginning of the economic expansion and the nogarese migrations, the population had been growing at an accelerated rate. And while they had managed to provide for the increasing numbers of people through food exports and increased fishing, there was little to no way this was going to be sustainable. If anything happened to the food supply, or if the fortunes of the drunig suddenly turned, starvation would run rampant in the nation. Thus, he set his efforts into optimizing food production. He made many reforms to guarantee the storing of foodstuffs in case of emergencies. He also set to make a census to calculate exactly how many people lived in the country at the time. His most important contribution, however, was his agricultural work. He gathered some of the most brilliant minds he could find, as well as many masters of the mystical arts (from magicians to alchemists) and set them to find a way to create a solution to the food problem. The result of this was the creation of the Drunigzar’s Institute of Agriculture in the city of Mibridor, an organization with the singular goal of making the mostly barren lands of Drunigzar capable of growing something. This has led to admittedly poor results, with many guanomancers still struggling to enrich the lands in enough quantities to be viable to this day. Their biggest success was the “alchemical bubble caves", small structures inside of which one could recreate the exact conditions to grow a species of plant. The system is quite successful for production of rare species needed in small quantities, but it utterly fails to provide enough food to feed the population reliably.
Menelao VI “the Great Knight” – 2.860 – 2.899 ABE. Menelao VI was the second son of Jus I. A more brash and adventurous man than his father, he partook in many of the raids against bandit hideouts in the mountains, as well as fighting pirates in the sea. He was highly popular with the knight houses, and he garnered upon them a lot of social prestige, though this did not translate into tangible power. He also reinforced the old nogarese fortresses to the south, which now were the purview of the Kingdom of Drunigzar.

Rogelio III “the Goat Herder” – 2.899 – 2.917 ABE. Rogelio III was the third son of Menelao VI. He greatly admired his grandfather and his projects to secure food production, and he pushed for even more aggressive reforms and research in the field. However, his projects were much less successful than his grandfather’s, with the only remarkable thing during his reign being the push for increasing cattle heads in the land.
Paolos III “the Explorer” - 2.917 – 2.951 ABE. Paolos III was the firstborn of Rogelio III. Like his father and grandfather, he was quite worried about the growing population and risk of failing to provide for them. Unlike them, however, he was much more proactive than they were. Instead of starting projects that would take decades, if not centuries, to give fruit, he reasoned that the simplest way to solve Drunigzar’s problems was to expand the land of Drunigzar. This would translate into the colonization projects, which would mark the drunig colonies for decades to come. In addition, since the drunig fleet had become at that point one of the most powerful in the entire eastern seas, now was the perfect time to expand its influence to the south. However, this project would not begin until many decades after its initial draft. Paolos had to prepare many things before even thinking of taking land, from diplomatic training to preparing the armies and navy in case of war, to getting enough resources and volunteers to begin the project. The protests from within were plenty, but the successful creation of the drunig colony of Novo Porto in 2.942 ABE silenced most of those, even with the complaints from Nogar. Paolos III was also infamous for being the first king to establish relations with the Gnoll Empire (besides the Necrocracy of Okhost), something that horrified and appalled many neighboring nations. The safety that this granted, however, was great, since the Gnoll Empire was many magnitudes bigger and more dangerous than Drunigzar could combat if they eber became embroiled in war. This guaranteed that the only thing Drunigzar would have to focus on is their sea borders.
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>I propose making them piss-witches instead as there are already scatomancers
We already have those. They are called the Daughters of the Morning Stream. Urinomancers don't exclude women from their respective field of study. The daughters aren't really witches but proper alchemists though. Even if the kingdom of tarot scholars would probably disagree on that.
Jus II “the Patient” – 2.951 - 2.994 ABE. Jus II was the firstborn of Jus I. He pushed to make Novo Porto as much as a successful colony as possible, granting it fiscal bonuses and cheap housing, which made it grow very fast. The success of Novo Porto, however, did not mean that the colonizing project was going smoothly. The infamous incident with the Otamlar people costed Drunigzar an entire region’s worth of trade, which became a national scandal. Jus II pushed for more rigorous training and education for diplomats, to avoid something like this from ever happening. Jus II also stopped the (official) sale of drunig ships to the gnoll, to avoid creating conflict with their neighbors.

Jus III “the Healer” – 2.994 – 3.022 ABE. Jus III was the third son of Jus II. His rule was marked by an epidemic that ran rampant throughout the kingdom, and spread fast due to all the sea trade. Jus III was able to keep the damages low, but thousands died in the cities, especially in the poorer slums. Jus III founded many centers of healing and treatment, having to push back the colonization plans until this problem was resolved.

Philiscus II “the Silent” – 3.022 - 3.033 ABE. Philiscus II was the only son of Jus III. During his childhood, an accident damaged his vocal cords, leaving him unable to speak above a whisper. To compensate for this, he avoided most public showings and speeches, something that frustrated many in the court.
Good to know I did notice the hobbit place was changed to 'Hereby' as well. Should we edit the 'main map'? I think we at least should change completely retconned stuff like how Lesandris sank recently.

I think it was moved to have been millennia ago instead so we have an Atlantis rip off rather than something unique.
Rogelio IV “the Pirate Slayer” – 3.033 – 3.050 ABE. Rogelio IV was the second son of Philiscus II. A man much unlike his father, he was boastful and vain, but he proved to be a great leader of men. He is famous for destroying many pirate holdouts in the ruins of the Merfolk, leading the expeditions in person. He also fought against the pirates of Künt very effectively, but never managed to move them from their holdings.

Philippina V “the Spendthrift” – 3.050 – 3.053 ABE. Philippina V was the firstborn of Rogelio IV. The decision to choose Philippina to rule instead of her more capable younger sister baffled everyone in the court, and many argued this was because Rogelio IV never spent too much time with his daughters to know them well enough. She spend a massive amount of money from the treasury in luxury and pleasure for herself, ignoring any kind of responsibility or queenly duty. She was ousted from power by her younger sister without much resistance from anyone in the country. She was quietly sent to the Lotus Island by orders of her sister to avoid any future claims to the throne.

Maria III “the Botanist” - 3.053 – 3.097 ABE. Maria III was the second daughter of Rogelio IV and younger sister of Philippina V. Living in the barren lands of Drunigzar, she was obsessed with tales of green forests and colorful flowers from distant lands, which made her travel a lot in diplomatic voyages to get an excuse to see the plant life beyond Drunigzar. She started the collection of plants that would become the Royal Gardens. During her rule, the famous drunig galleons were introduced in the Drunig Navy.
>Should we edit the 'main map'?
Aeropo III “the Popular” – 3.097 – 3.120 ABE. Aeropo III was the firstborn of Maria III. During his rule, the colonization project began taking steam once again, with the founding of the colonies of Cabakapa and Cabakrotiro, starting Drunigzar’s colonization of the Pinewood Peninsula. The access to another source of wood other than the oak wood from the Woodcutter Cities was greatly appreciated, even if there was a lot of mistrust from the cursed of the Forest of Bloody Vengeance. The end of his rule saw the beginning of the third wave of colonization, with a massive push to instate the colonies of Cabakritinnii, Cabakonninni and Bibile in 2.114 ABE, while Paolotera, Bibiferno and Crysanferno created in 3.120 ABE.

Aeropo IV “the Burdened” – 3.120 – 3.129 ABE. Aeropo IV was the firstborn of Aeropo III. His rule was marked by the War of the Lord Descended, a major conflict to defend the recently created colonies in the Pinewood Peninsula from the crazed cultists of the Lord Descended. To fight the war, he had to levy considerable taxes, something that granted him a lot of criticism from the general public. Despite this, he managed to fund the colonies of Thalasoverme in 3.124 ABE and Megarotera in 3.129 ABE.
Wait, wait wait wait. While I'm just skimming the ultra great text dump having open diplomatic relations with the Gnoll Empire seems a bit odd.

They don't seem like the kind you negotiate with as equals. Did he send in sacrifices for the Olympiad? Let the Emperor eat his daughters? Gnolls want to open diplomacy, but keep in mind their minds work different and they are severely fucked up.
Menelao VII “the Pioneer” – 3.129 – 3.151 ABE. Menelao I was the second son of Aeropo IV. A man obsessed with expanding the kingdom, pushing the colonization project further than anyone before. The discovery of the Terrania Freeholds was a godsend for Menelao, who managed to find a massive area in which expand without real pressure from any neighboring nation, nor the risk for war. The richness of the new colonies in the freeholds quickly attracted a lot of population, growing fast as a result. This also helped Drunigzar to expand their reach to the kingdoms in Southern Giantstep, since now they had a base of operations nearby. The long distances were still a problem, though, and deals with Okhost had to be made to allow the drunig ships to rest and resupply in Vukasin before continuing their travel. Menelao also pushed the colonies into near the southern border of the step, with the founding of Kinalonga. To keep up with this expansion, he used the great amounts of precious metals obtained from trade with the Runaan, which allowed him to coin the “escudo rei”, coins of gold or silver to grant liquidity to the transactions within Drunigzar, as well as to increase their influence in the kingdoms to the north, like Elanxa or Avangar.
It's established that the Nameless wanted to establish relations with other nations, rather than wage war. It's in the Gnoll Empire lore.
Menelao VIII “the One-Eyed” – 3.151 -3.161 ABE. Current king of Drunigzar. Firstborn of Menelao VII, he was pecked in the eye by a bird when he got too close to a nest, something that costed him the use of his right eye, something considered by many as a bad omen. During his rule, Drunigzar explored the Eldritch Jungle to see if he could reach a route to the western seas through the wilderness, something that was seemingly possible after the discovery of the Map of the End of the World. However, the arrival of the Great Plague to Kinalonga forced to set those plans aside to stabilize the situation in the island. He has invested a lot of resources to control the plague and to make Kinalonga safe again, more than the profits obtained from the colony altogether. However, he refuses the advice from those from his court that argue for abandoning the colony, since that would cause a terrible precedent that could break the colonies’ trust in the kingdom forever.
That's kind of it for the drunig kings. I want to write now about the Magoclergy, since they are so important for the lore of the khenomeri, and we don't know a lot about them. After that, I'll probably go back to the lore map, it's so very close to completion...
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What did he mean by that?
Did you read how he did that? He signed a peace deal with the Ketlovians by killing the daughters of the king and having them consumed by gnollmaggots of his own flesh while in Ketlovias most significant building one of the 13 wonders.

The Setloviansvare enslaved while the Frog people are left alone in exchange for sending representatives to the Olympiad basically to die.

He welcomed a Florentian explorer by having him kneel in gnollmaggots until they ate holes big enough in his knees to make him too crippled to walk and after he had him document the holy tent city dumped him within the borders of the Bhakkari because he served his purpose.

He portrays himself as a learned religious man by having Ogres of all races advise him as high priests, but because he could not find an Oni he shaved and painted red a horned ape.

The Nameless is still a Gnoll and moreover extremely proud and a megalomaniac. If the Druzinger King actually made some deal with him there had to be a steep price to pay or some sick think to have gone wrong. The Gnoll Emperor is not a reasonable let alone nice guy.
The gnolls are bestial, yes. But the Nameless is not an idiot. There are reasons for this alliance to exist:

1. The Nameless knows that the Gnoll cannot make ships, and the drunig can. Even if they are cheap and poorly made, they are much better than what the gnoll can manufacture.
2. The Nameless needs to show an image of """civility""", and teaming up with the growing power that is Drunigzar, a power you can squash at any time, since no way in hell the drunig can put up a fight in a land war, seems the best choice.
3. The Nameless has imitated drunig politics in the past, like their attempt to colonize the Hogmen islands, so there might be some legitimate looking up to them in that regard. A stretch in this, maybe, but it did happen.
Plus, things such as the Gnoll Corps exist as well. An elite military force that drills as much discipline as possible and trains them into many different ways of warfare. The survivors do go back to the Gnoll Empire to teach what they've learnt to other gnolls. It's all in the gnoll wiki page.
I'd say looking up to them is a big stretch unless they do some very weird politics.

Like selling ships to the Gnolls in exchange for weird useless trinkets and primitive weapons Gnolls craft. Ignoring every time Gnolls visiting their nation go full retard and start murdering stuff.

Hiring Maw worshipping ogres as intermediaries and diplomats. Maybe offering up some pretended of being scholars of Khenomeric history and art.

Again while nameless wants to open diplomacy it's basically his vanity project. He is still a Gnoll, and all his subordinates are Gnolls barely able or caring to controll their bloodlust.

The Gnolls loose a lot of their horror if you portray them as something you can have reasonable deal with... also olif the Druzingar are actually supplying ships to the Gnolls they should be a pariah on the international diplomatic scene considering anywhere where Gnolls go horrid infestations of feral Gnolls pop up...and you just have those things a way to spread by sea.
>For their 'history' I propose that the Isel of Wizards was once fought over by Schools of Wizardry and the Alliance of the Black Velvet
The Coven of Black Velvet is just one of many covens with ties to both the unseelie fey and Gogotha. I don't see them as being a major political entity. I will come up with more info on the various nations and organizations that once lived on the Ilse of Wizards if I do a detailed map for them

>I think certain places after having recieved lore need a change to their name to what they would actually be called in character.
Many of them already have alternate names, but people still use the old names sometimes. Others are more like descriptive titles for areas without a central government. And others have reasons for their name, even if they seem a bit silly.

Mirewenches are a specific race, not a name of a coven. The Dominion of the Bog-Witch likely has many covens made up of witches, hags, and similar individuals
Okay I'm amazed the Druzingar are getting away with doing something as vile and evil as not only selling ships to Gnolls, but also training them in how to wage war better.

How come foreign nations don't do everything in their power to wipe them of the face of the earth?
>Like selling ships to the Gnolls in exchange for weird useless trinkets and primitive weapons Gnolls craft.
The gnolls occupy what used to be one of the great empires of the world. Centuries of treasures now inaccessible to anyone else, completely useless to the gnoll, in exchange for ships. The drunig are not stranger to "treasure hunting" (in the merfolk empire or the exploration of the eldritch jungle's cities).

