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/tg/ - Traditional Games

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>Thread Question: What are some weird creatures in the setting?

>Thread task: Add some new animals with some lore attached


>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
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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 - https://suptg.thisisnotatrueending.com/archive/2023/88278726/
44 - https://suptg.thisisnotatrueending.com/archive/2023/88372296/
45#1 - https://suptg.thisisnotatrueending.com/archive/2023/88465385/
45#2 - https://suptg.thisisnotatrueending.com/archive/2023/88563258/
47 - Someone archive this thread
48 - Someone archive this thread
Google Doc Link for the timeline. As updated as it can be.

Thread 47 archived.

Where's the lore map?
Now that the dust has settled can we readd Grundiddy-i Gromplos or is the guy who insists only his ideas be allowed still sperging out in these threads?
What needs to be written to Ingurland?
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Do they have architecture? How do their cities/towns wor? Do they build temples to their gods?

>The first of these migrations, known as "The Great Migration", happened between 1700 and 1500 years ago
So that's around 1.461 ABE and 1.661 ABE, more or less? By that time, the Azanese Empire already controlled most of the Peninsula of Cemak I. I imagine they would react in some way with all of these migrations of orcs. Same for the later ones.
The divovish is a species of arboreal amphibian that lives in the forests of the Terrania Freeholds. They are the size of a human hand, and eat a mix of fruits and mushrooms in the area. They live attached to the trees and the giant mushrooms, absorbing the water in the air due to their high need for water for their body functions. They are good climbers, though most of the time they spend the day sleeping, only really waking up when hungry or when needing to find a mate.They are able to lay hundreds of eggs, gluing them to the trunks and leaving them to fend for themselves. Due to its inofensive and weak nature, it's in one of the lowest echelons of the region's food chain, and has a very short lifespan, only balanced by its high spawn rate.
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>Phoenix Chicken
The phoenix chicken is a strange creature, present all around the world only in the animal collections of royal courts and powerful wizards. It is unknown why would someone cross the majestic phoenix with a lowly chicken, but the end result of this was the phoenix chicken, a magical bird that is constantly engulfed in small flames. Its reproduction is extremely rare, only laying a single egg every year. Other than that, and its slimmer frame, it's size and behaviour is identical of that of a chicken. Some wizards talk greatly about its magical restoring abilities, since eating a phoenix chicken's meal is said to recover the energy and stamina of magical users greatly.
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>Titanic Sea Slug
The titanic sea slug is the biggest species of slug in the world, living in the southern seas of the world. A massive gentle giant of the seas, its massive size and slimy exterior protects it from most predators in the world, even from most monstrous sea predators. However, this is a very rare creature, since very few of these creatures actually reach this size before being eaten by the myriad of sea predators.
They are filter feeders, eating mostly algae and krill. Sometimes, they will stay above the surface for entire days, leaving the algae on their backs photosynthesize for the extra energy.
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>Hunter Sea Slug
The hunter sea slug is a species of sea slug present in the southern seas of the world. Its size is slightly smaller than that of a white shark, and its behaviour and diet is similar. It hunts fish and other sea creatures, but due to the lack of strong jaws, the hunter slug takes down its prey differently. Using its heavily reinforced head, they will propel themselves at high speeds against their prey, knocking it out, and proceeding to eat it alive while its crippled or unconscious. However, sea slugs can only hunt by using their sense of heat detection, and thus they usually leave ships alone.
More about Ingurland


For most of their history, these Orcs have been relying on primitive agriculture, husbandry and hunting in order to survive, with a good chunk of their resources and wealth coming from raiding neighboring lands, particularly Lorient.

More than a millenium since the Great Migration, Orc society has progressed somewhat, with larger towns sprouting, thanks to the centralization efforts done by Ingur Ironleg, but the rural way of life still dominates in Ingurland, with some clans relying on fishing and hunting, just like the old days.

Trade with the outside world is relatively rare, since Ingurland is often in war with their neighbors, and one of the only ways that orcs interact with the outside world is through employment as mercenaries or blacksmiths, often in Furlaniya or Azan.

One of the biggest industries in Ingurland is silver and iron mining, with the land being ripe with ore veins all over, which has led to the advanced weapon and blacksmithing the orcs of Ingurland are famous of.


The religion of Ingurland is very similar to the religion of their orckin in Orc'Eire. They worship a pantheon of different gods and goddesses, each associated with a different aspect of nature and daily life. Most of these deities have common or similar names with the ones in Orc'Eire, although the orcs of Ingurland place bigger emphasis on war-like gods, due to their more violent history and lifestyle.

The most important of these gods is Aurocoth. According to their faith, he is the allfather of all Orcs, the one who gave birth to their race, as well as all the other gods that serve him. It's said that Orcs who live a honorful life and treat fairly their fellow kinsmen, are destined to serve under Aurocoth in afterlife, feasting and hunting with him tirelessly.

Aurocoth is often depicted as a crimson-eyed Orc with giant proportions, who weirds a black halberd. In Orc'Eire, he is merely a lesser god, and is not considered as important.
>pics related
Please stop adding pokemon to the Setting anon
Why? The images are only to get an idea of the creature, what's important is the description. Besides, the setting needs more creatures.

