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File: Weird monster v.1.png (331 KB, 333x543)
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>Thread Question: What are some of monsters of the setting and how are they dealt with?
>Thread task: Do What Thou Wilt!
>Another thread task: Make a small detailed map or infographic for one of the nations

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

Rules:
>be nice
>don't fuck up other people's lore
>don't add new landmasses
>no fetishes/coomershit
>don't sperg out if people don't accept or like your lore/additions

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

How can I help expand the wiki?
>Upload missing images to the wiki
>Create Hyperlinks
>Add pictures
>Create missing articles
>Search the archives and expand existing articles
>Correct grammar and writing mistakes
>Create lists and sub-categories for similiar articles
>Make lists of articles that need fixing
>Make the wiki look more appealing by fixing ugly layouting
>Freshen up the front page and make it look nice
>Write up lore for articles that feel lacking (everything goes trough the thread first)

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

Previous thread
>>87627406
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>>87795966
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>>87795971
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>>87795982
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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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>>87795999
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#1 - https://suptg.thisisnotatrueending.com/archive/2023/87472712/
38 - https://suptg.thisisnotatrueending.com/archive/2023/87550989/
39#2 - https://suptg.thisisnotatrueending.com/archive/2023/87627406/
>>
Google Doc Link for the timeline. As updated as it can be.

https://docs.google.com/spreadsheets/d/1Weiu2IWHLvwzuWaCnggBT0nYVzJvvHEeD0ec3KB16WI/edit?usp=sharing
>>
>>87795959
This seems like a good enough place to put the idea I had:

Reverse medusa. A snake whose gaze turns stone to flesh, for its sustenance. A nuisance in the wild, it can be a real danger in settlements due to the structural damage it unwittingly causes.
>>
>>87797552
If it's a reverse medusa, shouldn't it be reverse all the way? Instead of a snake, it's a centipede of sorts?
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>>87798283
Snake with human faces on the scales of the hood.
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>>87798584
I like it.
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I tried to get the reverse snake on Dream, but I instead got this. What could this be for?
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>>87798702
Could be a weird sigil or symbol, if only the bottom face was more distinct
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Posting the lore for the Glass Mountains. They had much more lore than I thought, it could have gone with just what it has.


>The Shinning Mountains
Between the Plains of the Queens and the Plains of the Kings, there lies a massive mountain range of unusual nature. The minerals and rocks that compose are unique in the world, and its bizarre properties can only show within the range. The material that makes up the lands is of a self-replicating nature, growing when receiving the light of the suns. Their coloration also contributes to this, since while it’s initially the same color as regular metamorphic rock, the more it grows it acquires a translucent shade, until it becomes completely transparent like pure glass. However, this also reduces its density and strength, so when the mountains reach certain heights and weights, certain parts of their inner structures can collapse upon themselves, causing a chain of events that could take down multiple mountains in a single day. The nature of the minerals in the range does not stop there: there have been tests and records of the rocks being able to store energy within them, once they have reached their peak of transparency. During particularly harsh thunderstorms, a lightning can strike a fully mature glass mountain and shatter it, but not without creating a massive debris of rock, now containing a fraction of the lightning’s power within it. These rocks are greatly appreciated by users of the mystical arts, and they will pay great sums to access them. Once the user spends the energy within, it will revert back to its original state, looking like a normal rock.
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>>87799782
During the day, the Glass Mountains can reach tremendously high temperatures: since the higher altitudes are translucent to transparent, they are also somewhat capable to reflect light. The sunlight can also go through the prisms and concentrate its energy, reaching temperatures high enough to bend iron. This means that the Glass Mountains work like a desert of sorts in terms of weather, but with frequent thunder and snowstorms. The water never really coalesces into snow or ice, though, usually just being filtered underground.
>>
>>87799794
The Glass Mountains divide the Kingdom of Waldemaria and Mossovoy from most of the Western Giantstep. Since the mountains are still safer to cross than the Manogre Princedoms and the crusaders from the Laurentian Strongholds keep the area guarded against the necromancers from Mossovoy, the mountains are the only potential entry to the Plains of the Kings. This doesn’t mean they are an easy pass, on the contrary. The constantly changing geography of the region makes it impossible to fully map, since every couple of months the range is completely different. New mountains will have risen from the previous collapses, and the more mature mountains will have crumbled from their own weight, creating areas full of debris and crystal dust, extremely hazardous to breathe. Climbing is possible, but heavily discouraged, since the higher the mountain, the more fragile it is, so even expert climbers can find themselves breaking the rock they are standing in and falling to their doom. There are some relatively stable areas, however. The Splitter Pass is an area in between the Needle Ridge, a space where the mountain growth results in stalagmite-like structures instead of regular-shaped mountains. This relatively stable area holds some of the few traversable roads, and even then these can be inundated during particularly heavy rains, turning them into rivers of crystal dust and shards, a deadly trap for those unprepared.
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>>87799808
The only stable population of the mountains are the Nebelhutzen. The Nebelhutzen are a type of troll specialized in living in the Glass Mountains. Their incredibly thick skin is reinforced by bony scutes, protecting them from cuts and lacerations with the environment. This is even more protected by a heavy coat of black fur all over their body, though it can turn into a lighter shade depending on the amount of sunrays they receive. While not as strong and bulky as others of their kind, they are more agile and fast, being able to balance themselves easily even in uneven terrain. Their sight is very poor, though this is mostly due to the bright shinning of the mountains burning up their vision from a very early age. Instead, they have a great sense of hearing, essential to communicate throughout the mountains. The Nebelhutzen are the premier guides to those who want to cross the Glass Mountains, though getting their services is quite expensive. Nebelhutzen only accept gold as a payment, since they believe gold is made of pieces of the suns fallen from the sky, and it is sacred for them. Nebelhutzen hoard gold, often carrying their entire treasuries with them wherever they go, just in case their friends and families decide to take a portion of their wealth. When a Nebelhutzen dies in the mountains, the rest of the clan will search for it, not because of friendship of familiar love, but because their treasure is now free for the taking. They are extreme omnivores, they have to be, since the Glass Mountains have a very poor ecosystem, and not that many things can survive in this unnatural environment. This has caused many rumors to arise that they feed of the travelers, but they would reject that idea, saying that it would be bad for business. Travelers, however, are recommended to always pay the full sum to the Nebelhutzen at the end of their journey, just in case.
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>>87795959
What happens here?
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>>87800155
Things go in, nothing comes back.
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>>87800155
apparently some kind of black mist that acts as a hurricane
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>>87798702
Do we have any snake cult?
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>>87799782
>>87799794
>>87799808
>>87799822
Good job I dig it. Pretty sure the Astromancers are already studying those translucent lightning rocks
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We have to complete the capitals.
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How many of these boxes does the Giantstep tick?
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Here, teeg, have this weird fucking monster for your worldbuilding pleasure.
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>>87805949
He cute
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>>87805949
Awww, look at that Spore-looking dork!
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>>87804845
Ouroboria is the capital of Tarot.
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>>87805949
Yeah, these guys, but brontosaurus size.
There ya go.
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>>87807999
Have the individual domains (coins, cups, swords and sticks) each their own capital aswell?
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>>87808021
neat
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>>87808021
Where would they be?
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>>87809486
I don't know, but the central capital is Ouroboria.
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>>87804845
Niikolai is the de facto capital of Terusia

Blind Bastard's Domain is Moridan

Florinth is Florinth

Luden is Luden/Lunden

Some nations have no capital like Asvaran, the Drow City States, Sea Elven Domains, Kinnog, etc.

>>87805471
innsmouth, witchlands, hellmouth, ravenholm, hillfolk, poncy knights, magic town, drowned kingdom, arabian nights, venice/casablanca, desertpunk, pirate country, aztec serpents, lion tribes, volcano gods, badass monastary/mountains of madness, crumbling crusader state, jade empire, necropolis, bickering fiefdoms, crimey crapsack, fever jungle

>>87809486
there is a half finished map on threads 11 and 18, two locations look like they may be regional capitals
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>>87811904
>innsmouth
?
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>>87811904
Added.
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>>87804845
It was common for nations not to have strict capitals during the middle ages. Kings or emperors often had a traveling court. The HRE is a good example
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>>87813638
Yeah, but many nations have reached XVIIth century tech and development. And many ancient empires also had a central court on a single capital, so even the older nations like Gilgemash should have a capital.
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>>87811929
we have no innsmouth nation, but there is some innsmouth inspired stuff in Terusia, Zapalovah, Dominion of the Bog Witch, probably some others I am forgetting
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>>87811904
>there is a half finished map on threads 11 and 18
Someone should finish it.
>>
calling dibs on orc'eire lore
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>>87815395
>Zapalovah

where?
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>>87811904
isn't Florinth a league of city states?
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>>87805949
vertebrate btw
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>>87817215
According to the wiki page, Florinth is at once a monarchy and a league of city states. Somehow.
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>>87808021
Would that be a creature of the deep that comes out to land every once in a while?
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Where's the lore map?
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>>87795959
We have finally hit 40, after all these years
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>>87820107
yes
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Starting to work with Künt. Let's see how it goes.