>also olif the Druzingar are actually supplying ships to the Gnolls they should be a pariah on the international diplomatic scene
You're right. And that is why the Otamlar incident was so severe.
Oh. I thought covens were the big organisations covering the whole of a region. That's at least how I wrote the Djinmaiden.

The Bog witches swamp is bog enough to have a few covers, but I thing the far west is only big enough for the Black Velvet though I imagine drow would have their own coven something like the Two-Faced Spiders.

A mix of Eldar Scrolls Vivec and D&D drow worshipping spiders.
Okay I think I'm starting to understand the Gnoll Druzinger relationship better it makes some sense now, although I still think the Gnolls are acting way more reasonable than they should or could.
>bog enough
Gnoll mercenaries are a thing everywhere with gnolls. The drunig are the only ones to do it officially.

>How come foreign nations don't do everything in their power to wipe them of the face of the earth?
Why? Since their scandal with Otamlar, they conduct all their dealings with the gnoll in secret. And even if they wanted to destroy Drunigzar, who and how? They are one of the major powers in the seas of Giantstep. And the nations around them are either too weak to do something (what is nogar going to do, for example? Attack Drunigzar and immediately be sandwitched between the drunig and the gnoll?) or too far to care (Elanxa and Avangar are too far away to see the gnolls as an immediate threat).
Are Gnoll mercs a thing? I know some guy wrote them up as he mentions every few threads, but they are completely forgotten about, not on the wiki and never mentioned anywhere ever again.
>The Nameless is still a Gnoll and moreover extremely proud and a megalomaniac
About that point. It's been mentioned that the Nameless is Vandervax the Vile's favoured student, probably to use the gnoll as a possible beatstick against the vampires. Vandervax wouldn't just pick a random gnoll to uplift, he must be smart and collected enough to be a legitimate threat. And he's mentioned to be a great and powerful wizard, you don't get to be that without years of study and practise, especially some of the darker arts needed to be a lich.

Besides, what's more threatening, the Gnoll Empire being a horde of bloodthirsty monsters? Or the Gnoll Empire being a horde of bloodthirsty monsters... leaded by a cold and calculating intelligence with purposes unknown?
I imagine they are a thing at an individual level. As in, there are gnolls who work in lowly mercenary groups. The only ones who use gnoll mercs as an actual military force are the drunig.
We have vampires?
Check these two pages, they have most of the info about vampires in the setting.
Wasn't the biggest claim to fame of the Gnoll Emperor the fact he somehow revived the extinct life-magic of the Pharakhans which allows him to instantly heal wounds and produce floods of gnollmaggots to feed the hungry?

The Vandervax lore must be a new thing, but I think the Gnoll Emperor either was already a powerful warlord or emperor already before becoming his student.

Being cold and calculating does not mean being reasonable. He knows there is no one around who can actually threaten his rule. He has no real reason to suppress his Gnoll nature, there is no-one beneath whom he needs to kneel. There is no reason for him to play along with human norms unless maybe you are from Okhost.

99.99% of beings are inferior to him and so are all neighbouring nations. He does not need to be timid, or calculating with them. They are not a threat.
>The Vandervax lore must be a new thing
Not really, I remember reading it months ago.
>I thought covens were the big organisations covering the whole of a region.
covens would be a few dozen individuals tops

the only large-nation sized organizations of evil female spellcasters are the Bog-Witch's followers and the Witch-Elves

the rest are fairly small groups, many of whom operate largely in secret (but there are also way more than the four listed in OP)

>I imagine drow would have their own coven something like the Two-Faced Spiders
the drow are all over the map organizationally, they have several different cultures

>That's at least how I wrote the Djinmaiden
Who do they worship by the way? Also what is their relation with the rock and desert spirit worshippers?
>Wasn't the biggest claim to fame of the Gnoll Emperor the fact he somehow revived the extinct life-magic of the Pharakhans
How is that not an incredible feat of magical talent and power? Also, if someone might have had a clue about where to start with that, it is Vandervax. He literally was around back when the Khenomeric Empire was at its peak.
Uuuu... I feel covens should be more major than that at least counting in the tens of thousands.
The Djinmaiden worship Djinn though they also make deals with them and enslave lesser ones. They also do stuff with demons from the Demon pit, but less so.

I'd imagine their relationship with the desert and rock worshipers is bad. Their lore states that the locals consider their mere existence divine punishment for their past sins.
I guess. My headcanon was that the Gnoll Emperor grew up from a Gnollhound who feasted of the flesh of the mummified Pharakhans and thus got the magic by technically speaking being a descendant of the Pharakhans, but there is many other explanations.
>Uuuu... I feel covens should be more major than that at least counting in the tens of thousands.
coven means gathering, and pretty much any time I have seen the word used, it is usually for a group that can all gather in one place

if you want a bigger group, at least call them "cult" or "order" or something along those lines
Coven feels more to me like just a word describing a group of witches from a speciffic place following a type of witchcraft.

Just so it's actually easy to keep track off we should write up a handful of "major" covens and then just assume hundreds of tiny ones exist.
I honestly think we should make an effort to make the map less of an eyesore
>When Lesandros, Biblion and Qadash were in their infancy, Elder Vampires were already ancient.

In the timeline, the "Creation of the Faith of the Divine Light. The leader of Changrila declares himself as God Emperor of Changrila" appears twice in two different dates. When did it actually happen?
the earlier date is closer to the original prior to the various attempted retcons
a witch rules it
Where's the lore map?
What are some essential lore pieces missing from the wiki?
> Gnoll mercs
> 13 wonders and Horrors
> All of the sea of Bile lore
On top of my mind
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Let's do this!
> Gnoll mercs
I want to write that. How would it work better? Smarter gnoll actually keeping themselves in check for long enough to be able to work with non-gnoll? Or mercenaries taking recently born gnolls and training them as the ogres did?
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I found the PERFECT visual representation of a Swamp Ogre from the witch bogs a while ago but I've lost it irretrievably on my harddrive. It looked pretty similiar to pic related. No colours though. Just a sketch that showed a troll/ogre pulling a cage wagon or some other sort of carriage. The style looked like it could have been done by Alan Lee or John Howe. Maybe it was a concept art for something lotr related but idk. I think I downloaded it from artstation. Please help I'm going insane over this.
t. Anon that wrote the witch bogs
maybe ask the character art thread
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>The Poinks
The Poinks are close relatives of the Porcs, but unlike their warlike kin, they are a peaceful folk with a penchant for comfort, agriculture and good food.
They live in mud huts with round doors built into hills and spend their time planting turnips, potatoes, hops and other crops in the fertile ground of Scatoley. Barring a peasant shrewdness and considerable agricultural knowledge, Poinks are not the brightest. However, they make up for this lack of academic interest with warm hospitality, snugness and good craftsmanship. As well as planting vegetables and brewing delicious dung beer, they spend their time relaxing in warm mud pools that they heat underground. Once you get used to the smell, which takes some getting used to, such a bath can work wonders against tense muscles or joint pain
They are friendly to all strangers who let them grow their crops in peace. This also includes the Scatomancers with whom they occasionally trade. Sometimes they'll even invite them to a feast in their huts, from whose chimneys then smoke from burning peat and swampwood rises. Each Poink has a fenced yard in front of their burrows in which mostly vegetables grow. Sometimes to amazing sizes to which the soil which makes the ideal fertilizer contributes greatly in addition to their talent for gardening and farming of course.
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They fear their relatives the Porks even more than the Gruntlings. Due to their peaceful and pacifist nature, they are almost defenseless against raids and Poink settlements fall victim to looting and burning again and again. Because of this threat, each Poink village has recently been assigned a scatomancer as a ward who protects and regularly visits the settlement. Although the scatomancers don't ask for anything in return for this service, the wards enjoy great popularity in the villages. Little piglets Poinks run to meet his cart normally drawn by great scatoley boars when they see them from afar. The villagers throw festivities and feasts for the alchemist's arrival.They are also hospitable to travelers and serve them generously as they pass through their villages. In the vernacular the Poinks are also referred to as "Piglings" or "Swinemen" while their relatives the Porcs are referred to as "Ruffhams", "Pig Orcs" or simply "miserable murderous rabble!".
Aside from Grobianism-like humans and the Scatomancers, the Poinks are the most populous faction in Scatoley
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The Kondo is a sighthound dog breed found amongst the Mona Ki. In traditional folklore the Kondo was a trickster spirit that tried to abscond Imalutwa, the wife of the Great Golden Lion. His scheme was foiled by a great human hero, the shepherd boy Mizombe. To punish Kondo the Great Golden Lion banished him from heaven and forced him to serve humanity.

Kondos are known to be lazy and temperamental making them useless as shepherding dogs. They are however excellent at spotting and following prey through the vast savannah making them invaluable to Mona Ki hunting parties.
there are like 2-3 spaces left each for wonders/horrors
there is actually more than 13 for each, just no one wants to put them all on the wiki
I looked at the wiki in pages the wonders are just in listed and miss a lot.

Like world horrors missing the OgabonDemon pit
Where's the current lore map?
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Serpigots are a strange type of magical creature frequently found on the western and northern coasts of the Isle of Wizards. Half-fish half-knights they are thought to be related to mermaids though some pedants argue they are the result of a different magical experiment. They are generally peaceful but will go berserk in the presence of dark magics attacking ships carrying creatures or artefacts projecting a dark aura. It is theorised that they're part of an ancient magical defense network for the island that has long fallen into disuse and disrepair.
>Half-fish half-knights
Are they sentient?
I don't know what would be cooler?
If they are sentient, they are not a creature, they are a sentient race. Though since they probably are the result of an experiment, I'd say they are probably not sentient. How then they would conduct and arm themselves in any knightly way possible, no idea.
Maybe they're like unthinking magical constructs/golems that run off some ancient spell. Also a magic user could "uplift" them to sentience or slave them to his own arcane power but they would then become dependent on him.
Aquatic golems seem neat. Not sentience for these then.
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glutton island lore is missing from the wiki
Someone needs to archive the previous thread and this one.
A bit of lore about gnoll mercenaries. Open to many changes, since this subject is complicated.

>Gnoll Mercenaries
The phenomenom of Gnoll Mercenaries has been seen more and more in recent history. At the earliest point in known gnoll history, they were considered mere beasts, not even worth training or doing anything but hunting them down. We have no registered attempts by the Khenomeric Empire to train, domesticate or even tame them, though their information regarding gnoll has mostly been lost. From what we know, the gnoll were basically fodder for nobles seeking some game more exciting than mere deer or boars, which would come to haunt them once the ogres managed not only to tame them, but to “civilize” them into an cohesive force strong enough to take and overrun the empire. It is only after the ogres’ cultural influence spread thoroughly throughout the Gnoll Empire, and after the aggressive expansion started after its first emperor ended, when we can see the first examples of gnoll mercenaries.

The way they can appear, though, is more complicated than it seems. While most of the inner workings of how gnoll society works remain a mystery, there have been witnesses to the gnolls’ uplifting from mere animals to something akin to a civilized beings. The drunig historian, Taulenco Gos, wrote about his brief stance in the Gnoll Empire, back when the Kingdom of Drunigzar sold ships to the gnoll in the open.
According to “Tales and horrors from my days in the ruins of the city of Cothelk”:

“We saw many hyena-gnolls tied to ropes and chains, and some even had their legs broken, so that they couldn’t charge their custodians. They were fat, bloated beyond what one could imagine such things to be. Their breath was difficult, spewed blood and were in clear, excruciating pain. […] Their cries and howls of pain indicated the agony of the creature, and I could not help but to feel pity for them. […] The beast outside was being devoured from within by the beast inside, and it was only a matter of time until they get free. […] When the fully developed gnoll is born, it carves its way out of the living body of the hyena-gnoll that spawned him. During that state, it is pretty much a wild animal: a ball of teeth, claws and rage that will attack anything that it sets its eyes on. To begin the instruction, the ogre (or another civilized gnoll) beat up the newborn into submission, until it understands the hierarchy, or dies fighting it. Those who do not submit will never be anything more than wild, rabid animals, and are killed on the spot, used to feed the newborn. However, there is always enough gnoll to keep a steady supply of potentially civilizable gnoll. Once they have learned the pecking order, they are introduced to a hellish routine of learning things such as their language, basic rules of conduct, their faith in the Maw, and other such things. All while beating them senseless at the first sign of defiance. […] This process lasts as much as the gnoll needs to learn whatever skills he’s ben fit to learn, or as much as it takes for the beatings to kill the gnoll.”
From this, we can assume that all documented gnoll mercenaries have been inducted in this form of education at least once in their lives, since a gnoll without this formative process would not have enough self-control or knowledge to be able to organize into any collaborative work, much less with non gnolls. The question is whether they received from the Gnoll Empire’s administration, independent gnoll packs or from other sources. Now that many know that gnolls have the potential to be civilized, there is nothing really stopping a crazy enough mercenary to hunt down a hyena-gnoll and try to bend the adult gnoll into submission. Granted, the whole ordeal will most likely end up in death, but the potential is there.

