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>Thread Question: Which races need more development?
>Thread task: Develop the different sentient species of the setting.
>Another thread task: Make a small detailed map or infographic for one of the nations


>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:
>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
>OP pic is literally the bird people from battle tech.
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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/
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/
40 - https://suptg.thisisnotatrueending.com/archive/2023/87795959/
41 - https://suptg.thisisnotatrueending.com/archive/2023/87956630/
42 - https://suptg.thisisnotatrueending.com/archive/2023/88125000/
43 - Someone archive this thread
44 - Someone archive this thread
Google Doc Link for the timeline. As updated as it can be.

Thread 43 archived.

Sell me on this setting in less than 100 words.
Where's the lore map?
Are they really the weirdest race in the setting?
I hate the aliens
Cornflower Peninsula – Additional Geographic Notes

A lawless region for much of its history, the Cornflower Peninsula currently lacks any sort of central government, but is informally divided into four regions, the Kinnog, the SonQo Temples, the Kinh Hee Palm Grove, and the Purple Shell Coast. Although each has its own distinct characteristics, all three are littered with the ruins of the same past empires, and are home to all the same races, albeit in different percentages.

>The Fallen Kingdom of Kinnog

This region roughly corresponds to the borders of the now lost dwarven kingdom of Kinnog. Much of it is empty jungle, but there are dozens of small communities (that rarely last long), feral tribes, and sprawling ruins, some of the more notable ones are listed below:

Aquine – Said to be the ruined capital of a now lost merfolk civilization. Their descendants in the area are said to be the eel-folk, who live among the mangrove swamps and mostly mind their own business.

Busty Mermaid – This small town is named for an old ship’s figurehead that has hung over the main entrance for decades. It is one of several rum distilleries in Kinnog, and is generally considered the best, so few factions in the region would willingly raid it. The current owner is an exiled half-elf noble from Calcabra, but true power lies with her lover, an exiled drow noble who rarely leaves the nearby dwarven ruins unless needed.

Captain Sam’s Cove – An eccentric wood elf pirate captain and her crew have settled in an isolated cove after one to many close brushes with the authorities. She has since then made a living off of many odd entrepreneurial ventures, the latest of which is trying to breed Hereby Giant Riding Corgis.
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Crazy Yori’s Gunpowder Emporium – This small town is run by the outlaw dwarf weapons maker Yori Smokebeard, members of his small clan, and assorted helpers and lackeys of all races. A major seller of gunpowder, firearms, and cannons to pirates in the area, other iterations of this town have been razed on three occasions by rivals or navies of lawful nations, but Yori always seems to bounce back.

Clan Bozo – A ramshackle collection of stone huts and wood shacks next to a hillside cave network. It is home to the Bozo dwarf clan, descended from an odd mix of Barglekin bandits, escaped slaves from Benzo’hoc, and wandering drifters. Combining the avarice of the bandits, the dull wits of magically modified slaves, and the laziness of the drifters has led to a dysfunctional group whose continued survival is a mystery to their neighbors. They rely mostly on sheep herding and stealing food from the fields of Benzo’hoc.

Da Wet Caves - A network of hundreds of kilometers of natural limestone caves, cenotes, and lava tubes, some of which are partially filled with sea water. The cave goblins here have become overpopulated, causing some to raid the surface dwellers or goblins in other cave networks.

Eel Lagoon – This circular mangrove swamp is a particularly popular habitat for eel-folk. It is mostly famous for an incident when Pirate Captain Azeal marooned twenty-six Calcabran junior sailors and civilians from Fort Invictus in the lagoon. It was supposed to be an act of mercy, but ten got carried off by harpies, three died of illness, four disappeared, and seven slew one another in fits of madness. The two survivors were imprisoned for their crimes, and one wrote a popular novel about her experiences while in jail.

Endless Crypt - This massive tomb network from a now forgotten culture contains tens of thousands of bodies on slabs, shallow pools, and nooks carved into the tunnel walls. They are unusually well preserved despite the jungle climate and presence of vermin, no one knows how.

Eternal Damnation – This former dwarven coastal fort now serves as one of the centers of Hydra’s Eyes Cartel’s operations in Kinnog. The head operative here is serial kidnapper and rapist Davis Jed. Once he tires with his latest batch of victims, he either converts them into monsters or into drug addled “zombies” to work on his White Death plantation (or both). He has also taken an interest in exploring the nearby ruins, and capturing local orcs for his experiments.

Fort Invictus – This coastal fort was one of several established by Calcabra during a particularly aggressive push to suppress piracy in the Kinnog region. Although most such forts were abandoned after continuous raids by pirates, tribals, slavers, and worse, Fort Invictus was overrun entirely by the Pirate Captain Azeal. Perhaps not wanting to outrage Calcabra too much, he marooned many of the low ranking prisoners in the Eel Lagoon, assuming they would be rescued shortly. However, this backfired when the rescue ship was lost in a typhoon and the marooned individuals written off as dead for several months before their chance discovery.

Frog Eater Clan – This goblin tribe is relatively harmless, though it will rob and steal when the opportunity presents itself. Like many goblin tribes in the Kinnog, they don’t have a clear religion or an affiliation with the fey, just a smattering of superstition they picked up from various sources. It is unclear how many goblins in the Cornflower Peninsula were ever followers of the Faerie Lords, but few are in modern times.
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Gibbet Fort – Once known as Stalwart Harbor, one of many naval bases through which the Azan Empire ruled the western oceans. It lost much of its importance when Great Morigrad was constructed and the navy began using this location instead, but during the “Drow Uprising” it provided a valuable location to continue evacuations after Great Morigrad fell. Stalwart Harbor changed hands several times following the uprising, having been used by various drow, Calcabra, Azan, Orc’eire, and Moreelse, but it is currently being used by pirates and slaver gangs affiliated with The Triarchy. The slavers mostly target Orc’eire, but the pirates will raid anything.

Gold Flagon Mine – This medium sized dwarf mine was overrun by Malaglyn a millennia ago. It was occasionally garrisoned by drow afterwards, but for the past few centuries has been empty except for the small band of dwarves, goblins, or pirates that occupy it once in a while.

Great Morigrad - This massive coastal fort was once the capital of Kinnog back when it was a dwarven kingdom. Several large sea caves were expanded and fortified to form a large, partially enclosed harbor, while mines and vaults extend nearly a kilometer below the surface. It has occasionally been partially occupied since the fall of Kinnog, particularly by drow, but these days, harpy infestations block the main entrances, while some of the lesser entrance ways are used by smugglers and bandits.

Harpy Arch – This massive natural rock arch is a popular place to hide pirate ships. The Blood Skulls are the most frequent users at the moment, and they have set up a few structures in the area for storage and repairs.

Ir’as’dida – This small drow city loyal to the Spider Queen was overrun by succubus worshippers from Malaglyn not long after the Drow Confederacy dissolved. It is unusually deep and few surface dwellers are even aware it exists.

Lair of the Pirate King – This massive sea cave was greatly expanded by man-made tunnels and rooms by a series of “pirate kings” who preyed on ships during the peak of the Azan-Drow fighting. It has been considered cursed and avoided by all but the most reckless for centuries now despite its strategic location and rumored treasure.

Malaglyn – This large drow city loyal to the succubus queen was a blight on the Kinnog region for centuries. Its drow, demons, slaves and other inhabitants mysteriously disappeared five centuries ago. Large groups that enter report it is empty and picked clean of anything of value, but some smaller groups find great riches, other small groups disappear without a trace.

Maroon Island – As its name suggests, this island is a popular place to maroon people. Aside from the usual problems associated with being left on an island with no food or clean water, this island has several bushes that cause intense pain and itchiness, other plants whose berries cause stomach issues or hallucinations, its is a frequent harpy nesting ground, and sometimes the Hydra’s Eyes store contraband there, and torture any castaways they find on the island when they visit.

Nestor’s Town – A pretty typical village in Kinnog, there are many more like it. Nestor is an Azanese Legion deserter turned pirate who went into semi-retirement to be “lord” of a small village of driftwood huts and metal cages along with a few followers and slaves. The village lives off fish, eels, bananas, pigs, and mangos. Nestor and his stronger followers sometimes assist Triarchy slaving operations.