But yes, I am putting pokemon in Dreams to see what the AI comes up with.
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>Floating Anemone
The floating anemone is a species of anemone that has developed the ability to float and move around. Instead of being anchored to the rock like most anemones, they have sacks of oil that allows them certain degree of buoyancy, and a couple small tentacles in the shape of fins allows them to somewhat control their movement. Combining these two, these anemones can roam around the coral reefs of the world, hunting fish and jellyfish, though they are still rather vulnerable to attack from below.
How are we going to celebrate the birthday of this setting?
Another compass? It's been a while since we finished one of those, and we now have a lot more lore.
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>Northern Platypus
The northern platypus is a species of egg laying mammal that lives in the coasts of zemyland. They are the size of walruses, and spend most of their time laying on the beaches of the continent, resting and sleeping. When they are not loafing around, they spend their times underwater, hunting down fish. They lay their eggs during the spring, and the young need to grow quickly if they wish to survive the winters of Zemyland. To help this endeavour, many females will lay their eggs together, defending them from predators, and will share food with others' spawn when their mother didn't get lucky on the hunt, expecting to receive the same treatment when they don't find anything. They also group together in big masses of bodies, keeping their warm within them.
we can finish the last compass
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This one was halfway done.
Where's the lore map?
Adding the religion bit to the manogres. It's not much, and if someone wants to expand it, feel free to do so.

The manogres have been greatly influenced by their old overlords, the faerie lords. After their conquest of the region, the fey persecuted the worship of the Gluttony God, seeing it as a barbaric god that promotes excess and overindulgence, instead of following a balanced life in tune with nature. The long period of influence of the fey meant that they were able to impose many elements of fey culture and faith in the manogres, though much more simplified due to the duller nature of ogres. As such, manogres do worship many icons representing nature, and have a lot of celebrations for the seasons. However, these celebrations have changed over time, since the manogres’ attack on the forest means that their worship of nature clearly does not extend to all aspects of nature. Ogres are known to build great megalithic statues, with the shape of different animals. These great statues are very crude, but their size can be thrice that of an adult ogre, so they have become important milestones for the wandering herders. They are used to pray to the spirits and the gods, wishing for good health and safe births for their cattle. Ogres give offerings to these statues, and it is common to see wild herds munching on fruits and other offerings left by the ogres. Incidentally, this means the herders can catch some of the animals attracted by the food laid there, and this effect makes the ogres believe they truly have the endorsement of the spirits.
The cult of the Gluttony God has somewhat resurfaced within the ogres, but unlike many other ogres, the manogres do not worship the Maw. Instead, they partake in culinary competitions to show their devotion to their god. The manogre herders will put to the test how many sheep can eat before being unable to continue, due to either fullness or death. In fact, this is the way courtship works within manogres. If a female manogre has multiple suitors, the candidates will first see if they can intimidate the others through force and brute strength. If the manogres are considerable smaller than their competition, they will wisely leave, least the alpha takes action and puts his words into action. However, if the strength and size of the manogres is similar, and starting a brawl might end up with the death of one or both, they will settle the dispute by starting a cook-off. This will put to the test both the manogre’s endurance (how much can he eat in one sitting) and the size of his herd (if the candidate eats all of his herd while the opponent still has cattle to spare, he is considered a less capable herder, and worse at feeding the bride, thus being disgraced in her eyes). These cook-offs attract quite a lot of attention, with many manogres cheering the participants. It is also known that these spectacles have attracted the attention of other races, such as hobbits, well known for their culinary habits. They have been known to participate into these cook-offs, but due to the obvious disadvantage of a hobbit in that their body size allows them to eat much less quantities than an ogre, they are allowed to use turkeys instead of bigger cattle.
Where would Bobbit go?
Magoclergy powertrip still needs to be adjusted
To what?
To something more insignificant.
Bog witch goes top right since she‘s the big bad (tm) of this setting
>since she‘s the big bad (tm) of this setting
I don't see it that way. A big bad would need to be actively working towards some sort of evil and/or destructive goal. The bog witch pretty much keeps to herself within the bogs, the most harmful thing she's done is destroying the ogre kingdoms, and the damage that caused was incidental and not really her goal.
Which are the biggest power fantasies in this setting?
I'm gonna write the Joois lore. Their page states that they originally came up from the east and were persecuted whenever they went, while the Big Candy Rock Mountain page states it is the "promised land" of the Joois.