Many civilized gnolls do abandon from the line of battle, either to hunt down enemy stragglers and fugitives, to seek food or a myriad of other reasons, gnoll’s obedience to orders not being their strong suit. Many have theorized that this could cause many gnoll to gravitate into groups, which would act like gnoll packs, only with civilized gnolls instead of feral ones. They would orbit around a particularly strong member and live as bandits, thieves and other form of criminal. This has been proven to happen more often than previously thought, such as in areas like Old Nogar, where many gnoll bandits have set up their bases, fighting the packs of feral gnoll and the few human populations still there.
All this can explain the existence of gnoll bandits and gnolls within bandit groups. How then this can evolve into organized work, is a much murkier subject. Over the decades, there have been plenty of cases where mercenary bands who use one or two gnolls. The most frequent use of gnolls by mercenaries is just capturing feral gnoll in the wild and just siccing them on whatever they are fighting, or using them as a distraction to outmaneuver the enemy. The problem with this approach is the gnoll contamination of the land: gnoll release maggotgnolls when they die, so just throwing them out to their dooms is going to guarantee a gnoll infestation later down the line. While not impossible to eradicate nowadays, these are always costly affairs in both time and manpower, especially watching over the area so as to avoid any surviving maggotgnolls from spawning more of their kind.
It is much rarer to find civilized gnolls within mercenary bands. This particular gnolls are either more intelligent and collected that the majority of their race (which doesn’t stop them from being uncontrollable and aggressive on occasion, just makes it manageable) or have been beaten into submission to accept the leaders’ authority. Mercenary groups who do this usually do not get more than a handful of these to their forces, since the inherent difficulties with controlling and ordering gnolls becomes apparent. However, gnolls can be surprisingly cheap manpower: they need no gold, they only fight for food, violence and part of the loot. As such, if the problems of control can be overcome, they become a very economic option for mercenaries in desperate need for manpower. Gnoll mercenaries are well known to pillage the weapons of the fallen in the battle, since their equipment is usually horrid and low quality, so after a couple of fights, if the gnoll survives he will have armed himself, saving costs in equipment.
Mercenary bands comprised entirely of gnolls are extremely rare, and only have been recorded a handful of them. Since very few people would be willing to take their chances with a gnoll-only force, they are only hired by the madman and the desperate, which it doesn’t really well for either one most of the time. In general, they will orbit around a singular leader, perhaps an undead gnoll, with enough strength, charisma and self-control to not only keep himself together, but to also deal with terms of service with other payments.
I'll continue tomorrow, I'd like to hear your feedback on this before continuing. That and I'm falling asleep.
What is the lore of Coven of Sh*t Witches (Scatoley)?
Check the Scatoley wiki page
Kingdemocracy lore needs to be added to wiki
Please someone archive the threads, I don't know how to do it.
Probably because it was university disliked
I like it. Would be cool if you could expand on the few canon Gnoll Merc bands you got. I'll go into the archive and will dig them out.
You got to sup/tg/ and it's explained there in points
> Gnoll mercs from thread #4

> Gnoll mercs
The Oldbones - a group of ancient gnoll undead, who reject the faith of the maw and still practice the old pantheon. Their bones are long dry their numbers never grow

The Chaindancers - once a special unit developed for the 3rd war against the Goddragon King, due to the loss of the war disbanded. They now are mercs focusing on high speed and acrobatics

Accolytes of the Maw - all giant fat gnoll who do sumo and leverage their huge size to rip trough enemies. Small elite formation

Swarm of Maggots - an exiled tribe who used druidcraft to bloat their numbers. Mostly specialized in chemical and biological warfare.

Threads 36, 37, 38 are not archived or is that because of the jump?
Anyway I archived 39-1, https://suptg.thisisnotatrueending.com/archive/2023/87472712/

Go to suptg and upvote the threads because there is mass downvoting campaigns by some retards and that can get the archive deleted in purges.

I do wonder what makes retards stage mass downviting for worldbuilding projects when sup/tg/ was made to preserve exactly this type of creative /tg/ work.
>Mirewenches are a specific race, not a name of a coven
I'd argue they are both
>and still practice the old pantheon
What old pantheon? The maw is the only faith the gnolls have ever known, they were but beasts beforehand.
This is from before the Gnoll rewrite. In the Og shortstory it was said that the Gnolls had a pantheon beforehand, but because they are not smart and had very short lifespans they would often invent new gods forget the prior ones and thus their tribes would constntly fight over their gods and whatever gods are real. The Maw faith served them well because it's monotheistic there is just 1 God to remember and if you forgot you just need to ask the Ogre.

But yeah it's old lore because it implises Gnolls had necromancy before converting to the maw faith. When in new canon dirst the Gnolls converted to the Maw faith then learned necromancy from okhost in exchange for giving them access to the Khenomeric sites.

Snoloth don't have limbs. They 'walk' on powerful abdominal muscles and instead of arms have tentacles.
Speaking of pantheons. Is there a list of giantstep gods?
I liked it
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I honestly prefer the other design
Yeah sure the other design is lore inaccurate though.
there could be different kinds of snoloths
Not really, the only variation the snoloths pretty much have is the shape of their shells.
You know single races of beings don't carry on fundanental stuff like number of limbs and presence of a skeleton -_-
Thread weirdly dead today
I'm writing stuff, I'll post it when I'm done.
The image in the Fehrum Edzulair wiki is broken.
I'm trying to find out which lore hasn't be added
Continuing with the Gnoll Mercenaries' stuff. I've developed the lore from >>87568587, but changed a couple of points that don't fit anymore.

>List of Gnoll Mercenary Groups
Here is a list of known independent gnoll mercenary groups currently active. Most of these do not identify with the given names; they were labeled by 3rd parties after identifying the different factions. The numbers of members of each mercenary group are wildly varied, depending on the rate of attrition and recruitment at the time. Their current whereabouts are also not known, since they never stay in the same place.
>The Oldbones

The Oldbones are the oldest company of mercenary gnolls known, appearing immediately after the death of Grabagrorr the Great, the first gnoll emperor. The first time they were sighted was in the Kingdom of Ketlovia, around a decade earlier than “the Last Dance”, beginning the invasion of the kingdom. At the time, the ketlovians were growing restless about the state of things in the borders, with skirmishes between the ketlovians and the gnoll growing in frequency. However, at the time, the werewolf king still thought he could avoid the war with the gnoll, since the death of the aggressive Grabagrorr and the rise of the Nameless meant the slowing down of the invasions, such as in the Cowmen Grasslands and the lands of the Ra. To try to gain the favor of the new emperor, he hired the Oldbones to fight banditry in the Ivory Peninsula. The king made a token effort of arming them and giving them enough resources to fight crime, while also escorting them to watch over them. His logic was that the emperor would see the gnoll were somewhat respected in the kingdom, and he was confident that it, alongside other token shows of respect, would be enough to stop the war-hungry gnoll This misplaced confidence would cost him dearly, losing his daughters, most of his kingdom and his sanity.
The Oldbones were led by undead gnoll, one of the first documented cases of this kind of leadership structure within mercenary bands. This allowed them to be more calm and collected, with the undead leaders keeping the regular gnoll at bay, and this gave the ketlovian authorities a false sense of security. Latest sightings of them show that they still use a lot of equipment and tactics taught by the ketlovian, and their faith is a mix of worship of the Maw and some ketlovian customs. Their last sighting was in the Great End Peaks, assaulting some of the towns in the mountains.
>The Chaindancers
The Chaindancers are believed to have been formed from gnoll that fought in the Wars of Heaven between the Gnoll Empire and the Goddragon Phorsiussarx. The extreme rate of attrition the Gnoll Empire faced to subdue the goddragon meant that many waves of gnoll were sent over and over with no effect. Many gnoll were uplifted into undeath for this campaign, since the complexities of the warzone and mental fortitude needed to face the goddragon required a more focused mind. Despite all of this efforts, the Nameless’ plot to subdue the dragon through maggotgnolls imbued by dark magic was what finally broke Phorsiussarx’ resolve, admitting defeat and surrendering. Many of the undead gnoll were branded with a special glyph in their heads by the Emperor himself, to commemorate the victory. This mark is the only thing that indicates us that the Chaindancers came from these days, but the earliest documented sight of them as mercenaries occurred much later, raiding the seashore towns of Voita around the 3.020 ABE, many years before its unification with Malagsh.
The Chaindancers have seen many times in the southeast of Giantstep, usually as pirate raiders or brute muscle fighting for local warlords. They have specialized in quick assaults during the night, scaling with ease town and city walls and moving from roof to roof to reach the undefended rear from above before the enemy can react. This unusually smart way of fighting is attributed to the high number of undead gnolls within their leadership, allowing them to analyze and plan their attacks more coherently. The rumors that they have been in contact with the pirates of Künt is yet to be confirmed.
>Acolytes of the Maw
The Acolytes of the Maw are one of the few gnoll mercenary bands who have a set base of operations. They can be found in great numbers at the edges of the Suritas Range, serving whatever seguerial hive or Gökmavi warlord needs extra muscle against their enemies. They are one of the most numerous as well, growing their numbers with many pilgrim gnolls, looking to find something to fight after their voyage to the Maw. This also turns the Suritas Range a very dangerous place to be, since travelers will have to pay a toll to cross the mountains, which usually translates into sacrificing a member of their group to feed the chasing gnolls. They frequently raid the hives of the Seguerials, finding little resistance to their aggressions. This has made the gnoll very well fed for their kind, attacking the surface and underground populations and feeding on the defeated seguerials. Their raids against the Gökmavi are less successful, since the horse raiders can outmaneuver the gnoll in the steppes.

Since most of them come from the pilgrimages to the Maw, they are more zealous than the average gnoll, and will offer frequent tribute to the Maw.
>Swarm of Maggots
The Swarm of Maggots are a mercenary band that mainly act in the regions north of the Forest of Getting Lost. They have been seen quite frequently in the Cloaked Kingdom, as their lawless land is a great fit to find enough mercenary work to live comfortably. It’s not really known how they managed to end up in the area, but nevertheless, they are frequently seen fighting the gangs and murder cults in the region. They are a particular sore spot for whatever passes as authorities in the kingdom, since they do not follow the rule of the Monarch, and have been marked for extermination. This doesn’t stop them from being hired by the many gang, though they need to be careful to not be backstabbed, since the Monarch has a prize on their head.
The dark druids of Drouchont also hunt the gnolls. Always in need for new sacrifices, the gnoll are sometimes lured into the dark forests of Drouchont to fight a seemingly great beast, only for many gnolls to disappear from the group, never to be seen again. The close contact with the druids has somehow made the gnoll learn a few druidic tricks, in particular the production of certain types of poison. They imbue their weapons with quick acting poison that makes their target’s body feel numb and slow, becoming easy targets for an enraged gnoll. They have also been known to poison their target’s cattle as well, to starve them before attacking. However, they would rather avoid doing that, since they value captured cattle much more than any other material prize, and they would rather keep it intact so as to capture it whole, allowing them to eat the animals without interruption.
The changes are so drastic they all share nothing but name.
I added the Glutton Island and Noble trolls lore to the wiki
I don´t think so
archived this thread, looks like someone else got the last thread

39-1 - https://suptg.thisisnotatrueending.com/archive/2023/87472712/
38 - https://suptg.thisisnotatrueending.com/archive/2023/87550989/
I was thinking of creating a religions map, but it might take a while
you will need a way to group the religions a bit, otherwise it will probably not be very helpful since over half the nations have their own religion
Is the list of azanese emperors complete?
What would you change?
Is all the witch lore in the wiki? where should it go?
We could make a "Witchery" page just like we did with Magic and Alchemy
We have a page for astromancy and alchemy, not magic. Magic is too broad to do something like this, I imagine we should probably divide it into the four branches from old khenomeri times.

And besides, what makes witchery different from the rest of magic? A necromantic witch is still a necromancer.
The irl thing with witches is that they have a pact with the devil or other entity. They do supplant that power with alchemy and proper magic though. Alternatively they wield magic sourced from other planes or dimensions.

Summoning, pacts, familiars etc.

Where a wizard generally manipulates the world around them.
I would wait until everything's done. Right now it'd be a big mess, since so many places have multiple religions due to the different races (or even a single species having different gods at the same time).
I'm not sure. All witches seem very different from each other.
Here I have the last bit of the mercenary gnolls, explaining the workings of Drunigzar's Gnoll Corps.