>History
The island of Ils Muslík has been inhabited for millennia. Its position as the furthest island from the Sitrai Martöflu Archipelago, far from the main trade routes and population centers kept the island from having big populations, which mostly focused on agriculture and sea fishing. Aside from the growing trade between the two sides of the Sea of Innocence and the Saint Pitcasasti Inner Sea, the island and its population was left to its own devices, not being seen as particularly important by the growing nations there. However, this also meant that Ils Muslík was particularly vulnerable to the threat of the ogres. Most of the ogres coming from Stór Kartöflu found the undefended villages and fishing towns in Ils Muslík to be easy pickings, and thus the population suffered under their raids. The ogres never fully colonized the island, preferring to only stay long enough to eat their food reserves and move on.
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>>87824009
This situation lasted for centuries, which kept the island from advancing alongside the rest of the world. Ils Muslík became the backwater of not just the Sitrai Martöflu Archipelago, but of Littlestep as a whole. However, this situation of relatively lawlessness also caused the island to attract more nefarious visitors. Pirates, bandits and outlaws found a home in the island, hiding from their pursuers as well as hoarding their stolen goods. This would turn out to be a blessing in disguise: since the rogues tended to have experience in fighting, they could be persuaded to help against the ogres. After all, if the criminals helped the ogres terrorize the villagers, they would get scant rewards, since the ogres would eat their food reserves anyway. But if the criminals helped the villagers fight off the ogres, they would gain an invaluable ally, an island full of graceful servants who would guarantee food supplies, manpower and a base of operations. Many pirate groups quickly allied with the locals to fend off the ogres, mostly by sinking their ships before they could sail, and in a couple of decades, the threat of ogre raids was history.
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>>87824021
The defeat of the ogres began a fight between the outlaws for the control of the island. Many different groups jumped at each other to turn the island of Ils Muslík into their own fiefdom. This would not cause that much damage to the island as one would think, since the criminals were intent to capture the region intact. Plus, if they made an enemy of the villagers, they would find themselves being stabbed in the back at a later date. After a couple of decades of fighting, the group called the White Pirates was the one who managed to take control of the island, with the remaining criminals joining them or dying. This would begin an age of terror in the waters of Eastern Giantstep. The White Pirates would amass a fleet that would raid year after year the coasts of the east, stealing ships and gathering their stolen treasures back to Ils Muslík. Their raids became so far-reaching that even the Kingdom of Nogar was threatened by the White Pirates. However, over the years, the eastern nations managed to slowly and steadily take down the pirates, chipping away their fleets and forcing them to reduce their area of operations. By the time the Avangar Empire was formed, the White Pirates’ activities could only reach the Sitrai Martöflu Archipelago.
>>
>>87824030
It was at this point when an unusual visitor reached the island of Ils Muslík. Far away in the west, the Changrilese Civil War had ended, and with it, a flurry of exiles of those associated (or suspected to be associated) with the Red Lotus Cult. Threatened by the imperial armies, those who were suspected of aiding the dreaded Dihong Xinjianng were being put to the sword. One of these people was Huaban Maoo, the Master of the Temple of Serenity. Initially a peasant raised by monks in a monastery, he had been attracted by the ideals of peace and universal unity and brotherhood, and had joined his forces during the war, but had become disillusioned with the way the Red Lotus had twisted into the same corruption they had been claiming to fight against. After the defeat of the Red Lotus’ armies, Huaban Maoo travelled throughout Giantstep, learning from the ways of war of other cultures along the way.
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>>87824043
Around 3.066 ABE, Huaban Maoo reached the island of Ils Muslik. By the time he arrived to the island, the White Pirates had descended into clear infighting, threatening not only the population to survive, but also each other. Huaban saw the cruelty of the pirates and began teaching the inhabitants of Ils Muslik his brand of martial arts, crafted over the years of his travels, named Künt. This would slowly snowball into a force that could oppose the pirates, and later defeat the White Pirates. To fight the outlaws, he decided to organize his own band of buccaneers, though he had little seafaring experience, as after centuries of piracy the population had grown fond of the trade. After six years of fight, the pupils of Huaban Maoo managed to kick out the last of the remaining White Pirates, taking over their empire. The renewed forces of the island built the Temple of Künt, which serves as both a meditation centre, a fortress and a base of operations for the recently created Red Pirates. However, by the time of their victory, Huaban Maoo was an old man, and died soon after. His heirs have continued raiding the waters of Eastern Giantstep for decades now, passing generation after generation the teachings of Huaban Maoo.
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>>87817161
What are dibs ?
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>>87826221
It means he'll write something for it. So that two anons write about the same thing at once and have to pick which version stays later.
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Where's the lore map?
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>>87826771
I still don't know what dibs are.
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>>87817215
>>87819851
I think whoever made the "city-state" post was just trying to explain that the "city" of Florinth is made up of multiple cities, each of which also rules a large rural area.

>>87817173
Bylanhyne/Bellingham
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Is someone still doing the compass?
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>>87831550
I think this is the lady one bros
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>>87831550
that shit is lowkey hilarious
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>>87832065
>>87833101
I don't get it.
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>>87824009
I like it
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>>87831328
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>>87808021
I imagine these things coming out of the water in Scimitaria from time to time.
>>
I'm thinking of what to write about the culture of Künt. Would it be more "wuxia but pirates" or more "Sandokan-lite"?
>>
>Island of Sycrone

Sycrone, a forlorn island to the southwest of Terpsythea, stands apart from the rest of the island chain it lies on, as it's the only one that is not technically under the rule of Hithlone. Once, it was home to a thriving population, but that was ages ago, before the Drow and their wars brought ruin upon the land, slaughtering its population.

But one house, the House Mutiris of Hithlone, saw in Sycrone an opportunity to expand their wealth and influence. They claimed the island for themselves and set to work building a great villa and a vast plantation, growing crops like saltrice and sugar cane. Even though slavery is banned in Hithlone, this island falls outside its jurisdiction, leading to them using non human slaves for the plantation, such as dwarves, hobbits and trolls.

The patriarch of House Mutiris is Koman Mutiris, a man of great wealth and influence, whose fortunes have doubled since his youth, when he traveled the coast of western Giantstep, opening enterprises in foreign lands. He is a fierce defender of traditional Hithlonean culture and harbors a deep hatred for the Drow.

But rumors swirl around Koman like a shadow, whispers of dark dealings with the Hydra's Eyes, Scimitaria's most infamous criminal syndicate. Some say he is both a user and a distributor of the deadly White Death, while others claim he practices sorcery and deals in the dark arts. Few have dared to investigate these rumors, for the House Mutiris is known for its ruthlessness in protecting its interests, and for its ability to bend the law to its will.
>>
>Island of Cerato

Cerato, the largest and most populous island in the archipelago that's to the south of the Remnants, has been home to men for almost as long as Terpsythea itself. Its beauty has been a subject of praise for poets and artists alike. The Bronta, a grand river that snakes through the island, is lined with villas, estates, and mansions belonging to the noble families and wealthiest merchants of Hithlone.

While Cerato has long been associated with pleasure houses, courtesans, and casinos, even more so than Hithlone's Gildorf district, it has recently become a popular vacation spot for wealthy men (Hithlonean or not) seeking to satiate their desires. This surge in popularity has led to the island's eponymous city becoming the second-largest in the Republic, though it still pales in comparison to the capital of Hithlone.

In contrast to Hithlone, Cerato is a more tranquil place, with little gang activity. However, the wealthy brothel and casino owners and their armies of cutthroats and bravoes do clash from time to time, each vying to claim their own slice of the pie with ruthlessness.
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>>87835649
Khenomeric Magoclergy still need to be moved below the witchelves
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>>87841403
>>87835649
At the very least, witchelves should be higher.
>>
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>>87795959
Speaking of Beasts
I wanted to expand on the Crystalids but i havent figured out where or when should i place it in the timeline so i say fuck it.
I Write down the basics and someone who is willing or take interest in it wil expand on it after all the lore we have is the fact they exist and the Chamber of Lustrous.

So the Lore
Theory of the Crystalids.
For decades there were debates about the nature of these unliving beings. A few key points are certain
They exist underground and appear on the surface randomly.
It is theorised that these beings have a kind of a Larval stage in highly pressurized underground caverns. These larvae are nothing more than small unstable silicate shards overloaded with magical energy. Over time these shards fuse together and create a crystalid destroyer and their bodies finaly stabilize. Their habitats are also abstract in nature if we take the Chamber of Lustrous as an example.
The process of forming a Crystalid can take centuries if not millenias, but what if these things continue to grow and develop? Well then it will end up as a Crystalid Annihilator. This entity is speculative in nature because in written history there are no accounts of any encounter with them. The only evicence of their existence and their nature are highly damaged extremely old remains so extracting information is not easy. But these things are colossal even larger than the largest of the average crystalid. They comprised of multiple speciemens fused together and by this logic their bodies are unstable magical force emitters theorised that the mere presence can alter their surroundings and desolate lands. Their powers are also more raw in nature but what that means is unknown without actualy seeing it some theorise that their magic are not as specialised so its basicaly raw energy that they produce, others think their power is so Over the top that they just bend the rules of creation just by existing and this makes them unpredictable even more so.
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>>87843225
Because the highly fractured nature of surviving remains little to no historical value can be extracted. The only sure thing that these individual speciemens suffered a rather violent death.
It is highly questionible what actually killed them. Most of the more complete remains have certified the extrmely unstable nature of the Annihilator type Crystalids. Upon their death they release large amounts of raw energy. The Lithomagical Order speculated that this energy is comparable an unseable and extremely hot wave of Steam boils and transmogrify everything down to particle level but mostly organic materials.while average destroyer types are having minimal to no backlash.

Around the world there are many sites.

Quartzbone beds (or rarely known as the first landing)
Norhern Shores of the Gre'zha sea and Carsib sea there ara many dig sites full of fractured remains these remains have no magic but are good superconductors for magical energy. This region is theorised to be a landing of a Crystalid "invasion" which theorized to be originating from the abyssal trench in the Carsib sea.

Lair of the Sleeper:
A long 45 degree hole in a middle there is a roughly 100 meter large chamber with a center a large remains of a crystalid annihilator made out of seemingly aquamarine. It still emits extreme cold so studying it is near impossible.

Remains of the Despoiler:

The most complete and largest of annihilators made out seemingly black onyx. This hill sized corpse is half buried and highly overgrown with plantlife...it is unknown how these plants can live on solid onyx and exactly what is the origins of the Despoiler name.

Grave of the Topaz king:
Similar to the Lair of the Sleeper an underground chamber located in the Isle of wizards and holy site of the Orther of the Lithomagicians. The chamber made out of pure topaz in a center there is the remains of an annihilator around it are many destroyers and humanoids semmigly transmogrified into pure topaz.
>>
>>87843487
The Grey Mass Grave
A tone found in the volcanic wasteland exact size is unknown but studies revealed that the observeable parts of this site contains near 370-430 individual crystalid organisms died seemigly at the same time. The bodies are near impossible to recognise large amounts of ash cover the crystal bodies that are above the ground.
This location is a preferred torturing zone of Drows the victim is binded to a pole and left alone because the raw magical energy contained within this grave symptoms of staying there for too long are mind Shredding, and physical deteoriation, crystaline tumours, and quasi-immortality (canot die by starvation, thirst, but feeling the pain of these needs) until said tumours pierce vital organs.