Maybe that's why they settled in the wailing desert, since it's right next to it?
That makes sense.
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A reminder we still need to add the capitals to many narions.
So if the Joos are catfolk, and they come from the Candy Rock mountains, does that mean they are bobcats? Also, what's the magical property of the Candy Rock Mountains?
I have an idea for the fake humans. I was thinking that the part that says "[the fake humans] make true humans sick and disgusted upon seeing one and sometimes violently erupt puking" could be because their form and behavior activates humans' sense of uncanney valley. They look like humans, but on an instinctual level humans know they shouldn't look or act like that. What little elements could they have that cause this effect?
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>Jumper Lizard
The "Caxtihn", also known as the Jumper lizard, is a small species of reptile found in the jungles of the Terrania Freeholds, but it has begun to expand to other forested areas of the world due to trade. The Caxtihn are small lizards, around the size of a human hand, that eat fruits and insects they can find. They have four pairs of limbs: two pairs of back legs to walk around and climb trees, a pair of arms that end in two digits used to grab their prey or any given fruit, and a pair of wings, used more for gliding than actual flight. They jump from tree to tree searching for food, usually climbing to the top of trees and jumping, gliding to their destination. Their excellent vision helps them find prey, and their antennae help them sense predators from considerable distances. Many experts claim that they have a level of intelligence similar to cats, tolerating the presence of sentient races as long as they are not a threat to them. They have become very popular as a pet within the drunig colonies in the Terrania Freeholds, since they are both a very exotic pet, relatively harmless (their small size and small teeth mean that they can't really harm humans even if they wanted to) and very low mainteneance. Trade of these creatures meant that some areas of the world that trade with Drunigzar have seen populations of these creatures escape and proliferate in other areas, such as the Forest of Bloody Vengeance, the Littlestep forests and even the Fungest.
>What little elements could they have that cause this effect?
-Fake humans have slightly elongated heads and eyes. Not enough to be clearly alien and clearly distinguishable at first sight, but juuuust enough to be noticed subconsciously.
-Fake humans have slightly elongated hands.
-Fake humans do not blink. At all. For some reason. And they do not take their eyes off you when they talk, never.
-Fake humans are always smiling. Their facial features never change at all, they literally can't change their expression. Likewise, they cannot change their tone of voice. Whether they are angry, sad, happy or confused, they always sound exactly the same.
-The fake humans' general movements are slightly slower, almost looking as somewhat in slow motion.
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So could this be a reptile or an insect?
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So where could this be in the setting?
I like the turtle
A reminder we still need to add descriptions to most of the races.
>Mostly fey and beastfolk
Pure fucking cancer
This is really magical realmy. The political compass had a lot of fetishes hamfisted in.
>The political compass had a lot of fetishes hamfisted in.
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Here you go. I get serious 'Fallout: the Frontier' vibes from this thing.
We need to update it, we've added so much lore since then.
This one ishalfway done. >>88776391
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Could this be an agricultural behemoth?
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>Rogue Raptors
The Rogue Raptor is a species of reptile frequently seen in the underground of magical societies. A meter tall and 3,6m long, it is a dangerous creature, with two pairs of clawed arms and a long spiked tail, coated with poison. Its main feature is its strange skull, looking like multiple heads joined together, with what appears to be three jaws at once, with two pair of eyes. This allows the Rogue Raptor to bite multiple things at once at the same time, which can cause terrible bleeding on its victims.

The origins of the rogue raptors are magical, created by criminal wizards as guard animals to protect their business. Rogue raptors are extraordinarily loyal to their masters, and are very intelligent to boot, something that turns them into excellent war beasts. However, they cannot breed on their own, having been created with magical limitations to their being so that they do not breed uncontrolled. As such, their numbers are quite few, and many kingdoms have forbidden keeping stocks of these animals. However, one can find viable eggs of rogue raptors in many hidden black markets if one is willing to pay enough.
Finally wrote some lore for this thing...
Posting something fast for the fake humans.

>The land of Histeriah
Between the lands of the Hedge and the Glass Mountains there lies a small strip of land. Its name being Histeriah, there is little of note in there, just a continuation of the Great Hedge, with rolling gentle hills and greenery all around. Other than an unusual amount of rabbits, there is nothing that would really differentiate this spot of land from most of the Hedge. However, the land of Histeriah is well known by the human populations nearby, all of them describing the region as “wrong” or “twisted”. When other species hear the arguments of the humans after having visited the land, they universally react with confusion, puzzled by such a reaction to a region so seemingly devoid of anything interest or of note. If they insist long enough, they will open up about the inhabitants of Histeriah. The peoples that live in the land of Histeriah are well known to cause extreme reactions in humans. Dizziness, paranoia, disgust, and even violence in the most extreme of cases. This reaction has only being reported in humans, as none of the other races in the world have any problems with the histerians.
>The Histerians
The Histerians, also called “Fake Humans”, are a strange species of fey. At first glance, they look nearly identical to humans, with many species not being able to differentiate one from the other the first time they meet them. However, the longer one observes a histerian, the more you start to recognize some differences. Anatomy-wise, fake humans have slightly bigger eyes on their slightly bigger heads. These eyes cannot move to the sides, only looking straight ahead. If a histerian wants to look at something else, he has to move his head. Their pupils also never change, neither contracting nor expanding, seemingly undaunted by changes of lighting. In fact, fake humans never blink, they can’t. They have eyelids, but they only use them when there’s a risk of foreign bodies entering their eyes, such as dust or sand. Even when sleeping, a histerian will not close his eyes. When they talk to someone, they will keep their eyes fixed on whoever they are with, looking firmly at their eyes. Their face features are also different from humans. While in theory a histerian face is nearly identical to a human face from the outside, their facial musculature is very different. As such, histerians have a fixed facial expression, keeping throughout their lifetimes an amicable grin, never able to show a different expression. Their hands are also slightly elongated, with longer fingers and palms. Their size and stature is all equal, unlike humans. All sentient species have a wide range of heights, but histerians have a singular size for all their individuals. All histerians measure the same, and have the same width as well, as if artificially manufactured.
Their anatomy is not the only thing that causes violent reactions in humans. While humans have a very difficult time standing still, and in fact keep moving subconsciously most of the time. Fake humans, however, do not need to move unless they want to. They can stand still to such a degree that can look that they are not breathing. Combining this with their lack of need for blinking, and they can cause the impression of being living statues. When they move, their motions are slow and calculated, similar to those of humans, but with an efficiency that cuts down to the essentials to accomplish whatever function they set out to do. They have a singular tone of voice as well. While the histerians are able to feel and express emotions, they cannot convey them using their voice, since they cannot talk without using a monotone, slightly chipper tone of voice.