>Gnoll Corps
Drunigzar’s Gnoll Corps is the biggest anomaly when it comes to gnoll mercenaries. A full force of professionally trained gnoll soldiers, organized and funded by a nation other than the Gnoll Empire, it is something that still baffles many experts. The fact that this unit is not only possible, let alone successful and proven in the battlefield, makes nearly all nations increasingly worried, and has become a contentious point even within Drunigzar’s politics. Many of the details of how this came to be, or how it works, is a very zealously guarded secret, but we do know enough to make appropriate guesses.
The origins of the Gnoll Corps can be tracked to the drunig king Paolos III “the Explorer”. At the time, the death of the first gnoll emperor and the arrival of the Nameless to power had slowly been changing gnoll politics, from a non-negotiable threat to all other nations to a still dangerous entity that could at least be talked to. The Nameless’ project of establishing diplomatic relations with everyone willing was seen by most as a death trap, and was near universally denied, with the exception of the Okhostian Necrocracy, which already had ties to the gnoll. Paolos was in the middle of planning the expansion of the borders of Drunigzar through the colonial projects, but for that it needed to make sure their borders were guarded. The transformation of most of the armed forces into the Expeditionary Force meant that their land borders could be threatened, since it was a body designed for quick and decisive attacks, not long conflicts (especially when far from navy support). With Nogar having been crippled with their war with the gnoll and Anchovia being seen as a non-threat, the only real worry Drunigzar could fear in regards to a land war was a gnoll invasion. Seeing this, Paolos III took a great gamble and concerted a reunion with the Gnoll Emperor to set the terms for an alliance. The drunig diplomats went to the city of Cothelk, a port city previously in the border between the Ketlovian Kingdom and the Khenomeric Empire.
The diplomats were received warmly by the Gnoll Emperor, who had come in person to receive them as a show of trust. He proposed a very intricate alliance between the Gnoll Empire and the Kingdom of Drunigzar, but after the dignitaries brought the news back home, most of the court rejected the plans. They saw it as “too good to be true”, and feared that such a strong alliance with the gnolls would turn Drunigzar into a pariah state, something they could not afford. Paolos III responded to the gnoll with more modest terms, which basically limited to trading ships in exchange for treasures and lost items from the Khenomeric Empire (plus whatever raw resources they could mine from the land), a compact to fight piracy in the Carisibi Sea, and a non-aggression pact. The Nameless was willing to accept these terms, on the condition that, as a sign of trust, the drunig would incorporate to their armed forces a unit made entirely out of gnolls. After a lot of discussion with the knights and the royal military advisors, Paolos III accepted the terms, and thus the Gnoll Corps was born.
The recruitment and organization for the Gnoll Corps is relatively simple. The Gnoll Emperor handpicks the gnolls who will comprise the force, and are sent to Drunigzar by ship. These gnolls are chosen not only by their proven strength, but also their composure and intelligence. These gnolls need to follow a rigorous discipline many times more intense than what they could ever find in the Gnoll Empire. As such, anything but the best self-control won’t last without lashing out against their superiors (the Gnoll Emperor himself gave his explicit permission to execute any gnoll to prove a threat to the corps or their handlers). There cannot be more than 1.000 members in the Gnoll Corps at any given time, and thus they have to be thoroughly drilled, even if they are not allowed to deploy in numbers higher than 200 soldiers in the same battlefield. They are put through a rigorous routine of physical training, to burn some of their more aggressive tendencies through sheer physical exhaustion, as well as put through many trials where they’ll have to learn the basics of military tactics: unit cohesion, marching in formation of squares or columns, charging in a triangular shape to break enemy formations, flanking the enemy, and one of the more difficult for the gnoll, organized disengagements and retreats.
All throughout their training, they have to prove they can obey the orders of their superiors, least they become uncontrollable in the middle of a battle, and any gnoll unwilling or incapable of following orders is executed on the spot. The drunig authorities do not teach them anything beyond that, both because the gnoll barely have enough patience and attention for this, and because they do not want to give too much knowledge to them in case they become a threat. As such, in terms of weaponry, they are offered a plethora of different weapons, and are taught in the one that seems the best fit for them. The gnoll’s equipment is not unified, they are allowed to carry their preferred weapons into battle, which mostly consist of close quarters gear like axes, swords, daggers, maces, hammers… Attempts of teaching them to use lances have been tried, but since their loadout is not unified, they cannot really have the advantage of a square of lances. They are given quality weapons, though, and also armed with quality armor whenever possible, since training a gnoll is a long and difficult process, and the drunig would want to keep their investment as safe as possible.
Their use basically consists in supporting drunig squares, either as an assault force to defeat an enemy unit weakened by gunfire, or to distract the enemy long enough to allow the members of the Expeditionary Force to outmaneuver the enemy safely. While the drunig high command considers the members of the Gnoll Corps expendable in comparison to their own troops, they will at least make the effort of keep them alive as much as possible, so they will avoid sending them in waves against the enemy. Gnoll ferocity and lack of fear in a charge means that they can be quite effective against gunlines, and even assaulting fortified positions, since they won’t stop by a mere volley of gunfire. This has been proven in fights in the ruins of the Merfolk Empire, where many pirate feuds have been overrun by the gnoll, who charged their position regardless of the danger to themselves.
Once a gnoll is considered to have served their time in the Corps, they are allowed to go back to the Gnoll Empire, keeping whatever armor and weapons they were given. The Gnoll Emperor guarantees a special place in the nation in exchange for their valuable services, since the knowledge and experience are near unparalleled within the Gnoll Empire. In exchange of trying to teach their knowledge to the gnoll armies, they are granted undeath by the Nameless himself, and are even allow to spew their maggotgnolls within one of the sacred herd of Fleshox. In a special ceremony, these are sacrificed by the gifted gnoll, both a way to preserve his legacy and to get meat worthy of sacrifice to offer to the Maw. Some gnolls decide not to go back to the empire, deciding instead to stay in Drunigzar as private guards, or sail to the world in search for mercenary work. The majority of them do go back to the Gnoll Empire, since their loyalty to the Gnoll Emperor and to the Maw is still great.
After many decades of training, the Gnoll Corps had become a very competent force. They had proved to be very effective fighting pirates alongside the navy, especially in the expeditions to Leng or the ruins of the Merfolk Empire, where some pirates had set up bases of operation. They proved to be even more effective against boarding from pirates, since the last thing they expected when boarding the drunig ships was gnolls clad in armored and itching for blood. The Gnoll Corps needs to work effectively with the navy, and as such, they have to get used to life in the sea, as well as ship warfare. However, many still believed this force was more dangerous than it was worth, both from a military and a diplomatic perspective. As one of the extremely few nations willing to deal with the gnolls and the Gnoll Empire, Drunigzar has received severe blowbacks to the idea of the Gnoll Corps. However, most of the criticisms from within the nation were silent after the War of the Lord Descented, where the Gnoll Corps distinguished themselves with courage and honor. In particular, their surprising resistance towards the matter known as “reality” means that Gnoll Corps units are frequently seen in the drunig colonies within the Pinewood Peninsula. The gnolls can also release part of their ferocity against the occasional raids from the crazed zealots in the area, since the drunig authorities consider the effects of “reality” in the local populations as irreversible. This also makes the drunig settlers from the colonies of Cabakritinnii, Cabakonninni and Bibile much more open and less frightened of the gnoll, since many considered their contribution indispensable for their survival in the war.
Don't listen to the autists. Go ahead fren!
How far along are you? We had a discussion of how to segment the Azan faith into metropolia a few threads ago but I never sat down to actually do it. Maybe this is the time to decide on that as well?
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Updated the thread list. Please be mindful of it when making the OP.
Just to make sure next thread is 39-2?
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>Sunflower Forest


It was a time long past that the mighty Forest of the Sunflowers did extend its bounds, from the Great Hedge in the East to the Evergreen Pastures and the Land of the Windmills in the South and North respectively. There the towering sunflowers and the gentle sunflower dryads, guardians of the trees, flourished and basked in the sun's light.

In the early days, the first humans, gnomes, elves and hobbits who encountered this land were welcomed by the dryads, though they found no use in the sunflowers (finding them inedible) and so, no settlements were built there. Yet it was not long before the discovery of the wondrous properties of the sunflower seeds, for one gnome named Percival Kleinheisler ate of them and found he no longer needed sustenance. Word spread, and soon the races of Northwestern Giantstep flocked to the forest to harvest the seeds for their own use.

It a few hundred years later on that the wonderous properties of the sunflowers' seeds were discovered accidentally, by a gnome known as Percival Kleinheisler. Seeing how upon eating one of these seeds Percival no longer needed to eat in order to sustain himself, he made sure to tell his countrymen, and the word quickly spread around in Northwestern giantstep.

But their hunger was not satiated, and their greed took hold, so they began to cut down the sunflowers to grow the seeds in their own lands. Thus, war broke out between the dryads and the other races, and the latter were defeated, the forest losing much of its vast expanse. But their victory proved to be in vain, for they found that the sunflowers could only grow with the aid of a rare species of bee that was now near extinction and could only be found in the sunflower forest.
>The Blind Sunflower Knight

The large scale logging stopped, but the mass harvesting of the sunflower seeds drained the forest of its resource (as the sunflower dryads did not attack those that just harvested the seeds, welcoming them instead), and soon more and more of the woodland perished. But then there came a human knight, his name lost to the ages, who stood against a raiding party that sought to loot the forest. He fought and slew many of them, but fell in a duel with their leader. Yet even in death, the sunflowers had a plan, for they took over the knight's armor and it became alive.

Thus was born the Blind Sunflower Knight, who still roams the forest to this day, guarding it against those who would harvest the seeds or harm the sunflowers. Tales of terror have been spun of this living armor, and few dare to venture into the forest now. Yet still, the edges of the forest are exposed, and the seeds are harvested, causing the forest to continuously shrink near its borders, which have been growing sparser and sparser with sunflower trees.

Only in the area directly to the South of the Splinter Pass does the forest retain its former glory, with sunflowers and dryads and giant bees still in abundance. Yet even there and beyond, the Blind Sunflower Knight patrols, seeking out those who would harm the forest, the image of the rival that slew him stlll fond in his memory. Scholars presume that, if no efforts are not made to preserve the forest even more, it may shrink down to a tiny area just below the Splinter Pass, and the Forest of the Sunflowers will become but a memory.

The scarcity of the sunflower seeds and the daring of those who smuggle them into the markets of the world has caused the price to soar tenfold. Many a noble from Zapalovah, Azan, and even from the distant land of Scimitaria will readily spend entire fortunes to obtain this rare and wondrous delicacy that is able to keep them satiated for months at a time.
it currently only goes up to the end of the 4th dynasty

witches don't really have much in common other than they are often female, often rely on pacts and rituals, and often disliked in their home territory
>The Sunflower Dryads

Not much is known about the Dryads of the Sunflowers, but they are believed to be interconnected with both the sunflowers and bees. Sunflowers require care from dryads and bee pollination to survive, while dryads and bees depend on the sunflower's seed and flowers for sustenance. Without this mutual relationship, the sunflower forest's ecosystem will fail. Dryads have been observed to exhibit higher intelligence than animals and may be as intelligent as ogres or trolls according to some theories, yet they don't seem to exhibit a speech or language pattern alike those usually displayed by humans or any other sentient race.
Reposting the lacking animals to add to the wiki later.

Crawl Shark
Green Crab
Velvet Turtle
Roach Roachers
Skunky Beetles
Near all creatures from Scatoley
bladegrass moray eel
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Ogabo Desert


The ancient Tolbari were one of the first human civilizations to achieve a high level mastery of magic, using it to make life in the desert easier in a number of ways, but after some sort of magical mishap or deliberate sabotage circa 1500 BBE, all of this work was undone, and the desert became even more uninhabitable than ever.

The Tolbari were forced to adopt a more primitive, rugged lifestyle, moving from one small oasis to the next whenever the scant resources of each oasis was temporarily exhausted (and sometimes raiding their more wealthy neighbors).

Since then, history has largely passed them by. The Khenomeric Empire decided the area was too desolate to absorb, colonize, or even forge trade routes through, as have a number of other regional powers over the millennia.

Perhaps the only reason many folk have heard of them at all is the appearance of one or more locations in the Desert on various “top 13” lists. The original list of thirteen wonders was compiled by Arnold the Elder in Azan during the early Fifth Dynasty, but the list was heavily biased towards buildings within the Azan Empire. Since then, countless other lists have come out, including many competing versions of the built wonders list, along with horrors, natural wonders, legendary wonders/horrors, etc. The globe trotting Tolbari adventuress Anira came up with a number of lists for her book about a century after Arnold’s list, and despite the fact she often relied on dubious secondhand accounts, her well illustrated and entertainingly written book was copied countless times (and later went into widespread print). Each of her lists contained one or two locations/creatures/objects/etc., from her homeland, thus ensuring an unusually high profile for it in the imaginations of better read folk in more civilized lands. Many later lists drew from her work as well.
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The Tolbari no longer have any form of central government. They are organized into small tribes, typically made of relatives, though they spend most of their time navigating the desert in even smaller groups.


The Tolbari are nomadic, moving frequently to avoid depleting the scarce resources in any one area. They use camels to travel, and some groups also herd various animals. Hunting and gathering are the main forms of subsistence though. Their manufacturing abilities are limited and many of their clothes, tools, and weaponry are ancient, looted, or bought from the Kinga. Some tribes rely on slave raiding or banditry to acquire wealth, which is mostly spent on weaponry.

>Foreign Relations:

- Dominion of the Bog Witch – The Tolbari see the Bog Witches servants (as well as the Coven of the Frozen Djinnmaiden among others) as divine punishment for insufficient devotion to the spirits of the desert. Despite this fear and hate, they sometimes raid neutral humans living on outskirts of bog.

- Bhakkari Tribelands – The Tolbari despise Bhakkari on religious grounds, and have fought wars against them for ages.

- Snoloth Country – The Ogabo Desert is too dry for the Snoloths, and Snoloth Country is filled with chemicals harmful to the Tolbari, so the two generally avoid one another.

- Kinga Badlands – The Tolbari sometimes sell slaves to their wealthier cousins the Kinga, but otherwise the two don’t interact much.


The Ogabo Desert is a high plateau covered in harsh desert where little grows.

Its main noteworthy features are the occasional ruin from ancient times.

A few unusual oddities stand out like the Ice Palace, the Ogabo Bubbling Demon Pit, and the Spectral City, which are poorly understood, but well known as they appear on certain “top 13” lists.
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The majority of the inhabitants of the Ogabo Desert are humans known as the Tolbari. Ethnically they related to the “Plains Nomads” and “Westerling” racial groupings, with their closest relatives being the Kinga.


The Tolbari worship nature spirits, which are likely related to similar nature and animal spirits common in other parts of the world, though some Tolbari myths say they were the result of the magical mishap that destroyed their civilization.

These spirits are split between the desert spirits (Bari) and rock spirits (Tolba), collectively known as the Tolbari (not to be confused with the human ethnic group), greatest of which are Tol’ankor and Kebaril.

The Bari and Tolba are fickle masters and the shamans/nature priests that speak for them are a strange and eccentric group of many contradictory rituals and rites. One of the few things they seem to agree on are the locations of the main sacred sites, the largest of which is a circle of 27 massive stones over some sand stone caves.

There is a secondary religion in the desert centered around djinn and demon worship, but it is poorly understood.
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Like many people living in harsh climates, the Tolbari have a fierce fighting reputation, though cynics question whether this is purely fighting skill, or whether the harsh climate simply thins out the weak and those unwilling to do what it takes to survive. No one can deny though that Tolbari of both genders spend much time practising with swords, and their elite sword dancers are often considered among the best in the world.

The Tolbari rely on night raids and desert ambushes using ancient or looted weapons, and rarely wearing armor of any sort. Compared to many of their archenemies, they are weak magically, but sometimes a Bari or Tolba can be convinced to join the battle, where they assist in sometimes unexpected ways.

Although officially religious zeal and bigotry prompt many raids by the Tolbari, unofficially they tend to stick to “soft” targets where profits from looting and slave selling can allow for the purchase of more weaponry.