The Order of Lithomagicians many times theorised why there are no annihilators just destroyer types. Some optimists within the order speculated that they simply died out and the race os crystalids as a whole are on the verge of extinction. Others theorise that the world simply not produced enough geological activity to wake them up and they are still sleeping waiting to rise above and walk on the surface once again as they did in thousands of years before and what we saw in the past millenium are just the small fry and who knows if even the annihilators are some other kind of weak monster among their kind because who knows what the deptsh of the world can hide.
>>
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Sniden

>History:

The region that is now Sniden has historically been associated with the Faerie Lords and the First Elven Empire in its various iterations, but was never an important part of the Elven Empire and instead was mostly home to vassal Westerling human tribes. At first, these humans were content to put up with Faerie Lord rule, but after seeing the success of the manogre rebellions, they decided to launch their own rebellion, first fighting against the manogres, and later with the manogres against the Faerie Lords.

This led to the creation of the human nation of Waldemaria, which in time fell under attack from waves of Northmen invaders and migrants who eventually formed the Zapalovach Republic.

Sniden was a minor Waldemaria barony which became even more desolate due to the large number of border conflicts that occurred there between Waldemaria and Zapalovach. It likely would have remained a disputed borderland if it wasn’t for the arrival of the Faerie Lord Adonis.

A powerful but secretive Faerie Lord, he was one of the guiding forces behind the Elven Empire for millennia, but didn’t become well known until after the Battle of Empires, when he got caught up in a political struggle that brought his name to the attention of the major human nations. It is unclear when Adonis broke ties the Elven Empire, but he showed up in Sniden roughly two thousand years ago and was easily able to seize control of the region with a small but powerful band of followers.

Since then, his rule of Sniden has largely been unchallenged, with Waldemaria and Zapalovach content to use Sniden as a buffer state, and the manogre tribes and later Mossovoy paying unusual respect to his power.
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>>87843622

>Government:

Adonis (referred to as the God-Emperor in Sniden) essentially rules over a fanatical cult made up of individuals who see him as uniquely able to avert future disasters via his clairvoyant abilities. His chief lieutenants are the Wolbede, caterpillar like men that were likely created by Adonis himself.

The inhabitants of Sniden are nearly all users of the drug scatterweed, made from a widespread plant that is said to have only shown up in Sniden after Adonis did. Most users become scatter minded and compliant, but some develop savant level thinking abilities, and a few develop mystical abilities.

Although to outsiders it may seem the followers of Adonis lack the ranks, titles, and bureaucracy normally found in authoritarian organizations, in their own way, the Adonis Cult is one of the most authoritarian organizations in the world, with the addle minded following the savants without question, the savants following those with clairvoyance without question, and all of them following the orders of Adonis’s inner circle without question, though Adonis himself rarely takes interest in all but the most critical issues.

>Economy:

There is no capitalism here. The lesser followers of Adonis distribute their goods based on the instructions of more senior followers. Excess goods are often given to the most senior follower in the area as tribute (whether they need the item or not), or are left at makeshift shrines to Adonis.

Most goods produced in Sniden are low quality, but the savants are sometimes skilled craftmen or inventors.
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>>87843631

>Foreign Relations:

- Waldemaria and Zapalovach are content to let Sniden serve as a buffer between their two nations. Most people in both nations see the inhabitants of Sniden as drug-addled lunatics and freakish half-breeds, though Adonis has a few followers in both nations (rarely scatterweed users, instead those who respect his wisdom and prophetic abilities).

- Mossovoy has been trying to forge closer ties with Sniden for years as they see Adonis as a messenger of Zanzarah. However, Adonis seems ambient about them, and only provides insights to them when it serves his own purposes.

- The Petty Manogre Princedoms generally fear Adonis’s abilities, but that doesn’t stop them from sometimes raiding Sniden. On other occasions, Adonis hires them as mercenaries, though he prefers to use his own manogre followers.

- Elfwood is still ruled by many of the same Faerie Lords that drove Adonis into exile. Although they dislike him, they respect his abilities, and sometimes aid him as long as they don’t feel they are being manipulated into taking losses for the greater good of other nations.

- Hereby gets along fairly well with Sniden, mostly because there are some family ties between hobbits in Hereby and hobbits in Sniden, and the Sniden hobbits are generally the most normal of Adonis’s followers.

- Sniden and the Fairy Woods do have some minor linkages, mostly due to old ties between Adonis and Brambleghora. Senior followers of the two have been known to help each other out on occasion.

>Geography:

Sniden has a cold climate, and is covered in mixed forest. In some area, massive mushrooms grow. It is sparsely inhabited and most inhabitants live in crudely built hamlets and homesteads.
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>>87843637

>Demographics:

- Humans – Make up the majority of the population and are mostly of Westerling descent, with a few Northmen. Their closest relatives are the humans in Waldemaria and Zapalovach, both of whom feel the Sniden humans have essentially allowed themselves to be enslaved by Adonis. Some humans in Sniden have strange builds or odd deformities, which are typically seen as the result of having some non-human ancestry or due to magical alterations done to them or their ancestors.

- Elves – When he went into exile, Adonis brought with him a number of elves of various sorts (wood elves, bearded elves, horned elves, drow, half-elves, etc.). They tend to be among Adonis’s more senior followers.

- Halflings, Mongrels, and Fake Humans – In most regions, “Halfling” is synonymous with “Hobbit”, but in Sniden it usually refers to human-halfling hybrids or human-ogre hybrids that aren’t odd enough looking to be considered “Fake Humans” or “Mongrels”. “Fake Humans” tend to have both human, hobbit, and ogre ancestry, while “Mongrels” tend to have gnome, goblin, and/or animal-kin ancestry as well as human, hobbit, and/or ogre. Many of them are long time inhabitants, but some arrived more recently, drawn to the sense of purpose provided by Adonis, or perhaps simply fleeing discrimination in other lands.

- Hobbits – Hobbits are fairly common in Sniden. They are often considered the most “normal” inhabitants as hobbits are innately resistant to scatterweed. Some are fanatics of Adonis anyways, while others are long-time inhabitants that see no reason to move. Hobbits tend to fill a useful niche in between the addle minded and the savants as messengers, craftsmen, and specialty farmers.
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>>87843643

- Ogres – Although relatively rare in Sniden (though more numerous proportionally than in any other civilized land), even having a few in a village will make a major impact as each can eat, work, and fight at the same rate as several men of other races. Almost all are manogres (also known as manskin ogres), generally considered the most civilized of the ogre races, not that that is saying much. Ogres that aren’t heavy users of scatterweed are often seen as a threat to others in Sniden.

- Wolbede – These caterpillar-like fey are few in number but very politically powerful in Sniden. They often rule settlements and form ruling councils in larger regions due to their mystical powers and close association with Adonis.

- Miscellaneous Fey – a few other fey and fey associated races can be found in Sniden, including gnomes, goblins, animal-kin, dryads, and nymphs.

>Religion:

Most people in Sniden worship Adonis as a powerful, all-knowing god, though some just see him as a really wise Faerie Lord and an example to be followed.

The general premise of the Adonis religion is that he is uniquely able to pick the strands of fate that will allow the world to avoid various major disasters. The most recent prophecies relate to the “Krazylek”, an epic battle between good and evil that Adonis’s followers claim only he can safely navigate.

Outside his core group of fanatics in Sniden, Adonis has some followers elsewhere in the world who just see him as a powerful Faerie Lord whose visions should be respected.

Many others in the northeast of the world acknowledge the validity of his visions, but don’t trust him to accurately represent the pluses and minuses for each faction or nation that would result in assisting him in manipulating fate. Adonis has a tendency of misrepresenting things for the “greater good” though it is unclear how he weighs the well-being of one individual over another.
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>>87843650

>Military:

Sniden doesn’t have much of a military. On the rare occasions Sniden comes under direct attack, Adonis uses his lesser followers as poorly equipped fodder (particularly the manogres) to slow opponents down while other followers (guided by the visions of Adonis or his followers with mystical abilities) deliver the fatal blow.

For his countless operations outside Sniden to manipulate fate, Adonis relies on a small but widespread network of hidden fanatics, foreign sympathizers, aspiring clairvoyants, old associates who owe him favors, mercenaries, and manipulated dupes.
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Which will be the last nation to get a lore dump?
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>>87845125
Gökmawi?
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Continuing with the stuff on Künt.

>The Pirates from the North
The Island of Ils Muslík has been the biggest gathering of pirates in the northeastern waters for many centuries now. Since the days of the defeat of the ogres, the population has been indebted to the buccaneers and outlaws that use the region as a safe haven, producing food and other resources for the pirate fleets. Over time, the populations began seeing piracy as the norm, and many marriages between the locals and the crews meant that they quickly grew into one single whole. After the fall of the White Pirates and the rise of the Red Pirates, the culture of the island began changing, seeing as the White Pirates lost the goodwill from the locals and were thus ousted by the new organization. This meant a renewal of the pirate activities of Ils Muslík, and while they haven’t reached the peak successes the White Pirates got in their heyday, they are growing slowly but surely again.
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>>87846438
Part to their success is owned to the island itself. Ils Muslík has been fortified time and time again, and since it can produce its own food, water and gunpowder, a prolonged siege is not enough to take down the pirate lair. The waters around the island are full of treacherous rock formations, which can sink a vessel if one does not know the waters well enough. The natives have prepared the island to resist the assaults: at all times, small prahos guard the main routes to the island, both to search for ships that have lost their way and for navy assaults. Using the jagged seafloor, many pirates have learned specific meditation techniques to be able to hold their breath while swimming for much longer periods of time. During the night, they will then attach small barrels of gunpowder with the insides protected by wax and other isolating elements. They will then glue them to the exterior to the ships, leave and see from afar the explosion, which will cripple or even sink even the bigger vessels.
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>>87846445
And to even arrive to the island, one would have to organize a coalition of the navies of many nations, since the pirates can outnumber the fleets to a ridiculous degree. While a concerted effort would be able to eventually grind the hundreds of individual pirate ships of all kinds and sizes, the island’s authorities have prepared for a siege. From the coast fortresses once can see massive cannons, able to outrange their ship equivalents, since they aren’t limited by the capabilities of a vessel. The pirates have to pay a portion of their earnings for the maintenance of these strongholds, to avoid being caught unaware. This means the island of ls Muslík is one of the biggest powder kegs in the world, always ready to repel an attack. To add to this, the pirates have been able to play the different nations of Littlestep and Eastern Giantstep against each other. The threat of Avangar expansion is somewhat neutered due to the constant raids they receive from the pirates, and even if they are not a catastrophic danger to the empire, they do distract the elyrians from expanding against their neighbors, since they cannot afford to do so while their supply lines are threatened by corsairs. This has made many other nations to subtly look the other way as long as the pirates’ raids are not that big or important.
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>>87846457
The arrival of Huaban Maoo to the island resulted in the introduction of the martial art known as Künt, as well as its accompanying philosophy. While at first many nations feared the ties of the Master of Künt with the Red Lotus would result in a duplicate Kingdom of Heaven on Earth, they would prove them wrong. Huaban Maoo had ended up scorned with the Red Lotus, and as such, it only took some of its founding elements to create the philosophy of Künt, and thus they avoided to turn the island into a cult.
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>Orc'Eire

>History

The Orcs of Orc'Eire (or Orkeir, as it's known in their native tongue) came to this verdant island around two thousands years ago, from the east, supposedly from the land that now makes up the nation of Ingurland.