Nymph Waters – During the time of the Western Elven Empire, a clan of dwarves created this town-sized series of pools, fountains, archways, and shrines on behalf of a nymph clan of significant power. Although the original dwarves and nymphs are long gone, the area has been settled with a collection of ramshackle taverns, stores, and farms catering to “adventurers” seeking to loot Ir’as’dida, or one of several mid-sized dwarven ruins in the area. It is also a frequent stopping point of the exiled dragon-tiefling noble Drakara and his ship the Sublime Dragon. Drakara does a mix of smuggling, piracy, and slavery, but mostly looting and mercenary work.

Old Kinnog – The first major dwarven mine in the region, and the original seat of the Kingdom of Kinnog, it was abandoned well before Kinnog met its end, and it later flooded after its main drainage adits were clogged or buried. The surface fortifications are still impressive though, and sometimes provide shelter for various groups.

Rainbow Mushroom Tribe – This unusual goblin tribe can be easily identified by the brightly colored mushroom spores they smear over their body. Essentially high on hallucinogens all the time, there is little rhyme or reason to their behavior. Barely able to function, they likely would have died out ages ago if they weren’t constantly recruiting from other goblin tribes, and sometimes orcs, dwarves, or humans.

Sin Saints – The largest pirate town in Kinnog, its stability and longevity can mostly be accredited to the three large shrines that were assembled in the town on behalf of the “Tri-Saints of Sin”; Gogotha (Lust), Avera (Greed), and Globmustus (Gluttony). The town also has a number of brothels, casinos, and festhalls to further pay tribute to the “Saints”. Given how popular the “Saints” are among pirates in Kinnog, few dare to raid it except the navies of Calcabra and Azan.
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Stone Tosser Clan – This ogre clan is made up of “pale ogres”, a subspecies relatively common in South Scimitaria and the Drow City-States. It is believed they are a mix of manogre and swamp ogre, created as a slave race by the underground drow ages ago, and increasingly common on the surface ever since the “Drow Uprising”.

Swine Town – The name pretty much says it all. A miserable town of rotting wood buildings in the midst of a salt marsh, its economy is built around raising pigs by feeding them washed up seaweed, marsh fungi, and eels. A group of Barglekin dwarves run it with the help of human and goblin slaves.

True Death Clan – There is nothing particularly special about this feral orc clan other than that many looters and smugglers have clashed with them while exploring ruins within their territory. Orcs have lived in the Cornflower Peninsula since before recorded history, and most have long refused to accept civilized customs from any of the previous inhabitants. It is said that a touch of demon’s blood runs through their veins, making them less civilized than orcs elsewhere.

Wreckton – This pirate town is formed from an old Azanese coastal fort, fortified by debris from the many shipwrecks in the area.
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The SonQo Temples

This region traces its roots back to Lord Aylurian’s massive nature reserve, which was later settled by the SonQo monks. These days though, its defining trait is the quarantine, and cruelty the drow and their vassals inflict on anyone caught trespassing. Its noteworthy features include the following:

Barglekin Mine – This mine was once focal point of the Barglekin dwarf clan before it dried up and forced the sprawling Barglekin clan to relocate to several smaller mines throughout the Cornflower Peninsula, or worse, work for other dwarf clans. The Barglekin are notorious for willingly working with the Western Elven Empire, and even worse, the Drow Empire (albeit under some duress). Although now free of drow influence, they have become toxic and bitter, convinced the rest of the world is against them. Barglekin dwarves can be found operating various criminal ventures throughout the Cornflower Peninsula, but are loyal to each other to a certain degree and sometimes leaders of the subclans meet up at Barglekin Mine.

Doken’s Rest – This extensive plateau covered in small temples and walled gardens is the final resting place of Doken. Its architecture is a mix of Changrilan and Bruin’loian (itself inspired by a mix of sources), unlike later temples which were more purely Changrilan in form. It likely has the smallest population of mad monks and dwarves, and it is the least guarded as the only easy way on and off the plateau is a bridge that was destroyed ages ago.

Hangman Tribe – This mercenary-minded bugbear tribe helps Ben’zo’varr patrol the southern regions of the SonQo Temples region. Their name comes from the fact they hang the bodies of their victims along the borders as a warning to others.
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Iguanadon Point – Lord Aylurian collected animals as well as plants, and although most are long gone, iguanadons imported from the far south have adapted well and are a common sight in the Cornflower Peninsula. For unknown reasons, these otherwise lazy creatures will travel long distances at least once a month to bask themselves at Iguanadon Point, where there are always tens of thousands of iguanadons.

Lost Valley – The unidentifiable ruins in this valley has been the source of all sorts of dark rumors for millennia. Some say it contains a portal between worlds.

No Face Tribe – This mixed tribe of lunatic monsters sworn to Gogotha were once vassals of Malaglyn, but now help guard the SonQo Temples on behalf of Ben’zo’varr. They are mostly orcs, goblins, bugbears, and a few ogres, but few in the tribe are pureblooded. Their name comes from the crude black fright masks they always wear.

Soaring Keep – This spectacular, ethereal castle of immense proportions was once home to Lord Aylurian, a bearded elf sorcerer and scholar whose abilities rivalled those of many faerie lords, though he never took that title himself. He controlled a large block of land which he filled with plants and animals from around the world, but following his death, Soaring Keep changed hands multiple times before eventually being abandoned. These days, the upper levels are home to harpies, and lower levels home to some drow, and a group of No Face Tribe orcs, who run an unofficial prison of sorts on behalf of Ben’zo’varr.

Spider-Bite Tribe – This goblin clan helps enforce the quarantine around the SonQo Temples. Sadistic followers of the Spider Queen who do absolutely anything that Ben’zo’varr missionaries tell them to do, their specialty is riding giant spiders, and using their webs to turn whole stretches of forest into a maze of dead ends and ambush points.

Temple of the Inverted Mountain – The largest of the three remaining SonQo temples, and definitely the most ominous, even before the centipede plague. It was built in an isolated patch of mountains, over top of a maze of underground ruins from an unknown culture, though perhaps the same as the one who created the Endless Crypt. Once used by the monks as a place of intense meditation, its extensive tunnels and chambers are now home to the majority of the remaining mad monks. The surface buildings house dwarves, who have painted the Changrilan-style buildings a sinister black for unknown reasons.

The Floating Castle Shrine – One of three remaining SonQo temples, it gets its name from the thick mists that often gather midway up the small but steep mountain it sits on top of, which often gives the impression from a distance of an island floating in the sky. Strange magics prevent anyone from entering, but the drow still assume it contains mad monks and guard it accordingly.

The Triplets – This cluster of three SonQo temples appear to be nothing but piles of rock on the surface, but some say evil lurks within intact spaces below the surface.

The Head-Taker Tribe – This tribe of bugbears and goblins are worshippers of Nuckelavee (like many bugbears in the Cornflower Peninsula), and are skilled necromancers. Even the drow generally avoid them, though luckily for the drow, their feared reputation helps maintain the quarantine anyways.

>Kinh Hee Palm Grove

This region is defined by the bizarre decision by a Changrilan Emperor to rebuild a typhoon-ravaged territory thousands of kilometers from his home territory. Legally it is a bit of a no-man’s land, but most communities answer to, or at least pay tribute to Llelassrith or Kinh Hee City, which represent the unofficial interests of Ben’zo’varr (drow) and Changrila respectively. The area is home to an odd mix farms and mines run by drow, humans, and dwarves on behalf of Ben’zo’varr, as well as palaces of far away Changrila. Some key features are noted below:

Benzo’hoc – The second largest of several unofficial Ben’zo’varr holdings in the Grove, it is home to drow, and their slaves, some of whom are also drow. It is a fortified town whose primary purpose is to oversee a number of banana and coconut plantations in the area.

Caelmarzin Fortress – This sprawling and elaborate drow fortress (originally constructed to protect against raiders from Yauntin) blocks one of the most obvious invasion routes for the Red Lotus Congregation. Although its Ben’zo’varran garrison is relatively small, the whole region is a maze of death traps and hidden sally ports. At any given time, at least a thousand well preserved corpses of hideously tortured captured invaders can be found impaled, nailed, or stuck to various trees, pikes, posts, spikes, gibbets, or walls in the area.