The Coven of the Frozen Djinnmaiden are sinister magic users based in the Ogabo Desert capable of binding djinns in order to control their powerful cold, sand, and wind magic both directly and indirectly.
I want to know more about the spectral city pmp4wy
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I saw that there is an island near the Glutton one that's not colored. Is it fair to assume that it's just part of the Gluttony Island?
I assume so.
You're doing the lords work anon.
It saddens me how shit our bestiary still is.
Could potentially be a nice starting point for newfrens if links, images and shit are added.
>The Sunflower Dryads
What do they look like?
Crocodilian what? why is there an entry in the bestiary for crocodiles? Is it incomplete?
I think they live in the bayukmen marshes basically big crocs with six limbs if I'm not mistaken.
They could use a name a bit more clear.
Why? Crocodilian sounds pretty on brand if you ask me
I've added all the critters from the list, minus the ones from Scatoley. Other than those, are there more beasts that need adding?

I don't see it in the wiki page. Source?
Are all they witchbog creatures in the bestiary already?
I have to check, there's an awful lot of those.
More like /tg/ makes a seething
We should first start with the religions of Scimitaria by categorizing them, since it's the region with probably the most complete lore.
I'm going to start writing the lore for the magoclergy. Any ideas before I start? Something that's not just "evil wizards take over the empre"?
An important part is that the Pharakhans were the important ones at the start with a gradual rise of the Magoclergy and their dominance once the Pharakhanic lineage lost their magic.

I wouldn't have them be universally evil. The Khenomeric empire had it's start with humans who invented the first magic to defeat the Dragongods. They were freedom fighters or heretics.

Which is why I imagine the magoclerical religion is one where values or great individuals are worshiped not gods.

They did some fucked up shit at the peak of their power and to combat the Azanese which carry the blood of dragons, but afterward they also grew decadent. The last Magoclergy afterall was genocided by an army of (highly trained) non mages. With few survivors creating the forest of getting lost, the Astromancers and Okhost.

They are a group with a history dating back to the beginning of written history and are the inventors of magic itself.

Evil wizards would be a massive disservice to them.
Some other anon wrote it, so I don't want to go into details, there is another similar city in the Cursed Battlefield if that helps though

Azan Faith deserves its own category, though in Scimitaria pretty much everyone is vanilla New Azan Faith except maybe some Old Faith in the Remnant

Lady of the Lake, Caijin, Orc'eire gods, hobbit religions, Cult of Kahunoa, and miscellaneous fey gods and covens fall under what I would consider the "Westerling/Fey" umbrella of pagan themed religions that probably overlap at least a bit with other similar religions throughout the northwest

Nine Saints is a mix of Azan Faith and "Westerling/Fey", unclear how it would be best to show this

Mg'umba is a bit unclear, could be a demon or could fit better in some sort of "far outsider/aberrant" category

Irem - we have a lot of moon goddesses, they may all be the same goddess viewed through different cultural lens and thus deserving of their own category, otherwise I would consider it "Westerling/Fey"

Dwarven Gods are their own thing, I will add more about them one day

Cult of the Lotus is probably miscellaneous unless we want to make a category for personality cults, of which we have several

Tri-Saints of Lust, Greed, and Wrath are demons

Drow gods probably deserve their own category, though some of them are demons, and they have a moon goddess as well

Cleansing Flame is likely derived from the Drow Volcano God, who in turn is probably a demon

Doken is probably miscellaneous

The Triple God could be miscellaneous, but it has enough small pockets in various nations it could be its own color if we have enough

Ilse of Wizards does have a religion section, but it didn't get added to the wiki
There is a fair amount of information on the Magoclergy on the Khenomeric Empire and Battle of Empires pages

>Which is why I imagine the magoclerical religion is one where values or great individuals are worshiped not gods
Though it has been stated they had support from followers of certain gods

>They are a group with a history dating back to the beginning of written history and are the inventors of magic itself
Not all Khenomeric mages were members of the Magoclergy, they were formed at a certain point long after the Orders were established, and drove out most of the more ethical spellcasters from the Empire
Could Doken and the Red Lotus be interconnected somehow, given that they descended from Changrila? Perhaps something akin to the different schools of Buddhism.
Pretty sure they have very different origins.
Time to write a bit of SonQo lore.

>The Temples

The oldest SonQo Temples are a prime example of early Drow architecture, while the newest ones (which, compared to most buildings in Scimitaria, are still considered very old) contain mostly traces of Changrilese and Azan influences, as it was from these places that the majority of Doken's followers hailed from.

More than forty, but less than fifty (their exact number unknown), the majority of these temples now lay in shattered ruins. The monks who once inhabited them have fallen victim to a mysterious parasite. The centipede that infests them is said to possess control over their every action, granting them a twisted form of life eternal. Only should the centipede itself expire, too shall their unnatural existence, otherwise being indestructible.

These monks, lacking any thoughts or logic, wander aimlessly around the ruined halls of the temples. These once-devout monks, who once tended to the sacred halls of the valley's many shrines, now care not for the preservation of the very structures that once housed their spiritual practices. They light strange incense, its pungent aroma announcing their presence and marking the presence of the infestation. Their will is that of the parasitic centipede that controls them, this neglect leading to many of the temples being lost, either being overtaken by forests or tumbling over hills as their foundations crumbled and detoriated over time.
can everyone wear socks at all times in this setting?
Three temples still stand tall over all the ruins. These temples are kept intact not by the puppeted monks, bereft of will and free thought, but by a hardy and stout folk. Decades before the dark curse of the centipedes descended upon the valley, a company of dwarves arrived to the valley, hired as workers by the pious Dokenist monks. Yet, as the curse swept through the land, the dwarves proved fortunate enough to escape its grasp, fleeing to the most isolated of the temples, where they have remained to this day, tending to the ancient structures and keeping them from falling to ruin like so many others have.

The dwarves, trapped within the remote corners of the valley, they saw no way to escape and so, using their mastery of stone and steel, they fortified their chosen homes, making them impregnable to the attacks of the infected monks. With time, the dwarves delved deeper into the teachings of Doken, discovering the hidden wisdom within the greatest library of the valley, housed within one of their sanctuaries.

Nowadays, as the centuries have passed, the dwarves' descendants now offer aid to any weary travelers and braving the dangers of the vale (as the mad monks can be found wandering even outside their temples) to escort them to safety. The dwarves are mortally afraid of the parasitic centipedes and their puppets, and have refused to reclaim the temples for themselves, even if some of them have been suspected of being completely abandoned for a while now. The dwarves believe that a warrior, blessed by Doken himself, will descent to the Earth, teaching them how to get rid of the parasitic centipedes for good.

Only the most desperate, seeking the secret of immortality in the pages of Doken's writings, dare to brave the valley's dangers. But most, if not all, of these wanderers meet their end in tragedy. The SonQo Valley, with its majestic temples and tales of horror, remains a warning to all of the consequences of seeking immortality at any cost.
Categorizing the cultures/ethnicities of Scimitaria.

Sea Elves, Drow, Wood Elves descendants
They are split in two groups, Northern and Southern humans, by their location to the Drow. Even though they seem similar, Northern Humans seem to have migrated to Scimitaria a long time ago, before the rise of Azan, and later became a vassal of both Azan and later the Drow. The Southern ones seem to be more closely related to Azan, as they're newer settlements, but many still worship their own distinct gods.

In Calcrabia
In Kinnog and Orc'Eire
In Kinnog

The Wizard Isles also are mostly made up of humans, although I dunno about their origin.
Honestly, I'd make a separate religion/culture/etc map for each region. There are over two hundred regions/nations in the entire world, and covering all of them in one of these maps would be impractical and implausible. By focusing on, let's say, Scimitaria at first, we can afford to display these religions in more detail than just lumping them in very broad categories.

I'd do it as follows

>Azan Faith
Branches into New Azan Faith and Old Azan Faith
>Scimitarian Paganism/Fey gods
Branches into Caijin, Lady of the Lake, Hobbit Religions, Kahunoa, Orc gods, I'd probably add Irem to that as well
>Nine Saints
Their own thing to be honest, seem quite different from the other religions in this setting and are a big part of the northern humans, not just restricted to one meme nation
>Cult of Lotus and Doken
Someone said this before but we could lump this under "Changrilese" school of thought or whatever. Dokenism doesn't have that much of an elaborate origin so we could work this one around.
>Dwarven Gods
Their own thing, similar to other Dwarven religions in this setting
>Cleansing Flame
Should be its own thing
>Drow Gods
Its own thing
>Tri-Saints of Lust, Greed and Wrath
Haven no idea about this one, it's a demon, but it could be lumped with Mg'Umba or the Drow gods, depending on their origins
It's own thing, or like you said, "demon" worship. I feel Demon worship should be restricted to non-physical or abstract entities, so Kahunoa would not fit the bill, as it's an actual being, but Mg'Umba would.
To elaborate, take a look at this map. Each category could have its own colour scheme, for example, Azan could be purple, Scimitarian paganism (including Fey worship) could be yellow, Dwarven Gods could be green, Nine Saints could be blue, Demon worship black, etc etc. And its subcategories (old azan faith, Caijin, etc) would be different hues of that colour.

This would be consistent with every other region in this map (in this case, with the Azan Faith in Azan, Demon worship in wherever and Dwarven Gods in Gautlan)
Alternatively, you could differentiate between "Scimitarian Paganism" (Hithlone, Tri-Saints, Caijin) with Fey worship (Hobbits? Kahunoa)

Also, Irem could either be categorized as "moon worship" or be lumped into the paganism category
Looking foward to a complete religion wiki page
The northern humans belong to the Westerling ethnic grouping, and they are found on the Isle of Wizards, northern Terusia, and a number of other locations outside Scimitaria as well. The ones in northern Scimitaria could have one or more specific names though

The southern humans are tentatively lumped into the Azanese ethnic grouping, but again could have their own specific ethnic groups

There are some in Kinh Hee Palm Grove as well. And scattered elsewhere in Scimitaria, but probably not in enough numbers to make it onto an ethnic grouping map

Is pretty diverse, I would say a mix of orcs, humans, and dwarves, even on the map

>Nine Saints
Their lore specifically says they are heavily influenced by the Azanese Faith, but if you want them to be their own thing on the map then fine

>Cleansing Flame
though it has been specifically linked to the drow

Old lore from before the demons were flushed out more. Based on the latest, Lust is Gogotha, Greed is currently just known as the Goddess of Greed. Althazzar is Wrath, but sometimes is also associated with Greed. Demon cults are everywhere so probably better off as its own category since it doesn't fit well with others

Caijin has been lumped with the fey a number of times, and the Tri-Saints are demons. Irem and the Hithlone Triple God don't really have anything in common, but if "Scimitarian Paganism" is just a fancy way of saying "miscellaneous Scimitarian religions" then I guess it can work
So what is going on in Windwillow?
No cute feet shall not be forever restricted and hidden
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>The Northman/Zemylander Pantheon

The assorted faiths of the northeast coast, and several other regions colonized by Northmen are often collectively known as the Northman Pantheon, or sometimes also as the Zemylander Pantheon, after the culture where it is most powerful and organized.

In terms of organization, each god in the pantheon has its own network of temples and shrines, which are operated by a priesthood that is fairly hierarchical, though the rigidity of the structure varies by god and by region. Often nations will have their own senior priesthood for each god, but in some nations, a particular temple network answers to the authority of senior priests in another nation. In some more primitive cultures, tribal shamans fill the role of priests.

The temples can designate anyone they want as a priest. Typically a certain level of training is involved, and recruits are chosen based on a mix of faith, personality, and relevant abilities (charisma, fighting ability, bureaucratic ability, etc.) Some priests gain divine powers specific to their patron god, but the gods’ rationale for granting certain abilities to certain individuals is mysterious and often seemingly random. Like most gods, the members of the Northman Pantheon don’t communicate directly with followers.

The Northmen aren’t as righteous as the Azanese or certain others. They follow a “might makes right” philosophy that the gods generally help those that help themselves. However, a wide range of behaviors are still taboo like breaking oaths, necromancy and other dark magic, kin-slaying, killing non-combatants and those who have surrendered, and forging pacts with dark entities seen as a threat to the stability of reality. Most Northmen believe in reincarnation except in specific circumstances.

There are over twenty main gods associated with the Northman Pantheon, many of whom bear striking similarities to members of other pantheons. In addition, there are a number of cultural heroes, demons, faerie lords, minor gods, and folklore characters that are associated one or more regional variants of the Northman faiths. The major gods are listed below:

- The All-Creator – Said to be the creator of the universe. His motives and goals are mysterious, though most believe he takes no direct interest in the mortal world unless something direly effects its stability and integrity. He has few priests, but the more primitive of the Northman cultures like the Alltaf often worship him via shamans. Some shamans believe most other gods are just variants of the All-Creator.

- Vursid The Bear – The Northman war god. A belligerent god whose tenets encourage smiting evil and resolving disputes via violence. His priests are sometimes integrated into a nation’s standing army, and are typically involved in organizing local militias as well.

- Mirslava – The Northman goddess of death and winter. Her priests have a grim reputation for being grave tenders and hunters of the undead, yet they are still among the largest and most organized. Most Zemylander communities have at least one priest who tends the graveyard, and organizes major seasonal festivals, which typically emphasize the harshness of the world, but also the eternal cycle of rebirth.

- Zolovara – The Northman goddess of prosperity, wealth, hard work, but also cunning. Although it is said she disapproves of common theft, she is also said to be fine with hereditary wealth, unfair contracts, hard negotiating, and wartime looting. Her temples are wealthy due to all sorts of folk offering small donations in hopes of attracting her favor.

- Freygga – The Northman goddess of prophecy, motherhood, beauty, war, cats, and death. There is considerable overlap between her portfolio and those of certain other prominent gods, which can lead to her being powerful in one area, and almost absent in another. The Norskyries are said to be her creation.

- Legoluboy – The Northman god of the northern oceans. He is a harsh and cruel god whose priests collect donations from sailors, merchants, fishermen, and others who must throw themselves at his mercy to make a living.

- Rusalochka – The Northman goddess of the eastern oceans. She is seen as warmer and friendlier than Legoluboy, though sadly she is only relevant to those with business in the eastern ocean, while most Northmen are based in the northern ocean. Highly relevant to Seagard and some in Tarot though.