The Orcs arrived and settled in Orc'Eire, as well as the southern portion of the Cornfloor Peninsula, which makes up the jungles of Kinnog. During that time, Orkeir and the surrounding islets were home to warring Bugbear tribes. The Bugbear of Orc'Eire revere a terrible god of the depths named Nuckelavee, and his horrific spawn that torment the islands.

The Orcs and the Bugbears fought a long series of war that almost lasted two centuries, which led to the Orcs conquering the entirety of the island, save for three small Bugbear tribes to the southwest. These three tribes, some hundred years later, united under a single warlord state, which still stands to this day.

Despite most of Orkeir being conquered and ruled by the Orcs, things have been far from peaceful. There have been dozens of wars between the different Orcish clans, as well as civil insurrections, revolts and wars against the Bugbears. Perhaps worst of all have been external raids from the Drow, the Hydra's Eyes and slavers from the Triarchy. Many Orcs have fallen victims to these raids, especially in the last century, which have led to Orc'eire developing a martial-focused culture, and fortifying their cities against these raids.

>Government

The Orcish part of Orkeir is splintered between numerous Orcish clans, each based on a specific Hill City or fort. There are more than twenty Orcish chieftains (called "Tuathas" in their tongue), who are chosen through a combination of hereditary succession and martial prowess. The strongest and most capable members of the tribe become chiefs and chieftains, while the weaker or less capable members are relegated to lesser positions of authority.
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>>87848086
The various Orcish clans and chieftains hold a degree of autonomy and independence, but each one of them is subject to the Pendragon, the leader of the Orcs of Orkeir, a title which usually belongs to the clan that holds Or'krillyon, the mighty capital of the Orcs. Or'krillyon has exchanged hands between more than a dozen dynasties at this point, usually through hereditary means, but sometimes a leader will get disposed if he's deemed as too weak or cowardly. The Pendragon is considered the millitary leader of the Orcs, and is responsible for maintaining order and enforcing the law, and are expected to lead their armies in times of war.

The current leading clan is Clan Bansheebane, a wraith and undead hunting clan that currently controls the Or'krillyon and the surrounding holds. The Bansheebanes, spearheaded by Pendragon Branagán, are utilizing a more diplomatic approach to external policy, and are looking towards establishing relations with the Grand Duchy of Calcabra.

In contrast, the Bugbear state to the southwest is more centralized, with a single War Chief ruling over the land, which is split into three holds. Each hold is overseen by a clan leader (perhaps descendants of the three surviving Bugbear clans of old) who pays tribute directly to the War Chief.

>Geography

Orc'Eire is an island full of rolling green hills, thick dense supernatural forests, and spiraling ironoak trees. The interior of the island (also known as the "Orkeir Highlands") is characterized by rugged terrain, rolling hills, and deep valleys, upon which many of the Hill Cities are built. The coastline is jagged and indented with many bays and inlets. Many rivers, lakes and wetlands dot the landscape of Ork'Eire, lending it the nickname of the "Island of a Thousand Lakes".
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>>87848454

>Society and Culture

The Society of the Orcs is based around their Hill Cities. These cities, acting more like strongholds, are scattered across the island, and it is inside and around them that the largest population centres have developed. Each Orc, no matter if they are lowborn or highborn, wealthy or poor, is part of a clan, which determines their last name. There are hundreds of clans in Orc'Eire, some hailing from a time before the Orcs arrived to the island, but only a handful of them hold any lands or political power.

Although Orc'Eire society is considered patriarchical, with the male being the leader of the family, females are also respected, with Orcish women being able to hold positions of power or even take on more physically demanding jobs, usually ones that are accustomed to males.

Hospitality is an important aspect of Orcish culture, with the concept of "féile" being central to their social customs. This involves the hosting of feasts and celebrations to mark important events such as births, marriages, and funerals. Guests are treated with great respect and generosity, with no expense spared to ensure their comfort and enjoyment.
Although physical strength and martial prowess and bravery take an important place in Orcish culture, music, storytelling and poetry are also integral. Orcish bards and skalds are renowed throughout much of Scimitaria.

Over time, a fusion of cultures has emerged between the Orcs and the Bugbears, leading to many shared traditions and practices. An example of this can be seen in the architecture of the Orcish Hill Cities, which in many ways resemble traditional Bugbear buildings. The Orcs have embraced a number of euphemisms, idioms, and colloquialisms from the Bugbears, and have integrated them into their own language over time.
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>>87848872
The Bugbears that live in the Orcish part of Orkeir are in many ways similar (or, some might say, identical) to the Orcs, as more than a thousand years of co-existence has led to them being intergrated into Orcish society, with some slight differences in language, customs and, of course, appearance.

Bugbears residing in the Bugbear Warlord State are vastly dissimilar to their cousins living in the Orcish part of the island. They have preserved a homogenous culture and their societal structure is more rigidly hierarchical, placing great importance on unquestioning loyalty and obedience towards the War Chief and Nuckelavee. They view the Bugbears cohabiting with the Orcs as betrayers, considering them no different to the Orcs.

>Economy

The economy of Orc'Eire is largely based on agriculture, with the Orcs and Bugbears practicing subsistence farming and animal husbandry. They cultivate crops such as barley, wheat, and oats, as well as raise cattle, sheep, and elephant pigs. Fishing and hunting also contribute to the economy, especially in coastal regions and areas with dense forests.

Orc'Eire is mostly self sufficient, engaging in limited external trade and few large-scale industries. Orcs are renowned metalworkers, blacksmiths and miners, extractic coal, iron and orichalcum from large mines in the Highlands, using them to create exquisite weapons and armor.

Bugbears, on the other hand, are skilled hunters and fishermen, and they rely heavily on the resources of the sea and the forests to sustain themselves. They are also known for their expertise in crafting and using traps, and their ability to navigate the treacherous hills and mountains of Orkeir is unmatched. Similar to the Orcs, the Bugbears residing in the southwest are also well-known for their exceptional craftsmanship in metalworking and blacksmithing. However, the Bugbears place an even greater emphasis on the mass production of weapons, armor, and war machines.
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>>87849136
Both Orcs and Bugbears employ themselves are mercenaries in Scimitaria, due to their large size and physical strength. Many Orcish chieftains have employed Bugbears as bodyguards and mercenaries during wars between clans.

>Religion

Orcs hold a deep respect for their ancestors and the spirits of their land. They worship a pantheon of different gods and goddesses, each associated with a different aspect of nature and daily life, much like their cousins in Ingurland. The Orcs hold many festivals and celebrations tied to the cycles of nature and agricultural seasons, honoring and thanking their gods for succesful harvests.

The Bugbears in the southwest still worship Nuckelavee, a terrible demon of the depths that is an skinless amalgamation that is half bear and half horse. Nuckelavee is a god of decay, death and disease, and the Bugbears conduct many wicked rituals and ceremonies to appease him. It is said that Nuckelavee can grant necromantic abillities to his priests and shamans, granting them the abillity to raise the dead from their graves. Such undead creatures are usually known as "Nuckelavee's spawn".

"The Orcs have engaged in a prolonged conflict with the followers of Nuckelavee, even after their wars of conquest against the Bugbears had ceased. Hundreds of years of relentless persecution of this faith has all but eradicated it from the Orcish lands, with even the Bugbears there abandoning it in favor of the worship of numerous Orcish deities. The worship of Nuckelavee only exists in the Bugbear state at the southwest of Orkeir, where the clergy holds an significant position in their society.
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>>87849136
>Millitary

Each Orcish clan has a well-trained militia, made up of able-bodied men and women, who are trained to defend their hill cities. Although offensive wars are less commonly conducted by Orcs, it's not unusual for individual chieftains occasionally lead raids into the Fallen Kingdom of Kinnog. A unique aspect of Orcish warfare are Skalds, warriors trained in the use of musical instruments during battle. Skalds make up their own regiments, known as warbands, their purpose lying in bolstering morale and inspiring troops on the battlefield. They use all sorts of instruments, such as horns, drums and loud bronze bagpipes.

Both Orcs and Bugbears are specialists in heavy armor, and due to their superior physical strength, use heavy weapons, such as scimitars, large polearms and battleaxes.

Bugbears also have a fondness for poisons and traps, particularly those that live in forested areas, a tradition they've cultivated for millenia. Siege engines such as trebuchets and catapults are also widely used in the Bugbear state,

>Demographics

The vast majority of Orc'Eire is populated by Orcs. The Orcs of Orkeir are lighter in pigmentation than their cousins in Ingurland, with some of them even sporting auburn and blonde hair colour.

Bugbears, on the other hand, make up the minority of the island, with small populations scattered around the larger hill cities. The only regions where Bugbears are the majority include the independent state of Bugbears in the southwest, as well as the Orcish clans that border it. Both Bugbears and Orcs are taller and more muscular than Humans and Elves, with Bugbears usually reaching larger sizes. Bugbears have thick fur covering their bodies and a distinctive snout-like nose. They have elongated arms and fingers, which are suited for climbing and grasping objects.
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>>87850315
Despite coexisting with Orcs for hundreds of years, Bugbears tend to keep to themselves, staying within their own social groups and rarely intermarrying witη them.

Humans and Drow are a rare sight in Orc'Eire, often only visiting as merchants or foreign emissaries, seldom staying for long.