The combination of these elements cause the humans that see them to identify them as something that should be human, but definitively is not, and this feeling is exponentially increased when in presence of multiple histerians. This makes relationships with humans difficult at best and hostile at worst, and considering how prolific humans are, this makes the histerians’ situation a very difficult one. This is why they are always near the protection of the faerie lords, just in case humans decide to act on their feelings.
What elements of their society could cause uncanney valley feelings on humans?
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The melegslug is a species of winged slug that lives in the coasts of the Sea of the End. A slug of half a meter of length and a wingspan of three meters, it eats fish and krill floating near the surface of the water. Its sluggish body and beaked head contrasts heavily with its angelic wings, with some implying it's of alchemical origin, or even a creature that came from the Maelstrom. They make a duck-like noise when travelling, especially when they see fishing ships, since they usually float around them to peck on the scraps.
It has two eyes, two antennae-like eyes and two on the side of its head, always checking the reflection of the water for possible prey.
This post seems to be under the assumption that the "Fake Humans" are a unique group of Uncanny Valley Humanoids.
The canon states that they are a group of mixed human, halfling, and ogre heritage that have interbred to resemble humans.
Their lore also says "Their uncanny resemblance to humans though seems to make true humans sick and disgusted upon seeing one and sometimes violently erupt puking. All other races seem fine with them though". Considering this specific radical effect, how are they not their own species?
They are still fey, though.
Where is the Lorient lore?
will do Whereby (brownie land) next

The problem of Lorient is that its lore is contradictory with the rest.
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A reminder we still need to update the physical map.
Where's the lore map?
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>Walking Leeches
The walking leech is a species of annelid that lives in the swamps of the Crimson Plateau. A creature the size of a human infant's hand, they are always looking for creatures to feed upon. The walking leeches have a pair of insect-like back legs and two flexible proboscids, one in the front of their face, and another on the side. The first one is used to pierce even the toughest skins and carapaces to reach the blood beneath, while the second is vestigial. It cannot drink blood, it's instead used as an limb of sorts to grab to creatures in cases they need time to attach to them and get to their blood. The walking leeches have eyes, but are practically blind, and move around through their sense of smell.
The Green Mountains
What the hell are brownies?
A type of fey smaller than gnomes, but bigger than fairies. Imagine a funko pop, and you'll get the picture.
Was someone still writing the joo?
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Updated the compass a bit, but I still need more feedback.
Why do you ask for feedback and then just force your shit anyway?
Canonically they look like pic related
What do you mean?
Several people have told you to remove Margoclergy from the top right but you just keep ignoring them in order to satisfy some sort of autistioc powertrip
I still have my argument for that. The Magoclergy was ruling the Khenomeric Empire with an iron fist, dealing with dark magic that would taint the land for millennia, and launched the biggest war up to that point in the world in their attempts to attain godlike power. That is way more violent and evil than the Bog Witch, since, even if she's the most powerful eldritch abomination in the setting, has done little outside of her swamps.

If the magoclergy is not the most radical evil/violent entity in the setting, which one is?
Am I the only one that sees the magoclergy more violent than the bog witch?
They aren't even more violent than the witchelves. We already had this discussion several times. You just want them there as your little pet project.
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Well, I don't agree with it, but I'll concede here, better this than not getting the compass done.
I think it is an issue of scale versus typical behavior

demons, very evil fey, similar beings, and their assorted worshippers should be more in the red corner than power hungry human factions

one causes bloodshed for a purpose, while the other has cruelty woven into their very nature
I see your point, but I'm of the opinion that some who does harm because it's inescapable to its nature is less evil tha one who does it when it has a choice. That's why the animals such as the squid island bugs and the giant magpies are closer to neutral, they are just pirates.
>they are just pirates.
Also, the template is Good-Evil/Peaceful-Violent. Peaceful-Violent is the amount of damage they cause, whereas Good-Evil is about the reasons why.
Species at the end of the day is a scientific construct. The revulsion is due to uncanny valley effect, because they look similar to humans but just "off." Akin to those Polar Express films
>The canon states that they are a group of mixed human, halfling, and ogre heritage that have interbred to resemble humans.
But if we're using species in a similar way D&D uses races, shouldn't this end up creating its own species? And we still haven't established rules for mixing different species.
>But if we're using species in a similar way D&D uses races
Imma stop you right there
AI art sucks
I am.
Are the fake humans lands a bunch of tribes or is it a singular government? and why are they that way?
I'm not sure, I'm still searching for things that could tingle the uncanny valley of humans. I haven't thought of how they are governed yet.
Continuing with the fake humans stuff. I'll continue tomorrow, today I'm tired and I need to sleep.