- Soshotnik – The Northman god of foresters and hunters. Relevant to those who spend a lot of time in the wilderness. His priests see it as part their role to protect wanderers, hunt evil, and maintain the peace between the humans and the fey. Their priesthood is loosely organized and spend most of their time in remote areas.

- Zverukitel – The Northman god of beasts. He is seen as the representative of the All-Creator’s more feral creations. His priests aren’t particularly popular outside of certain festivals due to their belief that animal and monster attacks are simply a part of the natural order, but their skill at taming trolls and dangerous animals sometimes come in handy.

- Aoghm – The Northman goddess of scholars and magic. She has a somewhat sinister and mysterious reputation. Her priests are mostly found in urban areas where they acquire valuable knowledge they can use to secure wealth or influence, or both.
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- Razvratnik – The Northman god or goddess of debauchery, art, and the western ocean. His/her gender is ambiguous. Often associated with artists, prostitutes, and drunks. He/she is seen as frivolous by some, but is still popular for his/her many festivals, the organization of which is a key role of his/her priesthood.

- Gormoniya – The Northman goddess of harmony. Clearly just the Harmony Goddess. Not as popular as she once was, but still plays a prominent role in several major festivals.

- Zanzarah – The Northman god of necromancy. His worship is a major taboo among all Northman cultures, where he is seen as a demonic figure. His followers preach that the natural cycle of life, death, and rebirth can be subverted in favor of a more agreeable one. He is not the only evil god acknowledged in Northman mythology, but most of the others are readily identifiable as major demons known to other cultures by other names.
I like the few peacock tail feathers
That bird is sus
So does Zanzarah appear to its followers in that bird form? Does she take the faces of the dead or the living?
I figure that image is something that opponents of Zanzarah would come up with

A glorified vulture that pretends it is a misunderstood god trying to help you avoid the grief of losing loved ones, but is actually intent on enslaving you and feeding off the dead

Not sure how followers would see him. Maybe in the same way, but with many aspects of the image having positive or neutral implications rather than negative ones. Maybe the original Mossovoy guy can weigh in if he is still around
So are these gods the hyperborean gods, the gods of the snow elves, or the gods of the zemylander settlers that moved from Greater Elanxa? Because if they are the latter, shouldn't they follow the elanxan pantheon, which was an offshoot of the khenomeric one?
Cleansing Flame should be under the "Drow" Pantheon or whatever
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A lot of nations throughout just worship a random god, with simingly no connection between them, we could lump them in categories like "Scimitarian Monotheism" or "Zemylander Monotheism" etc, atleast for the more generic ones
The Northman religious traditions predate the arrival of the Khenomeric Empire. As a multicultural empire based mostly on magical knowledge and military might, the Khenomerics never made any real effort to convert the Northmen, though south of Littlestep the two pantheons got mixed together a bit.

There is no Elanxan Pantheon. Prior to the personality cult worshipping the Magpie Emperor forming, they would have followed a mix of the Northman and Khenomeric traditions. The current Empire of Elanxa is only a piece of the former nation of Greater Elanxa though, the Zemylanders mostly draw their traditions from the parts that were in northern Littlestep, where the Khenomerics never had much influence.

Hyperboreans and the Alltaf are essentially a much older version of the religion the Zemylanders follow. The two have diverged significantly but still share the same roots.

The snow elf gods are their own thing, but are also partially incorporated into the Hyperborean religion
There is surprisingly little historical lore about Elanxa. Maybe we should write about that: Greater Elanxa, its fall and the Zemylander Wars.
Human groups


Present in Northwestern Giantstep. A subgroups of Westerlings are the northern scimitarian humans, which originated from northwestern giantstep.

Perhaps the plains around Waldemaria

Land of the Windmills, Sniden, Waldemaria, Chrysovica, Blesire States, South Belsirya, Duchy of Calcabra, Isle of Wizards, Fortress Islands.

I'd say the people of Arangea/Bumi are mixed, and so are the people of Gvilderstaaten, Zapalovah and Mossovoy.

Perhaps Celtic/Anglo-Saxon like


Etera is described as an ancient city-state in Scimitaria, predating the Elven inhabitants of the continent, and therefore the human migrations as well. Probably a distinct ethnic group. Even though Etera was destroyed/abandoned, the people of Bumi and Arangea claim their heritage from them, so we could say they are mixed with the Westerlings.


Probably white, don't know about anything else

AZANESE (or Southwestern Humans)

Present in the Southwestern corner of Giantstep, spreading out to southern Giantstep and Scimitaria.


Area in and around Azan


Azan, Lorient, Lemon Kingdom, Knightlands, Furlaniya, Oront, Daligrad, Kalydon, Hasteria, Hithlone, Moreelse, Three Sisters, Kinnog (partially), Terusia (partially), Gvilderstaaten (Partially)
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We could do something similar to this when it comes to races
The problem with that is that many of the nations have many different races living within. Just look at the nations in southern Giantstep, they all have at least 3-4 different species in there.
Sure, that's why we don't need to restrict coloring these maps according to each nation's/region's borders. For example, the southern part of the Sea Elven City-States would be human, while the northern part would be sea elven. It should be totally different from the political map.

Also, only the "majority" population of a region should be represented on the map. A huge tribe of goblins living in let's say Changrila, should not be put on the map because they're the minority compared to humans there.
Don't promote the saboteurs here. Also sadly the setting has... Nearly 100 races and subraces this would be hell to paint
I wrote some lore about the Magoclergy. I've checked all references to them in the wiki, if there's something I've missed, please point it out.

>The Magoclergy

The Magoclergy was a society born during the ancient days of the Khenomeric Empire. A religious institution at first, it grew in wealth, power and influence until they became the de facto rulers of the Khenomeric Empire, leading up to the war with Azan and the Western Elven Empire and the cataclysmic clash in the Battle of Empires. Its later descend into decadence and debauchery, combined with the massive opposition to their power led to their downfall during the War of Supper.
>The Birth of the Magoclergy
The codification of magic is one of the greatest achievements of the Khenomeric Empire. While many would point out that they were not the first ones to use magic in the world, mentioning cases of primitive druids, shamans and others of the sort, it would be the khenomeri who would set up the modern methods of study and work with magic. Humans were not naturally magically gifted, unlike many of the fey, and to learn and master the arts they needed decades of study to even grasp some of its most basic principles. However, it was that exact reason that brought many of the most brilliant minds in the nation at the time together to discuss their findings and studies. The principles and theories they set up are, to this day, the basic of pretty much all magical knowledge in the human world, and even adopted by many other species. Using this knowledge, the small confederation of coastal cities would quickly grew in power and prestige, expanding to become one of the biggest powers the world had ever seen.
The strengthening magic influence of the Khenomeric Empire saw the writing on the wall and heavily invested in the study of magic. The growing interest in magic and in magically gifted people resulted in the creation of the Four Schools of Magic: the School of Green Plant Magic, the School of Black Necromancy, the School of Light Astromancy and the School of Gold Divimancy. The khenomeri monarchy, the pharahkhans, decided to patronage the schools of magic, bringing them to Khoraqualumum. In particular, they saw the School of Gold Divimancy as the key to eternal prosperity. Divimancy was extraordinarily rare, and only few gifted individuals could actually use it, but if done correctly, its future sight allowed the user an incredibly precise prediction of the future, much more accurate than even astromancy. The pharahkhans were incredibly successful at this, to the point that soon enough the only ones allowed to master divimancy were part of the royal family.
It was in this context that the Magoclergy was born. The growing weight of magic in khenomeric society was making many individuals nervous. In particular, many saw magic as taking the power from the gods, and many of the priestly class began opposing the expansion of magic within the army and the administration. The growing tensions within society made the pharahkhans to start talks with the priesthood of the empire, to try to see if a middle ground could be reached. These talks led to the establishment of the Magoclergy, a religious body designed to integrate the worship of the khenomeric gods with the use of magic. They would have the blessings of both the Crown and the priests, and would be tasked to make people see magic as something beneficial for them. The Magoclergy would begin tying themselves within the army, the navy and local forces to make sure magic would be integrated smoothly within all aspects of their working. This worked well enough at first, since it made the expansion to the north much easier now that generals could trust their magical aides with a lot of the burden of conquest. However, it was not as successful integrating magic within regular everyday life, and many saw the Magoclergy as “overbearing”. The local priesthood saw the Magoclergy as upstarts from the capital, not letting them practice their worship the way they had always done so (something much worse in areas where the Khenomeric magic was less than welcome, having been invaded and conquered by wizards). The local population saw them as busybodies that were prying too much in local affairs, and some of the populations less trusting in magic sent clear complains to the capital to voice their opinions.
>Rise of the Magoclergy to power
With the aid of the khenomeric pharahkhans, the Magoclergy became one of the most powerful and influential organizations within the empire. Since it needed to smooth the bonds between the magical and the common world, they were liaised within pretty much all other groups in the nation, both at a local and a higher levels. This granted them an immense level of influence, only rivalled by that of the pharahkhans, and that began to spiral into a darker turn. While monetary gain was not on the mind of the members of the Magoclergy (they were already quite wealthy as they were, and becoming wealthier by the day), the growing dependence of the Khenomeric Empire in magic was causing more and more tensions within the nations, with the wizards’ side getting in the winning side. Adding to this, a series of weak pharahkhans meant that the Crown couldn’t keep on a leash the Magoclergy. Instead, the infighting within the royal family meant that the members of the family began fighting with each other, not passing on the knowledge of divimancy to each other, and not advancing the branch of magic further out of fear it could be used against them. After a couple of weak generations, the entire field of magic had been pretty much lost, with only bits and pieces surviving, written in undecipherable code, and now believed to be lost after the fall of the empire to the gnoll.
The loss of divimancy left the monarchs in a much-weakened position. Unable to properly direct their generals to continue the conquests or inform their bureaucrats of future events in need of preplanning, not to mention the growing corruption in the capital, left the pharahkhans were in real danger of losing their place within the nation. To compensate for this, they gave the Magoclergy more and more power, and slowly but surely, the Magoclergy got control over the entire country, sidestepping the kings in many important things such as taxation, warfare or city planning and administration. The pharahkhans simply could not push back their rise to power, they did not have enough power and influence on their own, and the Magoclergy had the ear of the army, who had become quite dependent on magic to continue their streak of conquests. A failed attempt to kill the biggest members of the Magoclergy (many believing this was a stage coup) gave them the perfect excuse to ramp up their takeover, and by the year 440 ABE, the Magoclergy was the true power behind the Khenomeric Empire. They owned vast swathes of land, organized most of the economy and had control over most of the nation’s armed forces, plus they owned some private armies of their own.
This accelerated the turn of the Magoclergy into darker paths. They began abandoning their religious ways, leaving behind the worship of gods to replace it for worshiping magic. At first, they sidelined all khenomeric gods unrelated to magic, and then only focused their praises to [khenomeric god of magic, I do not remember its name]. In the end, not even the divinity was the object of praise, magic and pure power was in and of itself was, and those who wield it were object of adoration. And with that, proving their power and magical knowledge became the biggest priority for all members of the Magoclergy. The growing institution had seen rapid growth in membership, since it was the quickest way to power and success in many fields, but now to become someone you needed to be the best at magic, regardless of anything else. Any moral, ethical, practical or reasonable limitation was sidelined and ignored for the pursue of power. Nothing was too sacred to not sacrifice, and this turned the population’s distaste for them into outright hatred.
>The Dark Spiral
This began a period of calamity within the Khenomeric Empire. With full control of the nation and nothing that could really oppose them, the Magoclergy began competing with each other. The members of the Magoclergy took a mad race to be the most powerful, most knowledgeable and most influential on their craft. Many areas of the empire were set aside for members of the Magoclergy to use as test fields, courting dark entities and forbidden demons in the hopes of one upping their rivals. This began growing a resistance movement, with many different groups like the Nitarishans working tirelessly against the new regime. In retaliation, they began prosecuting their detractors harsher and harsher, with things such as the creation of the Labyrinth Prison, or using their detractors as sacrifices to fuel malignant rituals. They ruled the land with an iron fist, using the growingly worried khenomeric army to expand aggressively the empire and to keep their enemies in check.
However, the Magoclergy were not the only ones in control of magic. The Schools of Magic had seen with horror the abuse of power of the Magoclergy, and the growing hatred the common folk had for magic because of the Magoclergy’s abuse. The schools pushed for limitation in what the organization could do, but those attempts only led to the Magoclergy seeing the Schools of Magic as a possible enemy. However, the internal discussions about what to do about the Magoclergy revealed that many wizards had sworn loyalty to the cult, seeing the rampant experimentation as a positive, oppression and damage to the forest be damned. The Magoclergy themselves saw the Schools of Magic as a possible rival, and burdened by the growing pleas for moderation, the Magoclergy began attacking the different schools, finally creating a schism between them. This fracture would play a big role in the further crisis within the wizarding world in the Khenomeric Empire, creating mistrust between the different branches and starting the trend of wizards abandoning the capital and spread throughout the land to live simpler lives.
I'm falling asleep as I'm writing this, I'll continue it tomorrow. If there's something in need to fixing or tweaking, please point it out.
Instead of a map, wouldn't it be better some sort of demographic graph of each of the nations? At least the bigger ones? Much easier than trying to map the entirety of the races within the world, especially since there's plenty of places without developed lore.
>[khenomeric god of magic, I do not remember its name]

Also there was some links to Uruc, Mg'umba, and possibly others

Mediterranean looking (from southern italian, to dalmatian, to north-african/arab)


Don't how else to call them. Maybe Bog people? Anyways, they are the ones inhabiting Central-Northern Giantstep. Could be related to the Westerligns


Dominion of the Bog Witch. Maybe once the Bog Witch started expanding in that area, they spread around.


Platanus Bog, Zyla Gora, Bayoukmen, Land of the Windmills (east), Dominion of the Bog Witch, The Fungest, Avangar (I think it was mentioned that they made their way to littlestep from this area), Bhakkari (?)