>Foreign Relations

>Orcs and Bugbears

The Orcish clans and the Bugbear state have been locked in a stalemate for centuries. Despite their overwhelming numerical advantage, the Orcs have been unable to conquer the remaining free lands of the Bugbears, ever since the three southwest tribes united. The harsh terrain, combined with the remarkable discipline of the Bugbear army, has resulted in countless Orc casualties in futile wars and skirmishes.

The relationship between the two states is marked by animosity and distrust. Despite the absence of wars in the latest century, they remain largely isolated from each other, with little interaction between them. While most Bugbears living in Orcish lands have integrated into their society and don't feel any particular affinity towards their kin in the independent Bugbear state, a small but vocal minority still maintain strong ties to their ancestral homeland, mostly towards the border.

As with the Orcs, they are content with letting the small Bugbear state exist, as long as they do not attempt to spread the faith of Nuckelaave or create unrest within their own borders.

>Former Kingdom of Kinnog

Many Orcish chiefs have been raiding this ruined land for ages. Likewise, many raiders, rogues and mercenaries spawning out of Kinnog have conduct raids on the Orc'Eire coast, taking many slaves. Sometimes, Orcs living in the Kinnog jungle will interact with their kinsmen, with some even returning along them.
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>>87851131
>Red Lotus Congregation

Τhe Orcs have been defending their lands against Red Lotus pirates for decades, as the latter have been indiscriminately raiding every one of their neighbors. All diplomatic efforts to negotiate with them have failed.


>Triarchy of the Three Sisters

The Triarchy has been an enemy of the Orcs for hundreds of years. Although not directly in war with each other, the slavers of the Triarchy have conducted numerous raids against the Orcs. As Orc'Eire itself is well defended and relatively organized, the Triarchy has looked towards Kinnog, where they capture their kinsmen for use as manual labour slaves.

>Drow City States and Moreelse

Due to the rising usage of the White Death throughout Scimitaria, the Orcish chiefs prohibit any merchant from Moreelse from setting foot onto their lands, due to fear of them being a Hydra's Eyes agent.

Both the Drow and the Hydra's Eyes are known to own Orcish slaves, particularly from the Kinnog Jungle, and for that reason are deeply disliked and detested.

>Oligarchic Republic of Hithlone

Hithlone is perhaps Orc'Eire's only trade partner. Many Hithlone ships stop by Orc'Eire to resupply when heading for Kinnog. As such, trade is common between these two, although not in large quantities. Orcs can be sometimes found as mercenaries hired by Hithlonean merchant vessels.

>Grand Duchy of Calcabra

Traditionally Calcabra has seen the Orcs as nothing but raiders and slavers, but Clan Bansheebane has recently made some efforts to form positive relations.
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will do scarred phantoms next
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I'll do the Nothing that Devours Everything next. Should I go crazy with it? We literally know nothing about it.
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>>87851515
Don't forget about the Gmork
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>>87851613
the what?
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>>87851923
It's in the archives he's some kind of prohet of the great nothing. Look him up before you start writing the loredump.
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>>87854448
>Gmork
Where? Which thread?
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>>87851515
I would go very minimalist with it. Less is more, especially with something like the Nothing.
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>>87851515
I mean... It's supposed to be 'nothing'. We should not know anything
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>>87857943
I would do it like the article for Lesandros. Instead of actual info of the place, all the legends and theories of the different nations and groups about it.
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>>87854942
https://archive.4plebs.org/tg/thread/84847594/#q84863193
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>>87859502
how would the gmork fit in an island swarmed to the brink with deadly primodial arachnids?
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>>87860204
Idk but I think he was there first
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The "Nothing that devours everything," also known as simply the "Nothing," is a mysterious and ominous phenomenon that occurs on the western edge of Giantstep, bordering the Everdark Ocean.

The Nothing has been witnessed and described for centuries, with the earliest recorded sightings dating back a thousand years ago. It is described as an everpresent chaotic storm, covering the skies with dark clouds and defeaning lightning, causing the sea to roar in its presence.

These sightings have been primarily attributed to sailors who have ventured south in search of whales. It is said that even the mere presence of the storm is enough to cause horrible migraines and nausea .Those who have glimpsed the chaotic storm describe feeling an overwhelming sense of dread and fear, as if they are in the presence of a malevolent force that seeks to consume everything in its path. Sailors have also reported that no whales or any other sea creatures live in the waters close to the Nothing.

No vessel that has strayed into the Nothing has ever come out.

>Theories

The existence of the "Nothing" is a well-known phenomenon in the western reaches of Giantstep, particularly in the continent of Scimitaria, while beyond the Great Hedge and the Handprint Desert, it is almost unheard of. To some, the "Nothing" is a mere horror story often used to frighten children, with many adults dismissing it as the delusions of drunken and scurvy ridden sailors.

Despite this, a plethora of theories abound concerning the mysterious phenomenon. Among the religious Scimitarian commonfolk, the "Nothing" is often considered a manifestation of humanity's sins and negative emotions, a divine punishment that could ultimately bring about their doom.
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>>87860809
You've forgot the most importat part.
It's spreading.
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>>87860809

The wizards of the Isle of Wizards hold a starkly different belief regarding the Nothing. considering it a gateway to another realm or dimension that beckons forth a multitude of monstrous creatures and demons. Many hold the view that the Nothing may have acted as a harbinger for the arachnid known as the Death Blossom, a primordial evil and a force of destruction that now resides in the Cocoon Islands.

On the contrary, certain scholars in Hithlone, especially those hailing from the Institute of Astromancy, argue that it can be explained by natural forces. These Astromancers suggest that the storm may be caused by the collision of great warm and cold air masses, or by the rare conjunction of multiple celestial bodies.. Nevertheless, the Astromancers are acutely aware of the threat that the Nothing poses to Giantstep. Years of research and study have led them to a concerning discovery - the "Nothing" is slowly expanding, with the patient persistence of a glacier, and with no sign of stopping.
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>>87861027
Would it be wise to make it spread? Wouldn't be better if it had seasonal growths and shrinks?
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>>87861718
It's not called the nothing that devours everything for nothing
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>>87851372
damn it's really shrinking down
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>>87862386
Like a penis in cold water
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>>87860809
> Thousands of years ago
BOOOOOOOOOOOOOO

Really? Again? Can't we have a single recent thing in the setting? How the hell is the all devouring nothingness consuming the world even a problem if it didn't do shit for millennia.

It should have appeared years at MOST decades ago. Why the fuck does everything have to be so old and then do nothing with it?
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>>87861027
Yeah... very, very, very slowly apparently considering it's been there for millennia.
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>>87864821
Check the timeline. There are plenty of recent events. Hell, it hasn't been updated in a while, so there is even more recent stuff.
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Posting the Harpies' Peak lore. Let's see how it goes.

>History
North of the Glass Mountains, at the center of the Kingdom of Waldemaria, there lies a small mountain range covered in dense forest. Twisted trees and tangled vines create a dense and hard to traverse environment, which is also full of predators, from regular wolves and bears to unidentified monsters. The region has been a refuge for those who wished to follow a more primitive form of life, away from civilization. Ogres, hobgoblins and tribal humans have used the forest as a base of operations to raid and pillage the surrounding lands, attacking nearby farmlands and villages. This situation lasted for centuries, until it reached a breaking point. After the founding of the Kingdom of Waldemaria, the knights began pushing back the raiders and monsters back into the mountains, chopping up and burning down as much of the forest whenever possible, cutting off their hiding places. After many campaigns against the cults of the forest, the primal cults and the monsters were reduced to the Harpies’ Peak, where the forest was its thickest, as well as the mountain range, making the knight’s campaigns harder.
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>>87865557
However, after the defeat of the knights of Waldemaria at the hands of the necromancers, the primal cults have left once again unchecked. This has recently led to an explosive growth to their raids and attacks to cities and villages, all the way to Sniden and even the Zapalovah Republic. The waldemarians, fractured and bereft of a strong leadership after the death of their king, have asked for aid to all their neighbors to deal with this situation. The crusaders from the Laurentian Strongholds are unable to provide much aid, due to the divisions within the order and the many other fronts they have to take care of. However, the Zapalovah Republic has been growing more interested in taking down the cults of the Harpies’ Peak as of late. Many zapalovachs see the monsters and cults of the region as a threat to be stamped out as soon as possible, least it consumes the entire of Waldemaria and becomes too big to deal with. As such, they have offered a lot of aid to the waldemarians, mostly in the form of mercenaries and funds to prepare the waldemarian forces against the cults.
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>>87865564
>The Primal Cults
The populations living within the darkest corners of the forest have developed a culture of primitivism, where survival of the fittest is the norm. They reject any form of civilization, being purely hunter-gatherers, preying not only upon the creatures of the forest, but against each other. Cannibalism between these groups is well documented, with many raids against farms and villages ending with massive feasts on human flesh, eating them right there and not even bothering to cook them. They will also use living flesh for their rituals, using them to fuel their dark magic.

Trying to define a social structure beyond the law of the jungle to these groups is a moot cause, since they revel in the chaotic and the wild. The strongest individual will take the lead, and the rest will follow or die. This strength can be either physical or magical, it doesn’t matter so long as it gets results. If a leader is wounded or gets too old, they will be swiftly replaced in a duel to the death, their flesh eaten so as to transmit their remaining strength to the new boss.
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>>87865570
The strongest tribal leader is a druid only known as “the Sorcerer”, known for using druidic spells that can turn civilized people into half-animal beasts, who obey her every whim. Her raids are meant to capture as many prisoners as possible, to bring them to their secret lair within the forest. Once there, she will work her magic on her, spending months breaking their conscience and sanity until they are turned into beasts. The zapalovach authorities have put a great bounty for her head, but so far no one has been able to catch her or kill her.
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>>87864821
It literally makes no difference when it is spreading very slowly
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>>87865990
That's why I argue that it should expand and contract with the seasons. Causes less problems.
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>>87866094
I thought of it being kinda like our sun, which has an "expiration date" and we know that it's inevitable that it will die out sometime, ending all life on earth, even if it is in a billion years
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>>87869867
If we were talking about that kind of timescale, there would be no point of mentioning it's expanding.
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>War-Wel

>History

War-Wel was a colony established on the banks of a river, nestled on the northern edge of the Isle of Tears. This island, covered in dense rainforests and rife with perilous creatures, had long remained uninhabited until settlers of the Blind Bastard's Domain arrived on its shores, almost twenty-five years ago, Their objective was clear - to establish a thriving colony that would serve as a springboard for expeditions into the uncharted territories of the Sea of the End and the Eldritch Jungle, while also providing a base for ambitious forays and conquests along the western coasts of Giantstep. That colony was a crucial part of Renne's long term plans.