>Society and Culture
The histerians have a lot of influence from their fey neighbors, but unlike them, the histerians have adopted farming as their main occupation. Many humans believe that the histerians are omnivore, even if they themselves affirm that they are only vegetarian. Histerians do not keep cattle on their lands, only the few animals needed to plow the fields, like horses or ox. Yet there have been cases when visitors swore they saw fake humans buying and selling meat, but they have vehemently denied this, and since they do not have livestock bred for meat purposes, they wouldn’t be able to get animal meat anyway. Histerians also stop working when they are in the presence of non-histerians. When an outsider reaches their lands, they will stop what they are doing and politely greet them in the traditional histerian way, by looking at them in their eyes while holding their breath in complete silence. They will not go back to work until the visitor is far away, which gives the humans the impression histerians are just standing on the fields for no reason at all.
When not working the fields, the histerians spend a lot of time in their homes. Their social lives are considerably less developed than that of most species, not needing that much social interaction from outside their familiar circles. The fake humans live in small rural towns, with houses built on brick and wood, similar to most human villages. Histerians tend to dedicate a lot of time to the care of their homes, always seemingly fixing one thing or another, even if they seem to be in pristine condition. When not doing so, they spend a lot of time with their families inside of their house. It is frequently seeing them enjoying the landscape by looking silently through the window. Markets and other public spaces will only be occupied for a couple of hours a day, and the histerians are very direct with their business, not bothering with small talk at all. They will do the deed they require, and then leave. This preference towards private life makes studying their behavior somewhat difficult, adding to the humans’ mistrust on them.
Histerians do have certain public celebration events, like the arrival of spring and the summer harvest. They will dress in ceremonial garments and dance around humanoid wicker statues made of hay. Their naturally slow and methodical moves generate a surreal scene while dancing around the wicker men. Particularly so because the histerians do these dances in complete silence.
What is our endgame with this?
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Alternative picture of an untamed specimen
write lore for all available nations + develop character/stories within the modern day setting I guess
Shouldn't we turn this into a game?
Probably, but this is a setting first. We need a lot more lore before even beginning to think about making rules.
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>We need a lot more lore before even beginning to think about making rules.
For example:
>Mystical stuff
We'll need to write a lot about how magic works in the setting to begin turning that into rules. Same for alchemy and DEFINITIVELY for astromancy (despite all that's written about it, it's still pretty vague).
We need to describe the races of the setting before turning that into rules, most are barely described.
How is technology distributed in the setting? With the exception of Luden and the Star People, tech levels are at most XVIIth Century stuff. But some places are medieval or below. We'll need to see who has what.
>Cities and towns
While most nations have been described already, we have only a couple of named cities for each, if even that. We need to develop the geography.
>NG Groups
There should be more non government groups around the world.
>Potions and stuff
I think we have practically no lore about potions and stuff.

And this could include adding more stuff for lore richness, like characters, monsters, plants and so on.
>Great Worm Shark
The Great Worm Shark is a species of shark frequently spoted in most seas of the world. Easily identifiable due to its elongated figure, it is one of the fastest creatures of the sea, thanks to its powerful musculature and six pairs of pectoral fins and powerful tail. It detects its food using a wonderful sense of smell, as well as an excellent vision, using four pairs of eyes. Once discovered, it is able to dart towards its prey and then use its masive jaws to wound it. Despite having powerful jaws, strong enough to crack most shells and carapaces, it prefers to wound its victims, causing death by blood loss. This is because, despite its strength, its very vulnerable to attacks from other sea creatures, and needs to avoid confrontation when possible. This means that the Great Worm Shark is itself victim to bigger sea predators, though they usually need to ambush it in order to get a hold of it.
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I just realized many articles talk about domestic worms, but there's no lore about them. I'm fixing this.