I'd imagine they'd have pale-white skin, kinda sickly looking


People originating from modern-day Gnoll Empire. These people built up the Khenomeric Empire, and seldom did they spread, only in the lands neighboring them.


Gnoll Empire (human remnants?), Ogabo Desert, Gilgemash, Mumak Mahudom, BBD (partially), Kinga Badlands, Leng (?), Corteau Canyon


Olive skinned


No idea what to call these, but they are the asiatic-like population in southwestern giantstep. So, Changrila, Ogchuk, Golden Hills, perhaps Dsvryth and the Hordes.


Found in eastern/northeastern giantstep. They originated from the Greater Elanxa region. Subcategories include the Zemylanders.


Zemylander Kingdoms, Most of Littlestep, Orange Marquisates, Florinth, Elanxa, Tarot, Grobianismus, Kokaine, Seagard, Drunigzar, Voita-Magash, Anchovia, Zapalovah, Felovik, Laurentian Fortresses and more


Vaguely European. The more north you look, the more germanic they are, while the ones in the south resemble southern europeans/caucasians


Don't know a good name for them, perhaps it could be "Zemyland-ers" but in their own language. Basically the "native" people of Zemyland


Alltaf, Hyperboreans, Biblion (partially)


North Germanic
Now, we have two races of southrons. The ones are the black-skinned ones (Nosso Lar, northern BBD, Chugaranni, Mona Ngi Xica some natives near the Eldritch Jungle) and we've also got the ones that resemble Mesoamericans (Jeraxih, Chakobsa). Could be two entirely different "races", dunno about the name.


Don't know where to group those. We have some asian-looking people on the total opposite side of all the asian-inspired countries, etc


Nogar, Soomi people, Tenzin, Misty Folk

I'm getting too sleepy
I'll write lore about Zorya next
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reposting an old map which I used when describing the humans in the areas I wrote. A few bits are now out of date

Could work as branch of the Westerlings, which the Bayukmen specifically are. But Platanus Bog and Zyla Gora are mostly from Littlestep and Florinth, and the Fungest humans are Khenomeric colonists (though said colonists could be from a number of regions). The Elyrians (Avangar) are from central Littlestep

I have mostly been calling them plains nomads so far, since most of them outside Changrila and Nogar are at least somewhat nomadic

Been calling them Northmen so far

Florinth and Tarot are more closely related to the Westerlings

Grobianismus and Kokaine resemble Northmen, but that is part of the curse, it is unclear what they once looked like before Uun

Essentially a type of Northmen

The black southerners have just been called Southerners so far. Chakobsa are a mix of the Southerner, Plains Nomad, and Khenomeric ethnic groups, likely the Jeraxih as well

Nogar and Tenzin are plains nomads, they once lived in what is now the northern half of the Gnoll Empire. Likely the same for the Soomi

Not sure if the Misty Folk are even human
>Florinth and Tarot, Platanus and Zyla Gora

Why are they more related to the Westerlings?

So, Northmen could be divided to four subgroups. Zemylanders, Elanxans (inhabiting the area of what used to be Greater Elanxa), the Hyperboreans (Alltaf/Hyperboreans, can't think of a better name) and the lands you circled in purple, apart from the Soomi and Nogar (don't think they should be their own subgroup.

>Plain Nomads and South Khenomeric

What's the difference between them? Obviously the South Khenomeric are in the south and all, but is it that the plain nomads (and thus, the majority of the Khenomeric Empire) are just asiatic-looking, but the South Khenomeric are more middle-eastern looking?


The lore states that the Elyrians once migrated from the "west", not specifying more. Could be that they migrated from the swamp areas (given that they settled in the swamp), but it's not certain how old this migration was and if that would be enough to not categorize them as northmen.
>Why are they more related to the Westerlings?
For Florinth and Tarot, I wrote them as having some Westerling ancestry, mostly because appearance and culture wise they are fairly similar

Platanus and Zyla Gora were written after the map was made

>lands you circled in purple
I have always kind of struggled with the purple area since it is such a clusterfuck of unrelated ideas. I guess making them a type of Northman works (aside from the Nogar and Soomi who should have been yellow). Some Grobianismus lore says they were given a Northman appearance since the prior inhabitants saw Northmen as crude and stupid, but perhaps Uun changed their appearance once when they were his favorites, and again when he cursed them

>are just asiatic-looking, but the South Khenomeric are more middle-eastern looking

>and thus, the majority of the Khenomeric Empire
Not necessarily, fertile areas can support a much larger population than plains or badlands. And the Khenomeric Empire also once included large areas inhabited by Northmen as well
Thanks. We could add all the details of the gods and customs of the khenomeric in their article page, they are too spread out all over the wiki.
here are some percentages:

>Scimitaria Region:

Cocoon/Emerald Islands – negligible

Warding Fortress Islands – 86% human, 5% drow, 2% amazons, 2% hobbits, 2% orcs, 1% goblins, 1% gnomes, 1% other

Chrysovica – 97% humans, 2% sea elves, 1% other

Sea Elven Domains – 48% sea elves, 13% drow, 12% wood elves, 10% mutts, 8% humans, 3% hobbits, 2% goblins, 4% other

Alliance of Belsire States – 90% humans, 3% hobbits, 2% sea elves, 2% assorted fey, 1% dwarves, 2% other

Aurous Highlands – 98% humans, 1% sea elves, 1% hobbits

South Belsirya – 94% humans, 2% half-drow, 1% hobbits, 1% orcs, 1% dwarves, 1% other

Eterna – negligible

Bumi – 97% humans, 1% dwarves, 1% hobbits, 1% other

Arangea - 98% humans, 2% other

Isle of Wizards – 94% humans, 3% hobbits, 1% gnomes, 1% brownies, 1% other

Castle Athassel – 68% humans, 16% goblins, 5% fairies, 3% hags, 3% drow, 5% other

Scarred Phantoms – TBD

Mountain Hobbits – 97% hobbits, 3% other

Calcabra – 86% humans, 8% half-elves, 3% hobbits, 2% dwarves, 1% other

Drow City States – 43% drow, 16% humans, 15% dwarves, 8% goblins, 6% orcs, 3% bugbears, 2% hobbits, 1% ogres, 6% other

Red Lotus – 100% humans

Kinh Hee Palm Grove – 37% drow, 23% goblins, 14% orcs, 11% dwarves, 8% humans, 3% half-drow, 2% bugbears, 1% ogres, 1% other

Purple Shell Coast – 68% dwarves, 8% drow, 8% goblins, 5% humans, 4% orcs, 3% half-drow, 2% harpies, 1% bugbears, 1% other

SonQo Temples – 45% goblins, 24% orcs, 11% bugbears, 8% dwarves, 4% harpies, 3% humans (tainted), 2% humans, 2% half-drow, 1% other

Kinnog – 52% humans, 23% dwarves, 11% half-drow, 6% goblins, 4% orcs, 2% bugbears, 1% harpies, 1% half-elves, 1% sea-elves, 1% drow, 1% eel-folk, 1% other

Orc’eire – 62% orcs, 22% bugbears, 6% goblins, 5% humans, 2% dwarves, 1% half-drow, 2% other

Land of Storms – negligible

Moreelse – 94% humans, 3% half-drow, 2% dwarves, 1% drow

The Triarchy – 92% humans, 2% dwarves, 2% orcs, 1% goblins, 1% half-drow, 1% drow, 1% others

The Remnant – 94% humans, 2% drow, 1% half-drow, 1% orcs, 2% other

Terpysythea – 93% humans, 3% dwarves, 1% hobbits, 1% orcs, 1% drow, 1% others

Terusia – 84% humans, 4% half-drow, 3% demon tieflings, 3% dwarves, 2% drow, 1% hobbits, 1% goblins, 1% harpies, 1% other

>The Northwest

Mysterious Statue Island – what island?

Windwillow – TBD

Mastodontan States – TBD

Elfwood – 31% wood elves, 21% cursed, 16% other elves, 7% dryads, 5% animalkin, 4% humans, 3% brownies, 3% pixies, 2% satyrs, 1% nymphs, 1% ents, 1% hobbits, 5% other

Hereby – 58% hobbits, 21% humans, 8% gnomes, 5% brownies, 3% animalkin, 2% merfolk, 2% goblins, 2% wood elves, 1% drow, 6% other

Thereby – TBD

Whereby – TBD

Lands of Fake Humans – TBD

Petty Manogre Princedoms – TBD

Evergreen Pastures – TBD

Forest of Sunflowers – 99% sunflower dryads, 1% other

Swaying Meadows – TBD

Glass Mountains – TBD

Harpies Peak – TBD

Waldemaria – 93% humans, 3% hobgoblins, 1% hobbits, 1% wood elves, 2% other

Sniden – TBD

Mossovoy – 62% assorted undead, 36% humans, 2% other

Laurentian Crusade Strongholds – TBD

Zapalovah – 79% humans, 5% dwarves, 4% hobbits, 3% zapa elves, 3% mongrels/fake humans, 2% goblins, 1% animalkin, 3% others

Felovik – 52% goblins, 41% humans, 4% bugbears, 1% dwarves, 2% other

Land of Windmills – 92% humans, 4% goblins, 2% wisplings, 2% other

Fairy Woods – TBD

>Old Azanese Heartlands

Azan Empire – 96% humans, 1% dragon-tieflings, 1% dwarves, 1% hobbits, 1% other

Gvilderstaaten – 92% humans, 3% hobbits, 1% demon tieflings, 1% dragon tieflings, 3% other

Baalps – 69% humans, 13% gibberlings, 6% she-eep, 3% dwarves, 2% gnomes, 2% hobbits, 2% animalkin, 1% goblins, 1% harpies, 1% other

Siuverland – 98% humans, 1% dragon tieflings, 1% other

Daligrad – 82% human, 5% dwarves, 3% witch-elves, 2% half-breeds, 2% goblins, 1% eel-folk, 1% gibberlings, 1% harpies, 3% other

Kalydon – TBD

Aelar’Ra – TBD

Warmog Forest – TBD

Stymphalian Swamps – negligible

Hasteria – TBD

Gautlan – TBD

Oront - TBD

Jibaro Wetlands – 62% humans, 22% sirens, 12% dwarves, 4% other

Joois Clans – TBD

Ampleazzo - TBD

>The Southwest Coast

Troll Wastes - TBD

Furlaniya – 88% humans, 6% dwarves, 3% goblins, 1% joois, 2% other

Azhar Nar – 98% humans, 1% dwarves, 1% other

Golden Hills – TBD

Nasr Satrapies – 99% humans, 1% other

Changrila Empire – 99% humans, 1% other

Lorient – TBD

Lemon – TBD

Ingurland – TBD

Kingdemocracy – 95% trolls, 4% orcs, 1% other

Golden Skulls Knightlands - TBD

Oroma Islands – 100% dragons

Lost Isle – TBD

Krestenegs – 99% Krestenegs, 1% others

Maneater Islands – 97% human, 3% others

Ogchuk – 100% humans

Dsrvyth - TBD

Zulutaur Steppes – 41% zulutaurs, 24% humans, 14% orcs, 3% ostrichfolk, 3% pigfolk, 2% man beasts, 2% hippotaur, 2% catfolk, 2% scorpionfolk, 2% badgassi, 1% servalala, 1% harpies, 3% other

Asvaran – 89% human, 4% humans, 3% dwarves, 2% orcs, 2% other
I would expect Azan and Changrila to have bigger minorities, since they were part of a massive empire that took over a lot of species. Especially Azan, Changrila's might be smaller due to it having a lot of population.
>Mysterious Statue Island – what island?
Population 1: the statue
>Isle of Wizards – 94% humans, 3% hobbits, 1% gnomes, 1% brownies, 1% other
Too little of the non-humans. Peoples from the Hedge would be much bigger, plus some elves escaping from Scimitarian during the drow takeover.
This is cool and all but there are like 200 nations in this setting, doing a demographics map for all of these would take like 100 times the time and effort than making one culture map for the entire map (or splitting it in 4-5 maps) since the latter would require less attention to detail
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The isle of Zorya has for ages been the subject of legends and tales, with many even unto this day still deeming it a fanciful creation of the bards. Yet, in the dusty halls of forgotten libraries, there exist ancient maps etched upon parchment, wherein the Sea of Amber be marked with the depiction of the said isle. But, it is oft not found upon the maps of common men, who have naught but scepticism for such fables.

Tales from a dozen different cultures have been told about an island in this sea, an island so vile that it engulfs anyone who approaches it in a shrouded cloak, making them unable to leave. Of course, such tales can be attributed to hearsay, but the similarities between them across many different eras and languages, have led scholars to believe in the existence of this famed isle.

Many different explanations have been devised through the ages; some tell of a djinn who's hidden himself in the heart of an island, waiting for a brave wanderer to get past his challenges so he can grant him any wish he may want, others say it is a realm of spirits and wraiths, where the dead roam free and the living are doomed to an eternal nightmare, while some claim that the island is home to sirens, hiding it using the high tides whenever someone coems too close. Cynics have also come up with their own explanation; this island is just a myth, a creation spawned from hazy sailors, who due to being seasick, started to see imaginary things in the middle of the sea.

The Bayukmen have always considered it to be a demon lair, enchanted in order to stay hidden from all prying eyes. In fact, the name "Zorya" derives from their language, meaning "Enchanted". If one were to stand in the northernmost point of the Bayukmen coast, he could be able to spot heavy fog in the far distance of the horizon.
The mystery and debate of this island can be pinpointed to its one known trait; the heavy fog that surrounds it makes it so that in order for one to spot the island and confirm its existence, he'd have to venture past the mist, a perilous task that oft leads to naught but shipwreck upon the shores, as evidenced by the numerous vessels that have met their end there. Like mentioned above, the origin of this mist is still a mystery, one that has claimed many lives in the past.