The construction of War-Wel was a monumental undertaking, involving the labor of a thousand slaves from Moridan's infamous slave pits who worked day and night to erect the city. In just five years, the city had grown into a bustling port, benefiting from its strategic location and drawing in travelers from Azan, Dsvyrth, Asvaran, and even pirates from the infamous Maneater Islands and Ortuga. At its height, War-Wel was the second largest city in the Domain, surpassed only by the capital city of Moridan itself.

It earned the moniker of the "White City" (War-Wel, in the bastard Azaneese tongue of the south), thanks to the extensive use of marble in its construction. Many thought that the White City would grow to be the largest port of the south, but, alas, its prosperity was short-lived. Less than a decade of its founding, a deadly disease called the Wither reached the city's ports. Little is known about the origins of the Wither, other than that it is believed to have originated in the Eldritch Jungle.
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>>87870638
The failure to quickly identify and quarantine the sick allowed the Wither to spread rapidly through the White City, with people soon dropping like flies. The elite and the wealthy holed themselves in their mansions, hosting large feasts while entire hills of corpses lined up on the streets. This did not deter the Wither, and they too soon fell to its onslaught. Only through a single man's actions (whose name did not survive, but it's believed he was an Azaneese officer) was the Wither contained to the Isle of Tears. Upon the spread of the disease within War-Wel, he order his men to torch all the ships resting at the city's port, preventing them of sailing away.

Within less than a month, War-Wel, rom a bustling port, home to more than a dozen races and countless languages, turned into a desolate ghost town.The city's downfall was so swift that the officials of Moridan believed it had fallen to a foreign invasion. Renne sent out more than three investigative parties, but none ever returned. WAs merchant cogs and raiders arrived at the port to unload their spoils, they encountered nothing but ruins and an eerie silence. Soon, the news of War-Wel's fate eventually spread, especially after Eugen Lennhart, a renowned scholar of the Hithlone citadel, published his findings from his expedition at War-Wel.

Renne quickly abandoned her ambitions of establishing a colony in the Sea of End, let alone of exploring the uncharted depths of the Eldritch Jungle.

Nowadays, the waters surrounding the Isle of Tears are infested with pirates and corsairs, but even they steer clear of the ruined city. The people of southern Giantstep consider War-Wel to be cursed, the Wither being a terrible disease brought on by the gods to its inhabitants, living in a city built on the back of slaves. None dare to enter, as ominous mist now shrouds the sunken statues, palaces, and skeletal remains that now reign over the ruins.
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Good luck to whoever writes the lore for Ortuga lmao
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I'm intending to finalize the list of the Wonders of the World, as it's been like 9 months since they were first mentioned and there haven't been any additions/suggestion ever since, lol

You can tell me if you've got any other idea

>Thirteen Natural Wonders of the World

Ashen Shore
Sunflower Forest
Tuarapon
Glass Mountains
Mountain of O'oze
Corteau Canyon
SonQo Valley
Valley of the Fallen Giants
Fungest
Swaying Meadows
Giant's Handprint Desert
Fountain of Youth
The Great Hedge
Gluttony Island (Contested)
Tanzurutu Valley (Contested)
Forest of Getting Lost (Contested)

>Thirteen Wonders of the World

Etera
Lindworm Bridge
Quartz Tower of Florinth
Tower of the Eternal Fire
Ogabo Ice Palace
Qadash Pyramid
Fehrum Edzulair
Nananikor Palace
Grand Ziggurat
Great Temple of Harmony
Hithlone Citadel
Xandrilex Library
Leng Labyrinths
Tanzurutu (Contested)

>Thirteen Horrors of the World

Bubbling Demon Pit
Giant Maw
Cursed Battlefield
Witchelven Bone Fort
Eldritch Jungle
Terminus
Demon Breaches
Cocoon Islands
The Nothing
Martyr Island
Sea of Bile
Mossovoy
Okhost Islands
Blackstone Prison Islands
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>>87872015
Neat progress.
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Grand Admiral of the Southern Fleets Pollo Hennezzar, last pretender of the 7th dynasty
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>>87873046
that's actually pretty great if it's AI
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>>87873113
I have cracked the code to get semi-decent sino-greeks out of wombo

>Hu De, Imperial Emissary, Grand Duhufu of the Golden Hills, Inspector General of the Western Works of the Golden Court
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Paderno della Spessa Alta, Lord of Passian, Esteemed Friend of the Golden Court
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>>87864825
Eventually it will devour everything though.
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>>87864821
seconded
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>>87864821
>Really? Again? Can't we have a single recent thing in the setting?
I blame timeline autism and I've got a strong feeling it's the same anon that forced the azan powertrip
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Nine-Times Blessed Emperor Hejin, Grand Master of the East and West, Conqueror of Elves and Men, Grand Magister of Justice, Lord of the Golden Court

Grandfather of the current emperor, remains much more popular than his two successors despite being dead for now close to forty years.
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>>87873251
>the azan powertrip

the what?
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>>87864821
Speaking of timelines, when were the succubi breaches supposed to have happened? I feel that's a recent thing, or at least within the last century
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Kairros Zenno, more commonly known as Ka Rei the Westerner, a mercenary mariner from the Ardennes Coast that spent many years in the employ of the Golden Court as the commander of a mercenary fleet. Now retired and living his sunset years in the wineyards of Ampleazzo.
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Modern day portrait of the first two emperors of Changrila.
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>>87873294
The dates were posted. They are in their own article.
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>>87873281
you know exactly what I'm talking about
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Where in this setting could this be?
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>>87873364
They look Korean imo. Great AI art btw
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why is ampleazzo erased from the map when it hasn't had any lore added to it?
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>>87876758
>>87873251
Didn't the timeline anon and the Azan anon have a lot of debate trying to fit the azanese history at the beginning? They are definitively not the same.
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>>87878564
honestly, ampleazzo has been one of my favourite things of this setting even though it's had little lore so far. would love to read more about it
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>>87871929
The problem with the 13 wonders/horrors is that they don't have context. Who chose them? Why? How were they selected? What's their purpose?
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>>87883069
It's been mentioned before that they are chosen by scholars from the cidatel in hitlone, and that the first list was made by some azaneese guy a while ago
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>>87883138
Ok, then. I'll write the backstory for the 13 wonders/horrors. Can you link me to that lore so that I can see where to start with?
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>>87883274
Can't link rn but the lore about the first iteration of the list is on the Ogabo desert page (just ctrl f "wonder")

the first part was mentioned many times in these threads but never added to the wiki iirc
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>>87883138
>the first list was made by some azaneese guy a while ago
Color me shocked
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>>87883533
kek

but really, azan having so much influence kinda makes sense, unlike the khenomeric empire
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idk about yall but I personally lost the lore plot about most shit east of the bog witch a few months ago which is why I mainly write stuff for the Azan sphere, it's the only lore I'm sure I won't trample too much.
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>>87884472
Azan, changrila and the khenomeric empire should all get retconned in order to spite the anon that weaponized them as his personal power fantasy. Can't change my mind.
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>>87885491
Azan and Khenomeric Empires both have multiple people contributing to them, their main appeal is that there is no clear "owner" who will try to veto stuff they don't like, therefore you are generally able to add stuff without pushback unless you contradict existing lore (technically the gnoll guy who also created the Khenomeric Empire opposed some changes to his early lore, but we are well past that now)

Changrila doesn't have that much lore for a major nation
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>>87885831
>Changrila doesn't have that much lore for a major nation
It does, but it's spread out between Azan, Changrila and the Red Lotus. Plus, it's a much younger nation compared to Azan or Khenomeri.
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>>87884472
>unlike the khenomeric empire
Why?
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>>87877178
A hobbit house in the Baalps?
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Does Ampleazzo have any lore?
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“The Thirteen Wonders” are a compilation of books and writings made by Peer Oisimerinos and his descendants. They narrate the stories of the travels and discoveries of the Oisimerinos’ family, and have been taken by many travelers as guides to explore or avoid certain regions of the world.

So would this be a good basis for the lore behind the 13 wonders? A family of explorers writing their memories for decades, or even centuries, and are then compiled and published years later.
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>>87892962
Sounds comfy. Baalp lore needs to be extended desu
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>>87894385
https://crumbling-giantstep.fandom.com/wiki/Ampleazzo
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>>87896953
So it was "wrongfully" removed from the lore map?
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>>87888179
Azan lore barely mentions Changrila. There is a lot in the Red Lotus page and some in the Palm Grove page, but that isn't much compared to how the Azan and Khenomeric Empires are central to many history pages and history sections on many nation pages, not to mention the emperor list, sword pages, and tradition pages for Azan

>>87895485
According to the Ogabo Desert lore, the original list was done by Arnold the Elder, but then countless people copied the concept and made their own lists. The lists by a Tolbari named Amira was particularly influential

>>87896991
it seems so, unless there is a write-up somewhere that didn't get uploaded
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>>87897419
>According to the Ogabo Desert lore, the original list was done by Arnold the Elder, but then countless people copied the concept and made their own lists. The lists by a Tolbari named Amira was particularly influential

Oh, I missed that. I'll see what I can do.
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>>87896991
Probably an accident.
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Changrilese ship.
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Ok, so would this work for the 13 Wonders of of the World?