>The Domestic Pig Worm
Out of all of the animals used as cattle around the step, few are more ubiquitous than the domestic pig worm. Alongside the common varieties of chicken, cow, pig, sheep and goat, the pig worm is commonplace in most of the world’s farms, and it is especially prevalent in areas where herding has to be done underground. The pig worm is a species of domestic annelid that can reach two meters of length from head to tail once they become adults, and weight about 100kg. They are a strong but shy animal, usually preferring dark and damp places, and as such, they are perfect for underground or stabled farms. Their body is divided in ring-like segments, with only the tail and the head having different shape. They are highly muscular, though their meat has a nutritive value smaller than those from pigs or cows. Their skin is very thin, and needs moisture to be healthy, hence the need for shadow, as they dehydrate fast. They are blind, but have an incredibly developed sense of smell, which they use to search for food underground.
A pig worm will lay around a hundred eggs in perfect conditions, of which only around 20 will survive the first year of life in the wild, though in captivity they can all survive if they all receive attentive care. A pig worm will then grow very fast, feeding off practically anything organic, which makes them excellent at dealing with trash and organic waste. Around the two years of age, a pig worm will reach maturity, and begin searching for mates. Male pig worms search for pheromones in the air and the soil, looking for females. Males can fight each other to the death for the right to mate, and as such, most male pig worms are castrated during infancy, to avoid damage to the cattle. The female will spend around half a year until she lays her eggs, and she will do so on particularly humid (though clean) soil. The eggs are soft and have no shell, so they are extremely fragile, and have to be put far from other farm animals, including other pig worms, due to them being seen as food. The mother does not take care for the eggs, though, its maternal instincts being limited to recognizing the eggs and not eating them, but once they hatch, but she will not bother keeping an eye on them. A healthy pig worm can live up to ten years, but most farmers will slaughter them at the age of three, since they can reach their maximum size by that point, and their meat begins losing quality beyond that period. Female pig worms are usually left as breeders, as well as the biggest and healthiest male pig worms.
The pig worms can eat pretty much anything that is organic, allowing them to gain weight very fast. Their immune system makes them resistant to most diseases or toxins, but one must be careful to feed them stuff that could be poisonous to sentient species. Even if the pig worm is able to eat it safely, the organism of the pig worm might not be able to excrete the toxins, and could be hazardous to consume. Farmers are recommended to not just feed trash to the sacrificeable individuals, least they taint perfectly valid food. They also should not be fed chicken eggs, since they cause psychotropic effects to the pig worms, and could hurt themselves in a nervous fit. The reasons for this are not well understood, but farmers are well aware of this, and have documented that this effect is only seen with the eggs of the common chicken, and not any other species of bird.
Due to their quick spawn rate and ease to maintain, they are one of the most popular species of farm animal in the world. Not only that, but they are also used to oxygenize agricultural fields before seeding them, though one has to take precautions before using them for this, as they could end up digging so deep they become lost underground. Many specimens of pig worm have ended up in most environments around the world due to escaping by burrowing underground, even if this is only limited to the younger individuals. Once the pig worm reaches a certain size, its weight makes it incapable of becoming an effective burrower. Their ability to be bred and fed underground is also one of the key elements for its popularity, especially among underground dwelling races such as drow or dwarves. The pig worm is the main source of meat for these groups, though they have developed a taste for surface meats, since they are considered much more flavored than the comparatively tasteless pig worm meat. This makes the pig worm meat a very cheap meat, appreciated by the common folk, but rejected by the elites.
Why can‘t we do both?
Mostly to avoid having to redo things or cause inconsistencies further down the line.

But hey, if you want to start some rule homebrew for this, feel free. There's nothing really stopping anyone from doing so. I just think it's best to do it in an orderly fashion.
Brownshore Coast
Yeah on the wiki almost every description of a race is blank

That needs to be updated. For now I made a list here >>88798033

So we have 25 races with a pretty much complete description, 15 with somewhat incomplete description, and 67 with little to no lore. We definitively need to expand upon those.

Also, I still thing we should have 3 creatures/monsters for each sentient species. They don't need as big of a description, but we still need to add a lot.
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One not fully made by AI for once.
The Moat Gulf
The urmanitors are a strange species of monsters that roam the areas between the Bog Witch Swamps and the Cursed Battlefield. Noone really knows much about these creatures, due to how difficult they are to find and track, and how dangerous they are if one finds you. They are the size of ogres, with extremely sharp claws and powerful legs, allowing them to cross the dangerous bogs with ease, even if they have to climb up the swamp trees. Their barely humanoid shape is punctuated by a bovine skull, seemingly devoid of a brain, eyes or tongue, lacking any bit of meat. Their body lacks any skin, with their musculature exposed and in many ways rotting, but it doesn't impede the creatures' movement. The urmanitors chase anything barely humanoid or sentient, hiding behind the mists of the swamps, to gore and gut them. The urmanitors do not eat the remains, prefering to leaving them sprawled on the ground, the grizzly spectacle forgotten in the middle of nowhere. In fact, it is not really known what these creatures eat, if anything at all. They are ambush creatures, only making a noise when they are close enough to their prey to pounce, a sound similar to a bull in pain.
The origins of the creature are unknown, but since there are no records of it existing before the Battle of Empires, many assume they are a product of the corrupting magic unleashed in the ancient battle.
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write all the lore + start incorporating it into a system
>write all the lore
Where would be a good place to start?
You can check the OP for the list of things in need of doing. Something relatively simple is to create lore about creatures, plants or special items. If you want to go a bit deeper, check on the wiki the different nations and write something about one of them, something that you see it's lacking in the articles.
And if you want to learn about the written lore, you can check this.