Chipped Axe Mine – Once the seat of a relatively minor dwarven kingdom, like many, it was set up with the help of the Azanese. Destroyed and looted during the “Drow Uprising”, it was later given to the Changrilans by the drow to use as a harbor to aid in their reconstruction project. It is currently off-limits, and rumored to be a secret vault run by the a corrupt Changrilan noble family with the help of some Clan Grugin dwarves.
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Daruhm – This small dwarven mine was abandoned in haste by its occupants during the “Drow Uprising” and completely forgotten by civilized peoples for centuries. Professional looters (aka “adventurers”) were able to piece together its location, avoid drow attention, slay the small tribe of goblins that had been squatting there, and fled back to Hithlone with significant amounts of looted goods.

Fire Ruby Hall – This large mine was once the backbone of the Grugin dwarf clan’s holdings. A sinister clan, they enjoyed the patronage of an unknown unseelie faerie lord back in the time of the Western Elven Empire, but later switched to an even darker patron when they joined forces with the Gogotha worshipping drow of Malaglym. Fire Ruby Hall was consumed in the same mysterious disaster as Malaglym, but some Grugin dwarves survived, and now work for their former rivals the Ben’zo’varr drow, or in a few cases the Changrilan palaces. Like Malaglym, Fire Ruby Hall is considered to be haunted and best avoided unless travelling in large groups.

Flower Tribe – A deceptively harmless name for a brutal orc tribe that has migrated into the Grove and adapted to the climate. Distinct in their palm leaf loincloths and satchels of painkilling flowers (that only seem to work on orcs), they may look primitive, but they actually more willing to work with other races than most Cornflower Peninsula orcs (not that that is saying much).

Gold Tooth Valley Mine – This mid-sized mine is one of several that has been reestablished via a deal between Ben’zo’varr and Changrila. Like most, it was resettled by the descendants of its original dwarven inhabitants who were living in exile in Hithlone for the past millennia or so following the “Drow Uprising”. Although they have little reason to trust the drow, for now they will take what they can.
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Kinh Hee City – This city was build on the massive foundations of a long forgotten dwarven harbor and served as the headquarters of Kinh Hee’s truly bizarre quest to undertake a massive revegetation project nearly 8,000 kilometers from his nation (over a month’s journey by boat). It was (and still is) the subject of countless conspiracy theories, and often cited as a grievance by anti-monarchists in Changrila even a millennia later. These days it still has a modest population, but Ben’zo’varr forbids it from becoming too militarized, even though Changrila and Ben’zo’varr are nominal allies in the ongoing war with the Red Lotus.

Llelassrith – This large town is home to several drow noble families of Ben’zo’varr that have holdings in the Cornflower Peninsula, and therefore serves as a regional capital of sorts. Technically Ben’zo’varr pulled out of the Cornflower Peninsula over a century ago, but certain individual noble houses of Ben’zo’varr still maintain a presence in places where coin can be made. Although slavery is common, the drow here are more tolerant of non-drow and drow who don’t follow the Spider Queen than back in Ben’zo’varr proper. Many independent drow, dwarf, and human communities pay protection money in return for being left to their own devices, and such individuals can also be found in communities directly ruled by noble families of Ben’zo’varr, working in a range of lower to middle-class jobs.

Tariatsogt Palace – One of several massive palaces that were established by Kinh Hee, it now officially abandoned, but it is maintained by a small but extremely exclusive and wealthy group of Changrilan clientele with the help of some Grugin dwarves and Ben’zo’varr drow. Only accessible from Changrila via rare portal or teleportation magic, it is said that once in the palace, anything goes.

The Place That Doesn’t Exist – This little known palace gathers the most exotic pleasures from across the continents under one roof for exclusive clientele from the Drow City-States, Changrila, and anyone else who somehow finds out about it (and has the immense wealth to bribe their way in).

T’uan Towers – This abandoned cluster of abnormally tall and slender towers built on a narrow ridge was once a Ben’zo’varr outpost, but is now home to feral harpies more often than not.

Urbicisius – This small Azanese city was one of several established following the initial conflicts between the Western Elven Empire and the Azan Empire. An unexceptional administrative hub overseeing a number of farming towns and villages, it managed to maintain its loyalty to Azan in either letter or spirit for millennia until it was conquered by the drow in a surprise attack. Too far from the ocean to easily flee, most accepted a generous offer from Ben’zo’varr for vassalage in return for some legal rights. Like several other similar communities, it was devastated by the typhoon of 2263. Although rebuilt with unexpected help from Changrila, many of its inhabitants took the opportunity to leave, and the community has been mostly empty to this day.

Valley of the Damned – This kilometers long deep valley is one of the easiest portions of the SonQo Temple region border for the drow to guard. The only way across is several rope bridges which are often patrolled. The bottom of the valley is home to a breed of giant spiders that implants eggs into its victims, often keeping them alive for months via the use of a strange venom that induces a zombie-like state.
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Vilvebaste – This city was founded by humans, gnomes, elves, drow, dwarves, and hobbits among others who rejected the more primal lifestyle of some of the other fey and wanted to live in comfort and focus on intellectual and artistic pursuits. At various points, it was part of the Purpuran Kingdom, the Western Elven Empire, Azan, and a neutral buffer state. In the years leading up to the “Drow Uprising”, a faction of drow secretly converted to worshipping the Spider Goddess, and launched a coup in coordination with the arrival of the drow invaders. The city was partially razed, and the remainder became a vassal of Ben’zo’varr nobles and lost much of its remaining population and wealth. Despite this, Vilvebaste remains a moderately important administrative center overseeing nearby slave plantations.
>Purple Shell Coast

The Purple Shell Coast doesn’t have any real boundaries other than not being a part of the other three regions of the Cornflower Peninsula. Its most famous trait is its beaches, and the king’s sea snail, which produce valuable purple pigment. It has changed hands many times over the millennia, but these days it is home to several dwarven clans who are de facto vassals to drow nobles from Ben’zo’varr. Some key features below:

Bruin’loi – This large but ruined city has a long and complicated history. First settled by surface drow followers of the Moon Goddess, they had a hostile relationship with many nearby factions of fey, yet managed to eventually forge the Purpuran Kingdom by building ties with nearby cities and copying elements of the governance structures of the Vestans and Azanese. Using deft diplomacy, Bruin’loi’s leaders helped convince the faerie lords to join forces and create the Elven Empire. However, its prominence was short lived. The loss of Windwand was a major blow to their prestige, and without a patron faerie lord or powerful caster, they had a hard time maintaining the respect of key faerie lords. Furthermore, the city often found itself on the front line of conflicts between Azan and the Elven Empire, which eroded its wealth and stability. By the time of the “Drow Uprising” it was an independent city-state of moderate size but little strategic or economic importance. Although some followers of the drow Moon Goddess were among Celia’s invaders, most of Bruin’loi’s inhabitants saw the invasion as the work of demon worshippers and slavers, and Bruin’loi sided with Azan and the dwarves, which resulted in its destruction by drow from Ben’zo’varr, Malaglyn, and Ir’as’dida in the early months of the “Drow Uprising”.
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Cave of Clams – This large ocean cave is full of giant clams. Unfortunately the narrow and winding cave entrance, and powerful waves and tides make it almost impossible to reach.

Crossbone Camp – This increasingly large bandit camp is home to Barglekin dwarves and other troublemakers raiding purple pigment shipments on their way to Ben’zo’varr. The drow will eventually get around to destroying it, but another will inevitably take its place.

Cyaros City- Once a major city with a rich and varied history, now in ruins. It was first established by the Vestan Empire, absorbed into the Azanese Empire, changed hands between Azan, the Western Elven Empire several times, became independent, but ultimately it was destroyed by Ben’zo’varr and Malaglyn. Home mostly to humans, drow, plus some elves and other fey, it had unusually strong ties to the elites of both the Western Elven Empire and the Azanese Empire.