Cautionary tales told by survivors of such shipwrecks have warned us about the dangers of this island - rugged cliffs and shores, hidden coves, dead trees, will-o-wisps and vile, ancient creatures that are able to blend in (or even, in some cases, produce it themselves) with the fog. Of course, not all such stories are to believed, as many people, starved for glory, will come up with their own fables in order to make themselves appear more heroic and well-travelled.
>Isle of Wizards – 94% humans, 3% hobbits, 1% gnomes, 1% brownies, 1% other
I'm pretty sure they have a pretty sizeable population of amazons, ogres and hobbits which the wizards have brought to the islands over the ages, it's what makes the region interesting.
But they are humans...
i have been away from these threads for months so i have two things to ask:
Was the timeline established? last time i checked it was still in production, also was a star map created along with the zodiac?
This is being repeated like 20th or 30th time, but in this settings cosmology the stars in the sky are fluid this a zodiac in the traditional sense could not emerge.

Maybe there are a few thousand common star patterns that of they emerge are used for prophecies.
>Was the timeline established? last time i checked it was still in production
After a long, looooooong debate about how the calendar should work, some anon proposed certain dates for a couple of the major events. Afterwards, the newer lore was fit around those.

has anyone actually put actual occult work into this setting or is it just "lol magic"?

If you want to make proper witchcraft, read the books of andrew chumbley, they can be found in the /x/ /omg/ library
The only mystical areas developed are alchemy and astromancy.
Azan Empire mostly ruled over areas inhabited by humans. Also Changrila and the core Azan Empire had such massive populations compared to most other areas that significant chunks of a non-human nation's population would have had to migrate to make a difference

>Too little of the non-humans. Peoples from the Hedge would be much bigger, plus some elves escaping from Scimitarian during the drow takeover.
I went with the description on the wiki which says "a few of each" came over from the Lands Behind the Hedge. No mention of elves at all on the wiki page

I wasn't the guy who proposed the graphs. This information could be used to help make graphs, maps, and/or added to the wiki as one page or on all relevant pages

The Wizards and their strange entourages and collections may be the most interesting thing on the island, but they still make up only a tiny percentage of the island's population
Continuing with the Magoclergy part.

The growing tensions did not just affect the Schools of Magic. The increasing weight of the Magoclergy over the army and the navy, superseding their officials or replacing them altogether with incompetent but obedient servants, was becoming a dangerous point. To compensate for this, the Magoclergy ordered the expansion of the conquests in all directions, something that was becoming more and more difficult. By the 1st Century BBE, few areas of Eastern Giantstep were not either part of the empire, paid vassalage to the empire or were not heavily influenced by the empire in one way or another. The Crimson Plateau was of little value and was colonized only in its eastern side and through the Changing Waters. The Ketlovian Kingdom was only independent in theory, serving as a vassal of the khenomeri. And expanding through the Izar Peninsula and the Saint Thinerio Peninsula was not recommended, since they were under the influence of the Merfolk Empire (though were never claimed, only left there as a buffer zone between the two empires). As such, the Magoclergy focused in crossing the sea to colonize the continent of Littlestep and to even try to grasp the faraway lands of what would be called Zemyland. Still, the conquests slowed down. The only feasible possibility was to expand westwards, but there was little way to cross the natural barriers that separate the east and the west of the continent.

>The Battle of Empires
The tensions within the empire, financial crisis, rumors of dark sorcery and the increasingly corrupt government, needed an outlet desperately. And that would be found in the great power of the west. Azan, the Empire of Dragons, was thought to be a nation just as powerful and influential as the Khenomeric Empire, but contact between these two countries was beyond rare. The flat nature of the world, the distances needed to reach each other through sea and the natural barriers between east and west made it so the contacts between them were beyond rare. Other than some token trade and tales from travelers, they simply could not interact with each other fully. However, certain events made a collision course between them inevitable. Rumors tell that somehow, using the aid of shadowy figures, the Magoclergy figured out the location of the last divine dragon egg. An item of incalculable power and might, it was thought it could grant godhood to whoever possessed it. The mere thought of owning such a powerful magical object made the Magoclergy pool the resources of the entire Khenomeric Empire together, to launch a mad dash towards the egg. They could not afford some other nation finding it first, much less the dragon empire in the west, and thus they created a massive army to cross the central lands of Giantstep to reach the egg. Using incredibly powerful magical constructs, they managed to open a pathway through the northern bogs, the lair of the Bog Witch. Despite the invasion, the mysterious entity left them cross more or less uninterrupted, which makes many historians nowadays wonder the reasons of such choice.
The quick advance and the news of the crossing of the Empire of Magics made Azan and the Western Elven Empire increasingly worried. Signing a treaty with each other, they focused their forces into reinforcing their eastern borders and strengthening their armies. But it would be the discovery the Magoclergy was in pursue of the last divine dragon egg what send everyone into panic. Under no circumstances could the Magoclergy be allowed to own the egg, and thus they rushed to find the egg before the khenomeric. The Azan Empire was closer to the Cardammon Plateau, the place which seemed to be the direction in which the khenomeric were moving, and this allowed them to fortify the region to try to bluff them into not fighting. Sadly, by this point in time, the Magoclergy was too far gone to be intimidated. Thirsting for power and in need of a great deed to keep the nation in check, they met the forces of Azan and the Western Elven Empire in the Cardammon Plateau.

The result of that clash was the legendary Battle of Empires, the biggest battle that the world has ever seen to this date. The clash between the innumerable wizards and automata from the khenomeri were met by unleashed fey magic and the wrath of the dragons of Azan. However, after a long and hard fight, it was clear for all that the khenomeri were beginning to lose steam. The fey were able to sense from where the biggest wizards were directing the swarms of automata, and with great effort, they successfully targeted them. In a desperate attempt, the necromancers of the Magoclergy tried a forbidden ritual as a last attempt to get through the armies of the alliance, but despite untold damage and destruction, the forces of the Khenomeric Empire were defeated in battle, and had to come back with their hands empty.
>The Decay of the Magoclergy
The results of the battle marked the history of the world. As the one event that unified the histories of the east and the west, it was taken by the astromancers as the axis point for a new calendar, hopefully one that would allow them to map the passing of time easier than before. This was pretty much the only positive that came from the battle. The ruination of all combatants would take decades, if not centuries, to heal, and the scars of the fight still cover the area where the battle happened. Out of the three, however, none ended more damaged that the Khenomeric Empire. Not only they lost hundreds of thousands of soldiers, thousands of wizards and innumerable automata and magic constructs in a single battle, but also some of the wisest and most powerful wizards of the empire died in the fight, and with them hundreds of years of magical wisdom.
That second loss is what hurt the nation the most. The loss of men was tragic, and definitively broke the bonds of trust between the army and the Magoclergy, but losing some of the most brilliant magical minds was crippling. The nation ran on magic at that point, and having to revert back to mortal means was something that could not be done without pain. The Magoclergy also lost most of their members, since the lure of the dragon egg was so that many of them volunteered for the hunt. Without the personnel needed to control a nation in upheaval, they showed themselves as weak in the eyes of the population. The contemptuous hatred the population felt about the Magoclergy became even worse, tainting the entire magical arts as a result. Without friends and allies to rely on, the Magoclergy reached the pinnacle of debauchery and corruption. They oppressed their countrymen without any regard or respect for the laws of the nation, without even bothering to make it look as justified acts. They dedicated immense fortunes needed to fix the economy into palaces and wizard towers of their own. Abandoning even the search for magical knowledge, they fully devoted themselves to hedonism.
>The Rise of the Pharahkhans and the War of Supper
It would be the khenomeri monarchy, as belittled and weakened as it was after centuries of being a mere puppet, the ones who would finally put an end to the Magoclergy. Sensing that the presence of the Magoclergy was a clear threat to the nation at this point, the kings began secretly conspiring with the highest rankings of the navy and the army, as well as with the provincial governors and even the heads of the School of Wizards. While all of them hated the Magoclergy at this point, they were still an extraordinarily powerful and influential organization, and could not be taken down head on. Instead, the kings played the long game, seeding the seeds of discord within the Magoclergy. Since the kings were seen by the Magoclergy as mere puppets, they underestimated their actual power, and did not see how the pharahkhans were playing the highest echelons of the Magoclergy against each other. All the while, assassinations of local Magoclergy leaders were crippling their grasp of local power. The kings also began staging rebellions against the Magoclergy, and then positioned themselves to be mediators in the conflict, usually ruling in favor of the locals while ending the rebellion. This made the pharahkhans more popular in the eyes of the public, while the Magoclergy could not complain about these acts, since their power was being bled white and they still saw the kings as puppets anyway. This was a process that took years to achieve, slowly eroding the stagnant Magoclergy into nothing.
The end of the Magoclergy would come at the hands of Pharahkhan Kleo II. In a masterfully organized coup, he gathered all major minds of the Magoclergy, lured by parties of decadence and hedonism, located in different places of the nation. At the hour of dinner, when most of the members of the Magoclergy were drunk, the king gave the signal and ordered their execution. Thousands of leaders of the Magoclergy were executed on the spot, and without the majority of the thinking heads, the army and local guerrillas destroyed the local centers of power of the organization. This did not end the Magoclergy in one fell swoop, though. Many had managed to run away or had avoided falling into the traps, and began trying to fight back. However, weakened by decades of a luxurious life and completely alone, they were easy prey for the forces aligned to the pharahkhan. The War of Supper was short, lasting less than a year, and ended up with the complete eradication of the Magoclergy. Their icons and palaces taken down, their treasures were shared between the local populations of the empire to help the new regime gain the trust of the people. The scars of the Magoclergy’s deeds would never heal, though. The once most magical nation on the step would now renounce the use of magic, which would cripple its ability to keep the nation together. The Khenomeric Empire would slowly but surely stagnate, first with the birth of the Forest of Getting Lost, and the finally ripped apart at the hands of the gnolls.
When was the Forest of Getting Lost born?
It seems to have happened in phases

First parts of the area was used for magical experimentation

Then dissident wizards started hiding in other areas and booby trapping it

Then Pharahkhan Kyle banned magic use and a lot of mages moved there and growth accelerated rapidly

It seems to have been a major barrier sometime between 87 and 125 ABE when an elderly Kyle decentralized the Khenomeric Empire, in part because the Forest essentially cut it in two
amazons are regular humans
Doing some lore for the weeping willows next, although the possibilities are limited
I'll do the Urgun Plateau next.
>weeping willow
Where is that?
He may mean the Swaying Meadows

The willows in it have been referred to both as the swaying willows and the weeping willows
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doing Fairy Woods next
doing your mom next
Posting stuff for the Urgun Plateau. I'll add more later.

>The Urgun Plateau
Most of the lands of Central Giantstep are remarkably dry, something caused by the lack of rainfall that can reach areas so far away from the sea. And yet, there is a strip of land full of greenery and life. This area, known as the Urgun Plateau, is the closest point between the Suritas Range and the Giant Handprint Mountains. These tall mountains accumulate great amounts of snow during the winters, enough so that they can feed the great rivers and lakes within. The grey basalts and dolerites that form the plateau have been carved by the rivers over millions of years, and one can see the old river courses and wadi that have been carved by the water and then clogged by sediment. In between the rivers and around them, the erosion and sedimentation have created extensive alluvial plains, which have the potential to overflow during the summer. Once flooded, many areas become marshes, with the black waters covering the vegetation, and creating massive pools where mosquitoes and flies reproduce in great numbers. The local population work tirelessly to build canals to drain all this excess water, expanding the amount of arable land.
The flora of the region mostly consists of reed beds, palm trees, wild millets, ryes and aromatic plants. Most of this vegetation occupies the areas near the riverbeds and lakebeds, and they have developed a great resistance to flooding, since most of them can be drowned during the summer. Many of these plants are collected by the locals to make medicine and perfume, which can be so abundant even the poorest families use some form of cologne. Many areas have been cleaned up of local vegetation, draining them from excess water and planting great swathes of cereals, legumes, barley and wheat. Another of the typical crops is the desert banana, a highly nutritious fruit that only grows during certain months of the year, coinciding with the periods of flood. Outside of the riverbed, the land quickly dries up, acquiring a look more typical of the rest of the central continent. Most of these areas are populated by desert bushes, cacti and desert flowers, all quite able to survive the dryness.
The region concentrates a great deal of fauna. The most important beast there is the wild water buffalo, multiplying in great numbers around the rivers. These Urgun Buffaloes have an above average tendency to suffer from albinism, and these white buffaloes help their bodies deal with the sunlight by staying most of the time either under the shade or under the water. The people in the region consider the white buffaloes as sacred, feeding them and bringing them to great stables within the cities. These stables are under the protection of the priests, the only ones allowed to own the water buffaloes and to wear the white leathers made out of them once they die. The buffaloes are accompanied by wild goats, horses and giant turkeys, greatly appreciated for their feathers. These animals move in great packs, and are hunted down by wild dogs and terror birds, flightless birds the size of a tall man and with beaks capable of breaking bones. The rivers are populated by gavials, which feed of fish and carcasses, since their delicate mouths cannot take down a buffalo without risking damage.
Outside of the riverbeds, hiding in the desert, one can find many holes in the land, unnatural dunes and mounds of sand and rock. Locals recommend to avoid them at all costs, since they hold a great danger: the Great White Spiders. These gigantic arachnids are the size of a horse, and feed of the mammals of the rivers. During the day, these creatures need to protect themselves from the sunlight, so they will dig their burrows and stay underground for as long as possible. During the night, though, they will come out and hunt down whatever they can find, whether it is a buffalo or a human traveler. Their silk is not strong enough to trap or immobilize their prey, so they instead use it to create traps for their prey. Taking many fruits from the trees, they will glue them together in big mountains of food, attracting many animals that would feast on them, only for the spiders to ambush them in turn. This shows a greater degree of intelligence, and has made the spiders a big target for domestication by the different tribes of the region. Spider-riding has become an important tradition, but due to the spiders’ distaste for sunlight, it can only be done during the night.
We need a new thread soon
What would be a good theme for the next one?
Maybe gods / pantheon?

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