It's the most general timeline for the setting, though it's still incomplete, and lacks a lot of the smaller nations.
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The hippokraken are a variety of different species of fish that live in the southern seas, particularly around Scimitarian. Their size range from small enough to live within coral reefs to big enough to be a threat to local ships. Their upper bodies are similar to sea horses, but the lower half is composed of about a dozen or so tentacles. These tentacles help the hippokraken move, but they also help them grab to algae, coral and rocks to feed off nectar and algae. The bigger specimens of hippokraken are also herbivore, floating through the currents in search of plankton, but they are still considerably dangerous due to their tendency to mistake ships for food. This can be legitimately dangerous for the crew, but an experienced captain knows that hippokrakens spook easily by loud noises or strong smells, so they will keep a barrel of scents or any other odorous material to scare the creature away before its curiosity damages the ship. The hippokraken are bioluminescent, emitting coloured lights from their body during the mating season, or to scare away predators during the night.
So it's a mammal, right?
Should unnatural monsters be included in the bestiary? Or things like the lichen knigths and the urmanitor be put on their separate list?
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>Whale-Eater Isopod
The Whale-Eater Isopod is a species of divinutive crustaceans that live in the underground tunnels of Kentgorod. Half the size of a common mouse, these creatures have a segmented body, highly resistent to the cold, though they cannot survive outside on the much colder surface. Their ten limbs are able to crawl at a considerable speed, though their main use is digging through the frozen ground. They have two bulging eyes, able to see temperature changes, which they use alongside their sense of smell, to detect anything edible in the underground. Their main source of food are lichen and detritus found in the caves, but once in a while, they will manage to enter into the kentgorodian reserves of monster meat. Once there, they will eat as much as possible, reproducing at an astonishing speed, and consuming all of the meat, only for them to either scatter back into the tunnels or be culled by the kentgorodian watchers. The kentgorodians are always on guard due to the threat of the destruction of their food reserves, since monster hunting is a profession that rarely brings food to the table. Many believe the Whale-Eater Isopods evolved from parasitic isopods, who preyed upon sea monsters and ended being brought to Kentgorod by the hunters themselves.
>Great Parasitic Isopod
The Great Parasitic Isopod is a species of crustaceans that can be found all throughout the seas, as long as there are big sea creatures. They are able to attatch to massive sea creatures by throwing their eggs into the sea and waiting for sea creatures to pass. The larvae hatch in the open sea, and can survive for a couple of days on their own, waiting for a suitable creature to pass. Once one of those pass near them, they will attatch to them, hiding in some spots difficult to dislodge. The isopod will grow as big as the host allows it to, reaching up to the size of a human torso, though these sizes are rare in the extreme. Once their host dies, they can become quite aggressive with the creature that has killed them.
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I'd seperate them
Ho how many monsters do we have in the setting? Assuming we are considering monster things that are beyond mere dangerous animals and are firmly on the supernatural.
I can think of a couple of those.
>Ashen Hydra
It suddenly appeared in Zemyland out of fucking nowhere, can grow multiple heads, and noone has been able to kill it since then.
>Colssal Spikersaurus
Similar to the above, but they actually managed to kill it.
Nobody knows if this is a singular creature, or just noone has seen two of them at once.
>Lich Knights
These are monsters allright
>The Cursed from Kokaine
Elite members of the Merfolk Empire's nobility, cursed and turned into monsters
>Other creatures cursed by Uun
I'm sure there are plenty of those around, more the result of a curse of the divine than actual evolution
>Most creatures from the Cursed Battlefield
That place is not the realm of the natural anymore, I'm sure there are more monstruous things in there that what we've written.
So are demons monsters, or its own thing?

Anything else I'm forgetting?
So rules by sometime in 2026 you reckon?
In a year, we've pretty much added detailed lore for most of the nations of the setting, +150 creatures, +40 plants, +100 sentient species (25 races with a pretty much complete description), a lot of gods and similar beings, a near complete full general history of the world, a decent amount of detailed maps, a couple of stories, the workings of a flat world...

We've done a lot in a year. Once the nations' lore is complete, filling the gaps is going to be faster. We've done a lot, this project advances deceivingly fast.
>The Cursed from Kokaine
Manifestations of thoughts, surpressed urges and desires from peasants fallen to the curse of folly. Doesn't have to stem from a single peasant though since they also materialize from a sort of collective unconsciouss of all the afflicted. Some people just think they are demons.
>>So are demons monsters, or its own thing?
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>Shroom Crabs
The Shroom Crabs are diminutive crustaceans that live all around the coast of the Fungest. They are the size of a human nail, and have a near flat carapace. They eat fungii growing in the land, moving great distances for their size. While they move, the spores get stuk on their carapace, and are thus able to move great distances without the need of wind. Some mushroomites use them as guardian animals, to see if certain shrooms are healthy. Though most of these creatures are wild, moving around in herds of hundreds. The humans from the region are able to prepare a delicious soup with them.
Finishing the bit of the Fake Humans.