Farugut Hold – This fortified town is the capital of the Farugut dwarf clan, who have smaller holdings all along the Purple Shell Coast. The Faruguts have a well deserved reputation for laziness, cravenness, and greed. Unwilling to give up the purple pigment trade they have long fought to monopolize, they sold information on their kin to Ben’zo’varr during the “Drow Uprising” in exchange for a monopoly, only to see said monopoly swept away when the drow brought in Clan Stonk and Clan Half-Liver to undermine their hold on the trade.
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Half-Liver Keep – The Half-Liver dwarven clan were once affiliated with Lord Hedon, the ever drunk satyr faerie lord, during the time of the Western Elven Empire. The Half-Livers were captured during the fall of Honeydew Hall during the “Drow Uprising”, but were later set free after pledging loyalty to Ben’zo’varr. They claimed an old ruined dwarven coastal fort as their primary keep, but mostly live in small communities along the coast. Due to their former association with Hedon, the Half-Liver dwarves are more than a little fey touched, and not quite sane either, but generally lazy and hedonistic, which makes them easy for the drow to control.

Honeydew Hall – This sprawling but ruined fey city was once home to many hobbits, humans, gnomes, dwarves, animalkin, goblins, wood elves, and drow. Like many such places, it was a colony of sorts, sponsored by faerie lords dwelling back in the Lands Behind the Hedge. It had a peaceful but wild reputation, with little tolerance for unseelie fey or the more orderly attitudes of Cyaros City. Known for its crafts, creativity, and wild hedonism, it fell easily during the “Drow Uprising” and is now rarely visited.

Lemnverde Nou – This long abandoned ruin was once one of many “colonies” established by followers of the faerie lords from the Lands Behind the Hedge in order to booster the strength of ideological allies in Scimitaria. It lost the Windwand to Bruin’loi, and was later destroyed by fey serving their local rival, the Black Goat of Tespia.

Stonk Hold – Formerly Gretel Hold, Clan Gretel (a rival of Clan Farugut in the purple pigment trade) was overrun by the Ben’zo’varr drow with help from the Faruguts. Gretel Hold was occupied by the Faruguts for several centuries before Ben’zo’varr created “Clan Stonk” from mind-broken dwarf slaves. “Clan Stonk” can barely function without its drow overseers running things, but as Stonk Hold is located along the most prolific stretch of beaches in terms of purple pigment production, it ensures that Ben’zo’varr doesn’t have to rely as much on its unreliable dwarven allies.

Tespia Gorge – This deep, shadowed gorge was once the home of a powerful coven of unseelie fey. They abandoned it nearly two millennia ago, but it still has a sinister reputation.

The Ash Lord’s Tomb – One of the few powerful fey of the Western Elven Empire to dwell in the Ashlands, he was a thorn in the side of the Azanese, the dwarves, and later the Ben’zo’varr drow. After decades of vicious guerrilla warfare, he was driven out of the Ashlands and destroyed by a pack of drow mages. His surviving followers built him a tomb, which has been thoroughly tainted by his residue dark energies, and now even the most reckless avoid it.

Vea’car’dis – This small drow coastal fort was originally meant to stop Duskraen raiders, but they eventually learned to go around it. It now serves as a resort of sorts for Ben’zo’varr drow that actually enjoy being on the surface.
I like this idea. Overview articles of big regions that would include cities, roads and other finer details could help the different regions feel more cohesive.
A reminder that we still have to describe a lot of the races.
Finishing the lore of the >>88291001 map.

The world did change quite a lot outside of the Azanese Civil War. To the north, the island of Wanaidheain had been left abandoned by Azan due to the drow advances. However, the coalition of local populations, greatly helped by the many wizards living in the island, managed to push back the drow to the sea, eventually freeing Wanaidheain from drow rule. With their newly discovered freedom, the island became divided in many different regions. With the central administration broken, there was a great need of an unifying entity that could resolve the different problems that would appear between the different groups living in the island, as well as to organize the reconstruction after the war. This role fell to the wizards, seeing as them were more interested in their own arcane studies than in local politics, and that their decisions particularly impartial and trustworthy. Over time, this dependence in wizards grew, until they became the de facto rulers of the land. This did not mean a unified rule of the island, since at the time, the wizards were divided into their own mystical schools, with different ideas about the workings of the world and how it should be treated, visions that affected how they chose to organize local politics. This process finally ended in 2.100 ABE, when the wizard Celin Magtow finally managed to organize the different wizards of Wanaidheain into a single entity, the Order of Most Practical Wizards. This also became the birth of the Island of Wizards as a nation, since part of the tasks of the Order was the ruling of Wanaidheain.
This entity immediately set to launch diplomatic missions to the nearby nations, promising that the goals and means of the Island of Wizards and the Order of Most Practical Wizards were peaceful, dedicated only to the study of arcane knowledge, and that it did not wish to become an empire. Many historians believe that the fear of another situation like the Khenomeric Magoclergy would have made the empires of its day to lash out against the Island of Wizards as a precaution, but the absolute chaos during the period ensured the wizards could organize their nation in peace.
In Scimitarian, the fall of the Second Elven Empire and the fall of the Drow Confederacy weakened drow hold of the northern parts of the continent. This gave the northern areas, occupied in most part by humans (both independent and previous azanese vassals), sea elves and migrated hobbits from the Hedge. During the war, however, these groups had to pull together to face the drow armies, especially after Azan abandoned the continent. While the drow advance was switft, their initiative dissipated just as fast. This allowed the local alliance to push back until the borders of the old Western Elven Empire. After a peace settlement with the different drow cities at the borders, and without any azanese influence to hold them back, they began forming their own princedoms and fiefdoms. The first of the nations to form in the area was the Grand Duchy of Calcabria in 2.150 ABE. The duchy had been coalescing through political marriages, alliances and other non-violent means, always on guard of the drow to the south. The marriage of the Duke of Calcabria and the Baroness of Milibaria in 2.150 ABE merged the two biggest nations in the territory, with the smaller counties and princedoms falling in line swiftly. To the north of the Grand Duchy of Calcabria, it would still take some time until the Kingdom of Belsirya became unified once again.
To the east, the Northern Khenomeric Empire finally broke down. Its existence as an independent nation was short lived, as internal struggles between its component regions meant that it was peacefully dissolved in 2.094 ABE. The biggest piece of the empire became Greater Elanxa, still an important power in the region, with a decent political influence over its neighbors. However, the growing alliances between the kingdoms that would eventually become the Kingdom of Tarot meant that Greater Elanxa needed to establish their dominance, which started the plans for expansion northwards.
To the east of the Khenomeric Empire, the Kingdom of Nogar was enjoying a period of considerable growth and prosperity, expanding their lands to the west, and establishing trade relations with the other nations separated from the Khenomeric Empire. The piracy in the region was still a problem, however. The lands of Izar were particularly problematic, since their low value and sparse population meant that they had become in dens of pirates and bandits. The efforts of the nogarese knights were having no effect, since mobilizing the armies to fight brigands was more expensive than what it was worth. As such, the nogarese king Firedian the Third decreed in 2.111 ABE that the lands of Izar would become their own kingdom, vassal of Nogar, with the hopes a closer administration would have more of an effect against the pirates. This led to the founding of the Kingdom of Drunigzar, with Menelao the First as the first monarch of the kingdom.
do we know where they are all native to?

are you generating these images, or finding them somewhere?
>do we know where they are all native to?
We know some of them. The important ones we don't know are humans, most elves, drow (with the other dimension stuff pretty much retconned at this point), and dwarves.
>are you generating these images, or finding them somewhere?
I am just finding them online, but 1-2 were generated by other people
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Here are some possible sub-regions that have some similarities.
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Also, we still need to name these places.
Great Peninsula of Cemak I
Great Norossor Peninsula

Finally found the names of these two.
Is this in the wiki?
doesn't look like it
Give me a second, I'll add it.
where's the lore map?
Finishing the Golden Skulls Knightlands.