“The Thirteen Wonders” are a compilation of books and writings made by Arnold Oisimerinos “The Elder” and his descendants. They narrate the stories of the travels and discoveries of the Oisimerinos’ family, and have been taken by many travelers as guides to explore or avoid certain regions of the world. The popularity of this style of recollection has resulted in many travelling authors creating their own versions of the list.
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>>87904233
>Arnold Oisimerinos and the Oisimerinos Family
Arnold Oisimerinos was a cartographer working for the Imperial Court of Azan around the 5th Dynasty, around the 4th century ABE. He come from a family of minor nobles who lived within the azanese territories near the Cardammon Plateau, but were forced to emigrate to Nanakinor once Azan began moving its borders away from the Cursed Battlefield. Losing most of the family’s fortunes due to very poor choices once in the capital, the Oismerinos’ patriarch did not have enough money to give the young Arnold a military training, and as such, he settled with sending him to be an apprentice to the Imperial Archives. Fortunately, little Arnold was very quick at learning all the knowledge the chroniclers and the cartographers of the Imperial Archives would teach him. By the time he was 20 years old, he was sent to map the Inselsënn Archipelago, something he managed to do in 3 years. The speed and precision with which he managed to register the islands made the Emperor send him to map other areas of the empire.
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>>87904257
Arnold Oismerinos spent all his life going from one corner of the empire to the other, which earned him fame and fortune. In between his travels, he wrote dozens of books about geography and philosophy, like “The Wisdom of the Suns”, “Mountains of the World”, and “The World Sphere”, where he theorized that the world was a sphere that spun around a singular star, something that would be proven wrong short after his death. However, his most popular work was the “The Thirteen Wonders of Azan and its vassal nations”, which was published after his death as “The Thirteeen Wonders of the World” as an aggrandizement tool by the azanese government. This book explained his personal travels to the areas that had impacted him the most throughout his life, which proved to be exceedingly popular in nobility circles. This book was imitated frequently by coetaneous authors, seeking to find the same fame and success Oismerinos had gotten.
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>>87904268
After Arnold Oismerinos died, his successors continued his cartographic work, exploring the different provinces of Azan as well as serving as scouts for future conquests and expansions. Using the Oismerinos’ surname, they were able to spread their works throughout the world, while also creating their own versions of the “Thirteen Wonders”, and also creating the opposite list in the “Thirteen Horrors of the World”. The success of the Oismerinos lasted around the azanese crisis during the 8th Dynasty, when the last of the Oismerinos’ descendants died during a witchelven raid. After the disappearance of the last Oismerinos, many other authors decided to continue the “Thirteen Wonders” and “Thirteen Horrors” on their own, with the end result being the existence of dozens, if not hundreds of different lists existing, all made during different time periods.
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>>87795959
Neat.
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I'll write about the Volcano God Island next
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>>87906716
Neat.
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>>87899479
Heh, sounds like an elegant enough explanation on why there’s multiple conflicting versions on what goes into that list.
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I'll do the Evergreen Pastures next.
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>>87903868
What are the biggest navies in the world?
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What are giberlings?
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Posting stuff for the Evergreen Pastures.

>The Lands of the She-eep
Between the garden lands of Thereby and the swamps of the Bog Witch there lies a sprawling patch of land, always full of lush green grass. The land is dotted with gentle slopes and hills, which are always green thanks to the frequent rains of the region. However, despite the potential of the land for agriculture, the region has been traditionally left alone by farmers, keeping the grassland to feed great numbers of cattle. Many herders move their charges through the Evergreen Pastures during certain periods of the year, which has caused the creation of many small towns, mostly near the borders of Thereby, Whereby and the Baalps. They have become centers for not only buying and selling of cattle, but also for the workings with wool. Many travelers and merchants buy the plentiful wool from the region and bring it to colder regions, where it is transformed into high quality clothing.
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>>87919566
Many different groups occupy the Evergreen Pastures. Many of the peoples from the Hedge have come to find a home in the pastures, usually working as herders themselves, or as craftsmen in one of the many small towns spread out throughout the region. Many hobbits have made fortunes buying cattle from the herders in the Evergreen Pastures and selling them back in Hereby, as the hobbits are always hungry for quality meat. Many humans also make themselves at home in the region, but oddly enough, the number of humans who perpetually live in the Evergreen Pastures is smaller than one could expect, preferring to live southwards, near the Baalps. The few humans in the grasslands live a hermitic existence, keeping to themselves while moving throughout the land in search for freshest pastures. There are a couple colonies of snoloths, who first arrived to the region millennia ago, travelling the land and eating whatever they can find. Their numbers are very low, and spent so much time outside of their ancestral home that have lost their poisonous slime.
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>>87919574
While the protection of the Swaying Meadows keeps the Evergreen Pastures free from the threats from the domains of the Bog Witch, the importance of the region has made many local towns prepare in case of an attack. Many of the towns have organized militias, skirmishers and hobbit pony riders, just in case they need to defend their homes. To keep themselves prepared, they began organizing a series of sporting events, reuniting once every five years, which has become very popular in the region, attracting plenty of spectators and travelers from the Hedge.
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>>87919580
>The Oviscentauresses
One of the most characteristic inhabitants of the Evergreen Pastures are the beings known as the She-eep, or the Oviscentauresses, as many would call them. The Oviscentaurescess are a sentient species of beastfolk, with the upper bodies being similar in shape and complexion to humans’, and the lower half similar to bovines. Their size is around 1.50m of height at most, with an upper half very thin, slim, and delicate when compared to human physiology. Their entire body, minus their face, is covered in a thick coat of wool, something especially on their lower half, which protects them from the cold. They are very fast and agile creatures, able to sprint and jump faster than most humans, though they can be weighted down if they do not shear their wool with enough frequency.
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>>87919597
The most striking quality of the Oviscentauresses is that they are seemingly a single-sex species. Every single she-eep individual is a female, and a male oviscentaur has not been discovered yet. This has made many wonder how do they reproduce. The Ovuscentauresses have always kept that side of their culture secret, and this has reached the point where speculation is abound. However, we do know that the she-eep do indeed reproduce, and they do so over the spring, where their calves can be seen frolicking and feeding off the greenest sprouts of the season.
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>>87919615
Any other detail needed to know from the Evergreen Pastures?
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>>87916192
What's the lore of that thing?
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>>87922691
Maybe something concerning the people's religion, or if there's any government/which country they belong to
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>>87919566
I'd remove the snoloth part.
They kinda make the region less comfy
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>>87919615
>This has made many wonder how do they reproduce.
They get fucked by the baalp hermits don't they?
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>>87925325
>They kinda make the region less comfy
Why? It is canon that there are some colonies of snoloths in the northwest from ancient times.
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>>87925446
Giant snail people aren't exactly vibing with the cottagecore alpine pasture aesthetic of the region
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Continuing with the Evergreen Pastures.

>Continuation of the Oviscentauresses

The Oviscentauresses’ society takes the form of nomadic tribes, revolving around a singular “Great Matriarch”. These Great Matriarches decide the choices of the tribe, from where to move to who to trade with. It is their responsibility to also take care of the calves, being the leader of not only the tribe, but also playing the role of teacher and guardian for the new generation. The other she-eep will take care of their individual children, but it is the Matriarch the one who instills in the young the teachings needed to survive. The mothers also dedicate a lot of time crafting tools or concocting brews, for either personal use or trade. The mothers also trade with dairies with the neighboring populations.
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>>87927650
The milk of the oviscentauresses has strong antidepressant properties. Oviscentauress’ milk and its dairy products has been described as “bursting with joy”, to the point some people have wondered if it contains some sort of psychoactive substance. For this reason, while the demand for dairies from oviscentauresses is high, is generally not recommended for non she-eep children or pregnant women to consume it.
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>>87927668
The oviscentauresses spend a long time grooming themselves and each other. Since their wool grows quite fast, it can be very vulnerable to parasites, who find the she-eeps’ bodies a great place to find refuge and multiply. To combat this, the oviscentauresses try to shear as frequently as possible, though never so much that their bodies could be exposed to the elements, since they are rather sensible to cold. Not shearing for a while can overburden the individual she-eep, as well as promote the growth of certain fungi. Mothers and daughters will shear each other as a way to reinforce social bonds, as well as to teach the ways of shearing to the next generation.
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>>87927688
The religious customs of the Oviscentauresses are surprisingly complex. The She-eep worship the night stars as the spirits of the past, and the suns as their protective fathers, which, considering the lack of males in their species, is surprising to see male patterns in their faith. The she-eep remember the different constellations from memory, seeing them as the collective souls of previous she-eep. They describe them from generation to generation, never allowing themselves to pass them to written format, since it would be considered an insult for the ancients. The oviscentauresses also follow the different patterns of the sky to decide the many choices of their society, with the Great Matriarchs having to discern the wishes of the sky. The interpretation of these omens can be put to written text, but the she-eep do not have a conventional written language. Instead, they create a complex system of knots in wooly fabrics that symbolizes writing. Depending on the shape, size, form and number of the knot, they can express quite complicated concepts. This form of language is pretty much never taught to outsiderds, and the oviscentauresses themselves have to practice their entire lives to know how to use it.
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>>87871660
Why?
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>>87795959
More like /tg/ makes a seething
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>>87871929
Some guy added the Ketlovian dance hall and another thing in the first thread the wonders were mentioned in
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If we're going to do the lists of the wonders and horrors, we really should write a description of them. Some barely have the name and location, and nothing else.
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So when did the lore of Gäutlan actually happen? The azanese emperor who appeared there is not on the Azan emperor list.
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>>87795959
tried generating some AI art for the Gnolls the results are mixed, but I think some worth sharing
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>>87938710
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>>87938717
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>>87938725
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The thing with the gnoll is, they need to look wrong. As if they are not natural, and every moment they live is in agony.
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>>87938872
yeah and googly fish eyes paired with anglefish teeth.

I'ts hard enough for an AI to even understand what a gnoll is. Apparently they were not taught that.
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>>87938900
It may be doable if I just do the head
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>>87939010
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>>87938900
What program are you using?
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>>87940076
This website. Wasted my whole free trial on this
https://replicate.com/stability-ai/stable-diffusion

You get 200 images or so
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What lore is needed for the Cursed Battlefield? We already have its history in the BoE page.
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>>87936784
8th dynasty, sometime after the drow city states were established
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>>87942595
Well porting that lore to its own page would be a start
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>>87943501
I don't think it needs to be ported. The Cursed Battlefield and the BoE are different things, better not have duplicates.
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Posting about the Magpie Nesting Lands.