Overall, the Knightlands are filled with hills, snow peaked mountains and valleys, with few grasslands similar to the Brumgull Steppe also present. The southern coast's climate is vastly different from the north, with warm beaches and temperate weather all year round. The few mercenary settlements are based around multiple valleys in the center of the region, where the tributaries of Little Brumgull run through, while trolls generally live in hilly areas, although there are some exceptions.

>Foreign Relations

Lorient and Azan

Both nations acknowledge the Golden Skull's sovereignty over the region, although, expecting turmoil in the Knightlands soon, they have their own long term plans about the region, mainly hoping on gaining the Archaeological Society's in order to establish their own foothold in the Knightlands.

Lorient, over the last couple of decades, has established a few fishing settlements on the northern coast of the Knightlands, near their borders.

The Kresteneg

Kresteneg, both on land and in water, can be found periodically wandering in the Knightlands, and are one of the reasons as to why human settlement in the region's coasts was always difficult.

Maneater Islands

Pirates from these isles constantly patrol the waters around the knightlands, particularly the eastern shores, yet they hisotorically never wander inlands, due to lack of resources or riches to be found. However, the arrival of the society and the various mercenary groups has piqued the interest of many of those outlaws.


Orcish incursions into the Knightlands have become rarer as a result of the society's and the mercenaries' arrival in the land. The Golden Skulls care little of establishing diplomacy with these unstable, warring tribes.
Mostnoblest noble Kingdemocracy of the Civilized Trolls

The arrival of the mercenaries has caused worry to the trolls living there, seeing them as competition, and some troll tribes living in central Knightlands have fled to the aforementioned realm of Trolls.


Historically, Changrila never bothered to set up any colonies on the eastern shores of the Knightlands, due to the constant raiding and presence of pirates in the waters that surround it. Changrila does not acknowledge the mercenaries' dominion over the area.

the map is missing the mountains in the middle of the brumgull steppe, which were there when the nation of ingurland was added to the map
Is the civilized trolls wiki page written as if by a toddler on purpose?
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calling dibs on the mastodon isles lore. the other nations suck
>the map is missing the mountains in the middle of the brumgull steppe, which were there when the nation of ingurland was added to the map
You mean Morgull's Mountains?
Why is this project still going while all the other ones die after only a few editions?
Inertia is one hell of a thing.
Ingurland has mountains to the north and mountains to the south. only the one's on the north are depicted on the geography map
Oh, ok, I'll add them later.
Something like this? What'd be the name for the mountain?
remove the neeugs
Seconded. Joke nation that the infamous troll came up with to derail the thread back then.
So basically, all we have left is this:

>With no lore whatsoever
-Petty Manogre Kingdom
-Windwillow (Not!Redwall)
-The Maelstorm

>Small amount of lore to work with
-Mastodon Isles
-Wailing Desert and the Joois Clans
-Hasteria (province of Azan)
-Lands of the Fake Humans
-Republic of Kalydon
-Oront (is it part of Azan or not?)
-Jeraxih Tribes
-The Neeugs
-Ortuga and Hornkap
-Frozen Lake and the Island of Cold

>Lore half developed
-Laurentian Crusade Fortresses (needs society, culture and maybe geography)
-Republic of Abandoned Automata (needs more history, culture, society and how the automata work)
-Big Rock Candy Mountain (needs more history, geography, society and explaining the anomalous properties)
-Lemon Kingdom (needs history, society and culture)
-Gökmavi Khaganate (the history is in the historical maps thread, needs society/politics, religion and geography)
-Dsrvysth Peninsula (needs history, culture and possibly religion)

>Lore contradictory with the rest
-Kingdom of Lorient (dates and events do not fit with the general timeline)

Also, why are the Onyx Mountains there as well?
Ok, so here's the next historical map. I chose the fall of the Ogre Kingdoms and the "birth" (it had been there from the beginning, really) of the Dominion of the Bog Witch.

Here are the important dates I've been able to find.

- 2.188 ABE War between the Snow Elves and Greater Elanxa.
- 2.191 ABE Opening of the Gomorrah Breach.
- 2.191 ABE Great witchelven offensive against Changrila, breaking of the Great Wall of Changrila.
- 2.194 ABE Greater Elaxan victory against the Snow Elves. Greater Elanxa starts occupying part of eastern ans SE Zemyland.
- 2.197 ABE Changrila pushes the witchelven back, rebuilds the Great Wall of Changrila.
- 2.199 ABE Second Great Purge of demon tieflings in Azan.
- 2.202 ABE War between Old Hyperborea and Greater Elanxa.
- 2.204 ABE Creation of the Faith of the Divine Light. The leader of Changrila declares himself as God Emperor of Changrila.
- 2.212 ABE Elaxan victory against the Hyperboreans. Greater Elanxa starts occupying part of southern and SW Zemyland.
- 2.228 ABE Massive migrations out of the swamps of Northern Giantstep. Many nations at the borders suffer heavy damage.
- 2.238 ABE Birth of the Ogre Kingdoms.
- 2.261 ABE Non elyrian humans reach the land of Avangar from the south.
- 2.296 ABE Start of the wars between the elyrians and the southern invaders.
- 2.303 ABE Plague in the Alegnawigan Dominion destroys the empire, turning the seguerials back into infighting.

2.414 ABE-2.426 ABE The Ogre Kingdoms disappear to the Bog Witch. Birth of the Dominion

Also, some stuff about the 9th azan dynasty mentioned in the wiki, not sure if it happened here exactly.

The biggest events are:
-The elanxan migration to zemyland, and how they somehow beat both the hyperboreans and the snow elves.
-Religious reform in Changrila, the emperor becomes the God Emperor. Also, the Ogchuck fiefdoms and the Golden Hills become independent when?
-The fall of the Ogre Kingdoms kickstarts the contact between the ogres and the gnoll.
Also, I just realized that the Alegnawigan Dominion did not appear in the previos map, for some reason. I'll repost it later.
Also, I was re-reading the lore of Okhost, and I found this:

>It was there where Vandervax set his base of operations. Ash and smoke could do little to harm the undead, and with the arrival of an entire army of undead, the few populated centers in the archipelago fled for their lives. Soon, the dead ruled over the islands. This attracted many necromancers to Okhost, some with the intention of joining Vandervax in his quest, some to live alone in meditation, and some intending to take away the islands for themselves. Vandervax quickly proved those who tried to usurp his leadership wrong, and after a while, he set up a system of governance of sorts.

So when did Vandervax reach the archipelago? How many undead did he bring with him? How many other undead did he have to fight to become the ruler of Okhost? An undead war would be an interesting conflict, even if it's a short one.
the Maelstrom's lore could be connected with Ortuga
The Onyx Mountains have a place called the Clockwork Castle
>Clockwork Castle
Does it have any lore?
I'd say the Laurentian crusade needs their history updated, since tons of lore about the necromancy/waldemaria war has been added since the inception of that
It was posted in one of the early threads, maybe threads 2-4, but was not added to the wiki. It could be added in the form of a wiki entry in the name of "Onyx Mountains"
Greater Elanxa should be bigger in Littlestep

By the time Greater Elanxa collapses, the part that goes on to form the Elanxan Empire is one of the weaker components.
How much exactly? The elanxan expansion is ridiculously fast and far from their lands as it is, especially for a region that had been highly unstable until relatively recently. I'm still trying to figure out how the conquest went about...

I'll search for it.
Also, the timeline mentions that in 2.296 ABE "Start of the wars between the elyrians and the southern invaders." Are these invaders Greater Elanxa? That would explain their expansion through Littlestep and the wars of the elyrians before Avangar.
What's the current year? Maybe we could move it a couple of centuries back. Seems like nothing happens between 2.200 and 2.900 apart from the last 50 years
Check the timeline. A lot happens between 2.200 and 2.900 ABE.
When I wrote that, I meant for the "southern invaders" to be the Zemylanders that eventually made it to Zemyland and established their Kingdoms. Greater Elanxa was not a thing then. Make of that what you will.
Ok, so Poker was part of Greater Elanxa. Do we have the dates for the conquest?
This is what I've been able to find of the Clockwork Castle. In thread 3.1:

High in the mountains between the hordes and the Kinga badlands is a castle isolated from - and forgotten by - the outside world, Clockwork Castle has not seen a living soul for a century or more... yet it is still inhabited.

"Hludovech Castle" began life around two hundred years ago, built by a very successful merchant family from faraway Gvilderstaaten, according to the latest fashions from that province. Heavily inspired by Qadashian technology, all kinds of machinery and conveniences were later added to the manor; and over time it instead came to be called "Clockwork Castle".

The long dead lord of the castle left behind him a handful of loyal automatons, who to this day still clean and sweep the floors of the castle as if their lord was still there. The only way to reach the Clockwork Castle is through a series of complex caves from the south, so that explains why very few people have ever gotten the chance to witness such a marvel.
>A castle lost in the mountains of central Giantstep built by the island merchants of Gvilderstaaten
>200 years ago
>Inspired by Qadashian technology

I could write lore for it, but I would have to adapt what's there to the current lore.
I mean, there was a clockwork city built by the Brassmen, but that was much later than the clockwork castle. Could be something similar I guess
Why were the Knightlands called that?
What's the timeline of the Knightlands? Depending on when the discovery of the clockwork city happened, I can write some backstory or another for the Clockwork Castle.
>How much exactly? The elanxan expansion is ridiculously fast and far from their lands as it is, especially for a region that had been highly unstable until relatively recently. I'm still trying to figure out how the conquest went about...
This map will be over 300 years after Greater Elanxa was founded, a lot can happen during that time period

I think the gist of it is they conquered or absorbed many small kingdoms in Littlestep, gathered a fairly large army (by northeast standards), then engaged in a series of wars of conquest in Zemyland
Also, the zemylander wars also cause the takeover of the Woodcutter Cities by Gragorovich. I imagine 2.315 - 2.331 ABE the entire duration of the Gragorovich takeover.
Ok, so accounting for 3 centuries of conquest, I imagine the Greater Elanxan conquests would be something like this. The conquests in Littlestep would limit themselves to mostly the old Khenomeric holdings in the area, but the zemylander conquests would be mostly in the south and near the rivers. And the conquests would probably be due to sheer numbers (maybe the hyperboreans and the snow elves were much less numerous than the Greater Elanxans, plus all the mercenaries they managed to hire?).
It was discovered in the last 20-30 years
Which is the best written nation in this setting?
So the Golden Skulls ruling the region is that recent? Then I'm not sure how to fit it with >>88396327, since the castle is said to be inspired by Qadashian tech.
other qadashian tech could have been found in the past
Are these maps and the lore that goes with them being added to the wiki?
Hithlone and the Gnoll
when did the three sisters become independent from Azan?
Somewhat after the civil war. I'm sure the three sisters functioned as an outpost to raid changrilese trade, but after the peace, they really served no purpose and were abandoned.
>Clicks thread
>Something, something Azan
>K thx bye
I mean, right now we have to write about the greater elanxan conquest of zemylan, the first succubus breach opening, the Bog Witch killing the ogre kingdoms and soon enough we'll start talking about the Great War of the Gnoll. There's a lot more going on than just Azan.

Here we have an approximation of the world's great powers right at the year 2.426 ABE.

With the Azanese Civil War ended at last, it began a period of growth and recovery. After more than a century of war, the news of peace were received happily, though it also posed new problems. Both Azan and Changrila had dedicated many resources to the war, and entire generations had only known the profession of soldier, and with the end of the war, not as many soldiers were needed. Azan put in motion a series of reforms that would allow the older soldiers to settle down in rural areas, granting them a piece of land they would be able to work. This also helped the rural areas to recover, since many fields had been retaken by nature and needed a lot of work to put into work. Many veteran soldiers were also given lands in territories bordering the witchelven, seeing as their assaults had never really ended. However, the emperor couldn’t just find enough empty and abandoned land to give to the soldiery, and the government had to spend a lot of money and resources buying land, especially taking into account the growing rights of the peasants. While this caused quite a lot of debt for the country, there was a general sense of hope throughout the population, which quickly grew in number. This peace and growth allowed the economy to prosper, reestablishing their economic ties to Scimitarian and Changrila, now in peace.
In Changrila, however, things didn’t go as smoothly. While the problems of Changrila were the same as those in Azan, the changrilese government pushed to reinforce their authority even further. The emperor of Changrila followed a policy of trying to reinforce central government at all costs, seeing it as the only way to go forwards. This alienated many local nobles, who had been promised more freedoms under the original terms of the changrilese rebellion. However, there was little they could do to oppose the changrilese emperor now, since he controlled a vast army. However, the need to reduce the military spending after the war had left many soldiers with no other option but banditry, and that meant that trade suffered. While the government attended to this problem, the local lords began gaining more power and authority in the shadows, slowly taking over the local administrations. Poverty and hunger were threaten to collapse some of the border provinces, much more damaged and empty after the long war, worsening the crime there. And while the recovery of arable land somewhat soothed the country’s economic woes, the population exploded much faster than in Azan, worsening the problems in areas where the economy couldn’t grow as fast as the population.
Things would worsen when in 2.191 ABE, a witchelven offensive managed to find a weakness within the Great Wall of Changrila, using some foul magic and captured reserves of changrilese gunpowder to blow up a small portion of the wall. Immediately, the witchelven raids in the area laid waste of the nearby provinces, taking thousands of unsuspecting civilians to the sacrificial pits. The changrilese armies reacted quickly, but the dark magics of the witchelven managed to open a massive succubus breach in the area, with numbers of succubi hitherto unknown. Both azanese and changrilese forces dispatched forces to the border, pushing the tide of witchelven and succubi back. After a year, the azanese front was pretty much secure, but it took many years for Changrila to push back the witchelven, finally repairing and reinforcing the Great Wall of Changrila, and even created a second wall in case of a future rupture. However, both Azan and Changrila discovered that this succubus breach, unlike the previous succubi summonings, was not dissipating. A petition was sent to the Ancient Order of Most Practical Wizards to investigate the phenomenon. After a year of study, the Order recommended both sides to evacuate the region, since the foul energies that had made possible the opening were not only not disappearing, but had become stagnated in the area, making the veil of reality very thin and easy to breach by succubi and demons. This would be the first of the Succubus Breaches, named the Gomorrah Breach, which would become a perpetual danger to the nearby populations, with the investigations on how to close it continuing to present day.
After this invasion, the turmoil in Changrila was reaching dangerous levels once again, and many feared the start of rebellions within the nation. To stop this, the emperor of Changrila decided to concentrate all the power of the state into his figure, getting rid of many of the theoretical restrictions of his power. To do so, he anointed himself with both the political and religious powers of the nation, codifying this into a new religion, the Faith of the Divine Light, which considered the emperor as a god. This God-Emperor power allowed him to use the armies to persuade anyone that attempting a rebellion would be an unwise move. At the same time, the renewal of most of the administrative structure with professionals and specialists was able to fix many of the immediate problems of the nation, while keeping the country on the right track. The population accepted the Faith of the Divine Light without much issue, though more traditional areas, like the Golden Hills, would stay faithful to the Azanese Faith, which would plant the seeds of secession in the area.
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A reminder we have a lot of nations without named capital.
So was someone making the nations' flags?
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Agios Peninsula