>The Nesting Lands
Between the Gomorrah Breach and the Big Rock Candy Mountains, there lies a strip of land. A seemingly unremarkable piece of countryside, many different tall trees and steep hills seemingly sprout on the land at strange intervals, as if someone had put them there. Around these strange anomalies, there lies a sea of skeletons of all types, from human to cattle, all scattered in horrifically creative ways: impaled, broken, beheaded, split apart, buried in the ground head-in… The bones are never removed for fear of angering the creatures who live in the region, and many travelers would rather risk their lives crossing the Succubus Breach to the east than risking getting in contact with the great giant magpies.
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>>87946923
The Great Giant Magpies are a species of giant bird that lives all throughout Giantstep. They are frequently seen in the outskirts of most cities all around the continent, usually eating a wide variety of fruits and abandoned meats. Around the size of a human (even bigger when accounting for wingspan) they are great flyers, capable of traversing great distances on a single flight, though to save energy they waddle on the ground most of the time. They are incredibly intelligent and social creatures: While not really sentient, they have proven great feats of cleverness, especially when in groups, like opening boxes or barn doors to eat the grain within. Their behavior is peaceful, and they frequently allow the sentient species to caress their black and white feathers in exchange for food. Changrilese nobility consider the act of cleaning a Great Giant Magpie as a good omen. In many other areas of the world, the arrival of the Great Giant Magpies is celebrated as a festivity, where the townsfolk will feed the birds with plenty of fruit. In exchange, the magpies will use their incredible singing talents to soothe the listeners. They prefer to live near open areas, where their size is not an impediment for them, and as such, they will not really inhabit dense forest patches or very tall mountains. The Great Giant Magpies are omnivorous, and quite the voracious feeders, though they have a preference for fruits and vegetables such as pumpkins and apples. Despite their size, they are quite dexterous with their sharp beak, capable of feats of great skill and precision with them. They have been seen eating carcasses of animals, though they will generally avoid hunting directly unless they are very hungry. Herders have proved that the Great Giant Magpies will leave their charges alone with simple scarecrows.
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>>87946929
However, during the summer, the Great Giant Magpies will enter in heat. Their black legs will acquire a reddish tint, and they will gorge on as much food as possible. Then, they will all take flight. All throughout Giantstep, great murders of magpies will be seen travelling to their ancestral lands to breed. Nobody knows exactly why the entirety of the Great Giant Magpie species travel to that exact spot of the world, but what is known is that their behavior changes completely. Abandoning their peaceful demeanor entirely, they will mercilessly attack anything that they consider a threat to them or their nests. Their eggs, the size of a human head, are a very tantalizing price for many predators, and as such, the magpies have, over the centuries, cleaned up the area from predators like snakes, foxes or wolves. Even sentient species are not safe from their wrath, with many carcasses of humans and witchelven littering the land. During this state of heightened aggression, the magpies will butcher anything they consider a threat, and leaving the bodies dying and screaming near their nests, as a warning to any other creature that might pose a threat. Their aggression is so great that there are rumors than even dragons will flee at the sight of a frenzied murder of magpies. Oddly enough, while the birds are extremely savage towards any other being during their mating process, they will not attack each other, instead limiting themselves to singing. Once the birds have found a mate, they will be together for life, or until their partner dies. They are able to find each other despite the long distances, even if they part separate ways after the mating season.
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>>87946937
>The Underground Towns
Since the Great Giant Magpies have long ago cleaned the region of near all predators, the land has attracted over the years many herders, who bring their charges to eat in peace during the periods of time the magpies are away, only to leave before the birds start arriving during summer. Many leave months in advance just in case the magpies start arriving sooner, which has happened in the past. However, not everyone is able to leave on time due to a variety of reasons, especially if the storms in the Big Rock Candy Mountains or the Oront Mountains cover with snow and ice all possible passageways. Many dwarvern tribes have tried to build underground towns to protect the cattle during the summer, turning their seasonal destination into their actual homeland. However, the presence of sentient beings underground does not pass without notice to the birds: they are perfectly capable of detecting and identifying the holes the dwarves use to go underground, and they will wait for the dwarves to come out. If they do not, the magpies will cover the holes with rocks and branches, or straight up cave in the entrance of the tunnels, entombing the inhabitants underground. The few surface structures that need to be around, particularly ventilation chimneys, are reinforced with magic of different kinds, both to strengthen their structure and to scare away the birds.
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>>87946961
These underground towns stock up resources for the summer, when they have to protect themselves from the magpies. Over the decades, they have also taken to underground farming, such as mushroom production and the feeding of giant domestic worms, much easier to breed and feed underground than sheep. The region’s sheep have also bred to not be afraid of the underground, since they instinctively know that being on the surface during the summer is a death sentence. Still, the underground is not that developed to allow for big populations, and as such, the underground towns only have around a hundred people living in each of them. Attempts have been to connect the tunnels to each other, but the difficulty to do so with the limited population and resources makes it more of a long-term project.
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>>87930149
Oh you.
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>>87927688
>Mothers and daughters will shear each other as a way to reinforce social bonds
Sorry but that's a retcon and will nor be accepte please stick to the rules and don't just brush over other peoples lore
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>>87947928
What part of the canon does that break?
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>>87948310
>Once a year the She-eep move to the pastures of these solitary but friendly misfits, who shear their wool in exchange for tasty sheep's milk, which they process into cheese which they sell to the hobbits of the north-west. The rustic loners also make their clothes and stuff their beds from the high-quality wool. This procedure is vital for the She-eep. If they are not sheared in time, their fur will become too heavy - the more wool, the greater the burden. In addition, the dense fur is the perfect breeding ground for numerous parasites such as snail mites or pig snout ticks.
og post:https://archive.4plebs.org/tg/thread/84890048/#q84897076
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We need a tl;dr for all the nations so newbs can get a quick overview without going into autistic wiki binges
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Recently checked the wiki. What's the deal with all those "fairy lords"? When did we agree on this shit?
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>>87948510
Oh, ok. I see what you mean. I imagine shearing would be a rather important activity for socializing, just as monkeys groom each other for socializing. They can go once a year for shearing with the hermits, as well as being sheared by each other. Their wool seems to grow quite fast.
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>>87949156
That destroys the idea of a symbiosis. The yearly migration into the baalps should be an integral part of their culture. Why can‘t they shear each other? Well idk maybe they are afraid of iron or something similar. Just make something up. Also it was stated that it rarely rains in the pastures I think you overlooked that part aswell
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>>87948609
I have been using the faerie lord concept fairly often since last August

Basically they are powerful magic users who also hold leadership positions. The most powerful of them are sometimes considered to be gods, demi-gods, or at least powerful paragons of a certain ideal by their followers
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>>87949889
>Also it was stated that it rarely rains in the pastures I think you overlooked that part aswell
If it rarely rains in the pastures, how do they stay a pasture? Those need plenty of water.
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>>87949889
>The yearly migration into the baalps should be an integral part of their culture. Why can‘t they shear each other?
It doesn't have to have a biological reason, it could be a cultural custom. maybe as a religious ceremony or a local tradition.
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so, are the humans living in the evergreen pasture the same ones as in the baalps? what about the giberlings?
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>The Cursed Battlefield

The Cursed Battlefield, lying in Central Giantstep, was once home to numerous wetlands, rocky gullies and vast plains of tall red grass. Although no written records of what occupied this land before it turned into a hellish landscape, oral myths and legends from Aquilea and Caprea talk about a race of Giants, not too different than those in the Valley of the Fallen Giants, making their home there.

In the aftermath of the catastrophic Battle of the Empires, the once-bountiful land was transformed into a lifeless wasteland. The once-verdant plains and abundant marshes are now choked with the stench of sulfuric gases, and the ground itself is a mix of treacherous mud and parched desert expanses. The unburied remnants of more than a dozen sentient races - including the now-extinct Giants, Humans, and Elves - litter the battlefield, their skeletal remains a stark reminder of the carnaged that occured there. Some of the corpses are still not decomposed, perhaps being kept in their state by unknown magical forces.

It is said that anyone who enters this cursed land is cursed to suffer an agonizing lonely end, as the toxic gases would surely suffocate anyone without proper protection. Truly, even after three millenia, very few have tried delving into this cursed wasteland, as the only thing of note to this place are the countless corpses dotting the landscape. Those that do are often vile necromancers, most recently the dreaded Zvdoruye of Mossovoy.
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>>87951587
>Testimony by a captured Zvdoruye in a Laurentian Stronghold

"The Cursed Battlefield? Oh, it isn't what you damned Povida think. To enter this accursed place, it is to enter a world pulled right out of nightmares and horrors. Bleached bones, deadly gases and rustling armor are only a small part of it. The tormented souls of soldiers who perished in the battle are still restless and filled with anger and despair, reliving their gruesome deaths over and over again. They wander the field, their ethereal forms twisted and distorted by the agony they endured in life. The ghastly screams of slain commanders, the grinding of shattered siege engines, and the thunderous stomping of enormous Giants all play out before us as if it were happening for the very first time. Yet we offer these tortured souls a form of salvation, the closest thing they will ever know to peace. This is what you ungodly Povida are unable to grasp, in all your hubris and ignorance."

The necromancer, when pressed with torture, also revealed some information about the infamous King Halstan, the necromancer who lies in the Cursed Battlefied.

"Halstan? This wretched worm, this disgusting Povida from Waldemaria, he's no true Zvdoruye. It was a mistake to admit him in our ranks, no outsider can be initiated in our craft. This is something the Pridvestniks learned the hard way. He betrayed us, and took refugee in his Castle underneath the battlefield. He names himself King, this cursed worm. I've seen him teleport above ground, making his way to the Bog Witch's Domain, or the Witch Elves' land, in search for more corpses to add to his army. Our scouts think he is constructing an immense monstrosity out of flesh and bone to use as giant sized living armor, but of course that is preposterous drivel. A Povida scum like Halstan could not have the expertise to replicate anything close to our Undead Giants."
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>>87951886
When asked about the famed Eye of Erelyn, the Necromancer erupted in maniacal laughter, before responding:

"Halstan ran off with one of our artifacts. I'm sure you've heard of his deal with the Bog Witch. The Eye of Erelyn in exchange of free reign over the human populations in her domain. But not even a powerful demon such as her can use the Eye of Erelyn to manipulate and control the soul and the body the same way that we do."

Before any further attempts at exracting infromation from the necromancer were made, he use of a hidden poison needle under his sleeve, ending his life. Why he revealed as much as he did is unknown, but many crusaders and Zapalovach officials do not trust his words, consider them yet another attempt at misdirection from the Zvdoruye.
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Someone should make some witchelves, snoloths and werewolfmen and any other weird creatures with the AI

Civilized trolls too
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>>87950911
>so, are the humans living in the evergreen pasture the same ones as in the baalps?
Why wouldn't they?
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>>87795959
new landmasses when?
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>>87953250
The only one in real need of art is the snoloth. The other can be obtained fairly easily.



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