Calicos Peninsula

Olintidos Peninsula
Do we have more examples of Qadashian tech?
it's good
I suppose we could add all of that together...
There was a brief description in 1d4chan, but the site is down again.
Where's the lore map?
The Hludovech Castle, commonly refered to as the Clockwork Castle, is a small fortification located deep in the Onyx Mountains. It is well known by the local populations near the mountains as a strange construction, inhabited by lesser automata stuck in the role of keeping the castle centuries after its original inhabitants died.
>The Lost Castle in the Mountains
The origins of the castle can be tracked all the way back to the expansion of Azan through the Onyx Strip. Trying to reach the eastern seas, the Azan Empire occupied a strip of land north of the Onyx Mountains, entering in conflict with the Gökmavi. While the conflicts between Azan and the Gökmavi were sparse, the tensions between them were constant due to the competition for the salt trade, as well as the massive importance of the strip to the azanese economy. As such, Azan built many fortifications throughout the strip in case of conflict, to resist the nomadic raiders behind tall walls. After the Azanese Civil War, many of these fortresses were destroyed or abandoned, since the Gökmavi’s nomadic ways saw fortifications as pointless vulnerabilities that could be starved to death by raiding actions. The fortress that would become the Clockwork Castle would remain abandoned, only serving as an occasional hiding place for thieves and bandits. It would not be until 2.951 ABE when it became occupied again.
Johrn Van Hludovech, was the ninth son of August Van Hludovech, head of the Hludovech merchant family of Gvilderstaaten. Johrn Van Hludovech was educated in trade and economics, just as the rest of his brothers, but unlike them, he did not show a talent for the profession nor did he develop a particular love for it. Instead, from a very early age, he studied engineering and physics, seeing the application of scientific methods for the construction of simple machines, usually hiring wizards to power them, something that greatly annoyed his family. However, many said that Johrn Van Hludovech suffered from bouts of obsession and compulsions, giving him bouts of unhinged behavior that could become dangerous to those around him. After an incident where he nearly burned down the family’s holiday palace, he was exiled from Gvilderstaaten, though he was allowed to take a decent stipend so as to not end up a beggar. He then went to Nanakinor, where he began searching for places to develop his engineering interests. He was hired by the Archeological Society of Azan, who at the time was studying the remains of Qadashian technology. The society thought that a bright mind like his could solve the mechanisms used by the ancient Qadashians to make some of their forgotten pieces, most of them having degraded to a high degree.
Johrn was given access to the Society’s archives and some pieces, and he began his dissertations about these strange peoples and their technology. He was fascinated by the achievements of these ancient people, and wished to replicate it. His brilliant mind read all that had been written about Qadash, and he even partook in an expedition inside of the Handprint Desert in search for archeological remains. However, he soon began experimenting with the technology, trying to dissect it to not only understand it and replicate it, but to improve it. This greatly perturbed the Archeological Society of Azan, who ended up expelling him, accusing him of going beyond his tasks and damaging irreplaceable artefacts during illicit experiments. Unperturbed, Johrn planned to continue his experiments, with or without the Archaeological Society of Azan. One night, he managed to enter the Academy of Archaeology of Azan, stole many of the qadashian artefacts and started a fire in the building to distract the society from the robbing. This is believed to have destroyed hundreds of documents, remains and studies about Qadash and its technology, setting back the studies of the Archaeological Society of Azan in unimaginable ways.
Having been branded a madman and a criminal, Johrn ran away from Azan and nearby allied territories, ending up in the lands of the Gökmavi. There, he would live for a decade in the city of Tsa'agan. There, he worked under a different name in the salt business, using his engineering knowledge to make machines to improve salt extraction. However, in 2.951 ABE, he was somehow recognized and had to flee for his life. He would end up in the Onyx Mountains, where he took refuge in one of the abandoned azanese forts he found by chance. Once there, he found that the old fort was in surprisingly good condition, and what was better, the nearby lands had enough resources to sustain him. Seeing this as a sign of good fortune, he set up his base of operations there.
Details about what happened next are unknown. What is known is that, when the fort was discovered again by a group of gökmavi herders, the place had been turned into something completely different. The nearby locals who went to investigate this strange place found it crawling with lesser automata, machines without sentience and programmed to do only menial tasks. Many had humanoid shape and appeareance, while others had strange forms suited for their purpose. However, all of them showed great inspiration from qadashian technology. The locals thought the place was cursed with abominable and unnatural entities, but the news of this discovery ended up reaching the Archaeological Society of Azan, who sent some of his members to study the place. There, they were able to confirm that these creations were indeed inspired by qadashian technology, but rebuilt from scratch. When the archeologists tried to enter the mansion, the automata blocked the entrance, saying that only the master could grant access. Not wanting to destroy the machines trying to enter by force, the Archaeological Society of Azan set up a program to study this strange place. They have also conjectured that, since it has been decades since the discovery of the Clockwork Castle and no living person has seen coming out of the fortress, Johrn Van Hludovech must have died long ago. And with the death of their master, there is no one to give permission to outsiders to enter the mysterious place.
Whatever happened to Bobbit the Hobbit? I did some writing on that way back whenever
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I think we've abandoned the story after him reaching the sunflower forest
Is the entire story in the wiki?
The Corsair's Grip (Strait of Orm)

Niimiis River

River of Crabs

Zute peninsula
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i hope so, that was a lot of fun to write
What is that?
>Onyx Mountains

The Onyx Mountains are inhabited mostly by the Gökmavi and various Orc tribes, but were also inhabited by goblins and a race of trolls in the past. The Abbey of Warriors, an ancient training site for Gökmavi warriors, is located in the mountains, in the Valley of Blades

The Onyx Mountains provide a natural barrier against the ever looming threat of the Gnolls to the north, and are guarded heavily. The eastern portion of the mountain range is less populated, due to a mass exodus caused by a Gnoll invasion.
>The Onyx Mountains provide a natural barrier against the ever looming threat of the Gnolls to the north
I think you mean the Suritas Range. North of the Onyx Mountains are the Gökmavi and south of it are the bagdassi.
Dang. I'd keep writing, but I don't remember most of the lore
So... are there dinosaur races?
Yeah that's what I meant. My apologies.
Pebble Island
Veletnyk Peninsula
Demkerin Sea
>33, 32
Hydra's Strait
To the east, the lands of Greater Elanxa would enjoy a period of prosperity and growth. Without the need to fight for political control with the Khenomeric Empire over their own lands, the nation enjoyed a period of economic expansion. However, the growing competition with the kingdoms that would eventually form the Kingdom of Tarot made the leaders of the nation feel uneasy. The safest move against a possible threat from the east was to improve their already powerful control of the nearby seas. Greater Elanxa had inherited most of the Northern Khenomeric Empire’s fleet, and as such, they were the ones responsible of keeping the seas free of pirates. However, the Elanxan Senate had ambitious plans for the future of the nation. The control of the Labyrinth Bay and the Sea of Innocence granted Greater Elanxa a great position for expansion, especially towards the lands of Littlestep. The region of Littlestep had been colonized by the Khenomeric Empire millennia ago, but the empire never really dedicated many efforts in controlling the land, especially once they reached east of the Red Lake. Many small cities in the southeastern coast of Littlestep began increasing their ties to Greater Elanxa, and this inevitably led to their annexation. This increased the nation’s control of the strait, being able to tax the trade routes going through the Labyrinth Bay and the Sea of Innocence.
The push of the elanxans to the north eventually managed to surpass the lands that had historical ties to Greater Elanxa’s past. This opened up an interesting possibility: the expansion had mostly focused around Littlestep and the Sitrai Martöflu Archipelago, but some of the more ambitious senators planned to go even further. The continent to the far north had been explored in ancient times by the Khenomeric Empire, but they barely established a couple of beachheads before they retreated from the lands. And the populations there reported having to fight “barbarians”, being able to exit from their fortified outposts without a considerable military aid. However, many centuries had passed from those days, and the possibilities that expansion brought were too good to pass up. The population in Greater Elanxa was growing fast as well, and the cities were beginning to have problems maintaining their inhabitants. Sending them to the realms under the protection of the Goddess of Harmony was not a possibility, angering a deity never by sending unbelievers would be a bad move. However, using the promise of a new land to colonize the new lands could be used as a great incentive to mobilize the population. Thus, the plans to explore and expand through the content to the north was a go.
The beginning was simple enough, especially now that Greater Elanxa was gaining ground along the eastern and northern coast of Littlestep. This allowed the scout ships to establish contact with the locals there. To the surprise of many, the news that came from the explorers was surprisingly positive to the Senate’s plans. The land was sparsely populated when compared to the lands to the south, and the two great powers, the hyperborean humans and the snow elves, were in constant conflict with each other. Seeing this, the elanxans began establishing trading ties with the coastal cities of both sides, as well as occupying certain areas that were uninhabited until then. By 2.144 ABE, the elanxans had established their first major outpost, the city of Pilatina, which became their center of operations in the continent. Showering the local authorities with presents and pushing them against each other, the elanxans managed to slowly gain a foothold in the continent, though it would not be long until the growing numbers of southerners began worrying the hyperborians and the snow-elves.
In 2.188 ABE, an incident between traders ended up in spilt blood, and the violence spread throughout the city of Mathair na Cathraca, the capital of the Kingdom of the Aine Saevherne. The snow elves declared that the southerners captured in the city were to be put to death, and despite the diplomatic efforts of the elanxans, they could not stop the executions. This began the first war between the Snow Elves and Greater Elanxa. The snow elves quickly launched a series of assaults to the outposts of the elanxans, thinking they could be quickly expelled from the continent. However, the snow elves relied on a quick push to drive the southerners back to the sea, and they quickly found out that their outposts and cities were much better fortified than initially thought. After the original attack, the elanxans quickly gained the upper hand. However, the Elanxan Senate worried that a long war would end up in favor of the snow elves, seeing as moving troops to the far north was quite an undertaking, and fighting a war outside of their territory gave the numeric advantage to the locals. Thus, the Elanxan Senate brought forth the Zemylander Decree. This decree would guarantee a piece of land in the faraway continent to all volunteers that would fight against the Snow elves. This decree was not just limited to elanxans, but for all outsiders that would want to earn the rewards, though they would have to swear fealty to Greater Elanxa and become a citizen first. The success of this measure was immediate: It brought a swarm of volunteers and mercenaries from Giantstep and Littlestep, with even the elanxan fleet having trouble to keep up with the growing number of privateers.
The snow elves fought bravely, but they were grinded down by the numbers of the southerners. The ships of the snow elves were considerably smaller and less prepared for war than those of Greater Elanxa, and as such, the elanxans had full control of the seas, moving enormous amount of mercenary troops all around the coast. The number of mercenaries skyrocketed when silver deposits were discovered in what would be later called the Silver Peninsula. While many mercenaries were already happy with a portion of land in exchange for their service, the chances of becoming rich brought a deluge of mercenaries, all desperate for a change of gaining a piece of land that would contain precious metals. By 2.194 ABE, the Snow Elves sued for peace, unable to continue to confront the southerners. The Kingdom of the Aine Saevherne lost more than a third of their territory, including the Golden Peninsula. The defeat of the snow elves greatly perturbed the hyperboreans. At the time, the hyperboreans stayed neutral due to the antipathy they harbored against the snow elves, but their apprehension against the expansion of the southerners worried them enough that they chose full neutrality. However, they secretly began preparing for war against the elanxans, since war seemed to be inevitable.
Also, I thought that the name "Zemyland" was coined during the original exploration of the continent by the Khenomeric Empire. The khenomeric explorers were attacked by the natives of the land, all screaming the warcry “Zemyland”, and thus the land would be name that. It would take some time to figure out that zemyland meant “Strangers” in the local tongue.
Shouldn't the ogre kingdom be included on the map?
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I'm pretty sure it was the name coined to the island by the migrating/invading forces of Greater Elanxa/whatever, hence why themselves are called "Zemylanders" by the natives of the island (which are Hyperboreans/Alltaf?)
The map shows the region after the Bog Witch has conquered the Ogre Kingdoms.
Source? I couldn't find this in the wiki articles of the zemylander regions...
There are reptilian races, but not dinosaur ones.
War ended up coming in 2.202 ABE, after territorial disputes between the Kingdom of Hyperborea and Greater Elanxa ended up in blood. Once again, the Zemylander Decree was established, attracting even more mercenaries to the elanxan cause than during the previous war. However, the hyperboreans were proud warriors, and had had enough time to prepare for the conflict, having planned for a long war. It would take a long time and plenty of mercenaries to push the hyperborieans back, but in 2.212 ABE, the forces of Greater Elanxa managed a great victory near the Sorokozonka River, with peace swiftly following. The Kingdom of Hyperborea resisted the war much better than the snow elves, however, and thus the peace terms were more lenient for them. With that said, the elanxan victory against the two great local powers granted Greater Elanxa control over most of the south of the continent of Zemyland.
The lands were swiftly populated. Most areas of the south were cold and difficult to develop agriculture in, but the Zemylander Decree meant that they were occupied and protected nevertheless. The elanxan populations in Zemyland grew fast, mostly organized in small rural towns instead of big cities, which mostly were located around the coast or near the rivers. The lands near the borders were protected by many fortresses, in case that the hyperboreans or the snow elves would become a problem once again. However, both kingdoms had been mauled pretty badly, and the constant expansion of the southerners had robbed them from their numeric superiority. This did not mean that the elanxan growth was without problems: the arrival of many mercenaries from outside Greater Elanxa caused that pockets of land had a culture and language distinctly different from the rest, which led to tensions and problems. The sharing of the lands was also problematic: while the military had priority for the sharing of the land, many of the portions of land given to mercenaries and volunteers were of little quality, and many ended up selling them for little just not to starve. This allowed the elanxan nobility, especially low nobility or individuals without chance of inheriting titles or lands, to accumulate vast swathes of land, gaining enough power to be mini-states within themselves. This was in many cases incentivized by the Elanxan Senate, since many of their members were interested in making fortunes in the lands to the north.
This led to a problem. In 2.227 ABE, a series of storms in the Crimson Strait blocked a lot of the contact between Greater Elanxa and the zemylander territories. Knowing full well the risks of lack of communication between parts of the empire, they decided that they needed to fulfill their conquest of Littlestep, so as to reinforce the contact between the mainland and the north. However, this campaign did not have the results they predicted. The inner lands of Littlestep were filled with swamps and marshes, difficult to traverse and full of diseases. Despite the efforts of the Elanxan Army, the small swamp nations and tribes resisted the attacks of the elanxans, though many had to abandon their lands due to the pressure from the south. One of the tribes pushed to the deeper areas of the continent were the elyrians, who began having to fight against the elanxans and the other tribes to survive the growing violence. The lack of meaningful advances in the area led to reduced interest, and by the beginning of the 24th century ABE, the Elanxan Senate had pretty much stopped their efforts in Littlestep to focus on their zemylander holdings.
The beginning of the 24th century also brought the Grey Plague. The epidemic of the Grey Plague expanded moderately quickly through the human nations of Eastern Giantstep, Littlestep and Zemyland. However, the damages to human populations was reduced due to the speed at which humans developed an immunity to the disease. This, however, spelled disaster to the seguerials. In 2.303 ABE, the Grey Plague arrived to the Alegnawigan Dominion, many saying it came through the fleas carried by human cats, and it caused massive mortality with the seguerials. The rate of death was disastrous for the Dominion, who could not react quickly and decisively enough to contain the disease. The attempts to isolate the different underhives ended up creating pockets of resistance against the Alegnawigans, and soon enough the empire crumbled and ended up divided into hundreds of different hives, always fighting each other.
So what happened during the Second Great Purge of demon tieflings in Azan?
I think most of the information on that is on the Azan Empire and Siuverland pages
>the Bog Witch has conquered the Ogre Kingdoms.
Where can I read up on that? Sounds cool
It has a page here.

Though how the conquest actually went is pretty much unknown.
Too bad I'd wish to read more about it.
Thanks for directing me to that page though.
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You can always write about it if you have ideas for how it went down
I'll try to put the Gökmavi lore together later today, if I find some time.
insha'Allah it's back.

Autism refuses to stay down
This one is based. The other ones are cringe
Now that we're mentioning the aliens, do they have ports? Towns near the shore? Or do they just live in the desert?
Where's the Frozen lake lore?
This has been a thing since very early on, during the first write ups of the Hyperboreans/Snow Elves that mention the other kingdoms as the "Zemylander" realms
The 9th Azan Dynasty was when the Council Legally took over and declared the Emperor was their appointee. (This is called the "Chained Crown")
It wasn't specified when in the 9th that happened
Azan ruined this setting.
None written yet.


I'd Argue Lucy's land and the behind the Hedge lands did. They are so wholesome and fairytale cute. They clash thematically extremely with the Gnoll Empire and the more realistic lore places.

This setting has some cool stuff, but could never be used as is :(
I don't see why we cannot have places with different tones. Not everything needs to be grim or whimsical.
I wonder if the 1-week to autosage rule is still in place
looks like it still is

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