The histerians prey to the deities known as “The Smiling Watchers”. These beings are believed to be a distortion of the fey gods, and the histerians have many rituals reminiscent of fey culture. They are figures related to nature and the fertility of the crops, always watching the histerians, never ceasing their watchful gaze on them. They are treated as beings that bring good winds to their fields, waters to the land and richness to the soil. The histerians make small stone icons, which will put on regular intervals on the fields, to try to invoke their protection to the worked land.
>Foreign Relations
Due to the strange nature of the histerians, it’s not that surprising to see that the human kingdoms want nothing to do with the people from the land of Histeria. At best, they decide to ignore them as some sort of unnatural creatures, spawned from the fowl mixture of races that resulted in something abominable and twisted. Some of the humans with more violent reactions towards the histerians argue for full on extermination, though these voices are usually calmed down by their peers, seeing as this act would put them into direct conflict with the benefactors of the histerians, the fey from Elfwood. Histerians have great relations with pretty much all nearby fey races, since the violent reaction towards histerians only affects humans. Histerians do sell a lot of vegetal products and crafts to the fey, and they in return they help with stuff to take care of the fields, such as give them natural fertilizer and honey bees to pollinize the crops. The histerians’ religious believes are also thought to come from the fey, though if they have, they have diverged a lot over time.
The histerians also have decent relations with the manogres to the north. While the borders with them are constantly changing due to the irregular movements of the Glass Mountains, they are generally good neighbors to each other. The fully vegetarian histerians do not really clash with the mostly carnivorous manogres, and thus they have no problems with the land. There are occasional tensions between them, though, mostly centered around young manogres entering the lands of the fake humans to attack the histerian towns to eat their few farm animals (or in some cases, the histerians themselves). Histerians have had to fight ogres attacking their towns, which can be a bloody affair for both sides. The unused to fight histerians can see a lot of destruction and dead townsfolk after a fight, and the young ogre will be chased off by the histerians, who will pursue the manogre to enact the ultimate punishment of starvation. Histerian riders will chase the manogre from afar, killing the manogre’s growing cattle, never allowing them to acquire their own herd. They will kill the animals during the night and burn the carcass so that the manogres get few nutrition from their corpse. They will scare away the wild herds, making the manogre have to travel to other areas in search for wild cattle. Slowly, but surely, the pressure of the histerian will drive the manogres mad, unable to lower their guard or even sleep out of fear of losing their growing cattle. Eventually, the manogre will become so weakened that he will not be able to even hunt, and will be victim to the region’s predators, or even the histerians if they feel particularly brave. It is a very prolonged and cruel punishment, something unusual from the generally peaceful histerians.
I'n not sure what more to add to the religious bit that fits with the uncanny valley theme of the fake humans, if someone can come up with something, feel free to add it.
Where's the lore map?
> Once the nations' lore is complete, filling the gaps is going to be faster.
As more nations are filled, what remains is the most boring ones, nobody is going to want to fill them. It would be better to start doing other things instead of waiting for the last chunks of land to get their lore.
Excerpt from Belazors Beastiary vol IIII: Beasts beyond the borders of the Empire
Chapter XXVII: Beasts of the northern savannahs
The savannahs North of the Ngi Xica are the reputed home of a race called the Badgassi, oft described as lanky, furred, nomadic creatures with an almost supernatural immunity to all damage, physical or toxic. They are said to employ a host of creatures as mounts: Lions are reserved for the chief and his male reletives, Lionesses for his closest female reletives. Great spotted cats called Leopards are used as mounts by a chiefs closest advisors and friends, and to be granted the right to ride upon one is considred a great honor, otherwise great bone crushing canines called hyena are used for more general tasks, such as war and settling tribal feuds.
As some the Badgassi have been gradually setting into a more sedentary existance they have began to utalize a number of breasts of burden to aid them in tasks among them are large pachyderms, buffalos and "wilder beasts"

Badgassi tend to refrain from consuming their beats of burden, prefering to subsist on a host of faster breeding domesticated gazelle and antelope alongside primative agriculture.

Badgassi have also partially domesticated two beasts to aid in their hunts, a native dog, and a lithe running cat called a cheetah.
Other creatures the Badgassi tell stories of are the Babbooki, large, fanged, arboreal simians that the Badgassi describe as "Thinking but stupid". They otherwise hold the Babbooki in high regards, as jovial and willing to barter meat tools or other supplies for the sweet fruits they cultivate from the stands of trees they claim as homes.
Nobody is stopping anyone from starting the rule homebrewing. Some anons prefer to wait until everything's in place, some want to start with what we have. It's just a matter of opinion here.
is this another sentient species?
>nobody is going to want to fill them.
That is a good point. If I recall from the latest lore additions, and assuming the anon who's writing about the joos delivers, what we have left is this:

>With no lore whatsoever

>Small amount of lore to work with
-Hasteria (province of Azan)
-Republic of Kalydon
-Oront (is it part of Azan or not?)

>Lore half developed
-Laurentian Crusade Fortresses (needs society, culture and maybe geography)
-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)

So not that much, really. I imagine the problem is going to be Lorient, since that needs to rewrite lore to fit the current events, which is going to be more difficult than adding new lore fitting what's already there.
Only ten remaining. I propose leaving Lorient for last, and just focus on the rest.

Also, is Oront part of Azan as of C.Y. or not?
The Meerassi are another "race" that the Badgassi consider to be thinking but stupid. Described as somewhat similar in general build but smaller than the Badgassi, that are said to inhabit the drier intereriors of Badgassi territory. The Badgassi consider them as close kin to there kind but otherwise backward, due to their matriarchal clan structure and standoffish disposition. there palisaded villiges dot the vast inner semidersers of ther badgassi realms

A creature the Badgassi are said to greatly fear is the Kassai. Described as a large crocodile like creatures with stunted forelimbs to the degree they can only walk upon their hindlimbs. they are said to dwarf even the largest of the Elephants and with a dispoition to match the fearcest of lions. Rare to the point of being mythical The Badgassi are never the less terrified by the mere mention of it. To such a point uttering its name out loud is taboo. They recognise 4 individual Kassai, the hyena is to be the smartest and most feared, able to crush any bone with its jaws and is utterly without mercy.
The Cheetah is said to be the fastest and smallest, able to catch anything it sees within ten steps.
The crocodile is said to lurk in rivers and lure in hapless pray with ever changing sail upon its back
The Lion is said to have the largest claws and sharpest teeth, said to be able to disenbowl an elephant in a single swipe of its jaws.

Only a scant handful of tales of the Kaassi are recorded in the oral tradition of the Badgassi if their own tales are to be belived is because "so few will ever meet a Kaassai and so fewer still will be so blessed by such luck and the spirits favor as to see the next sunrise"
Sort of borderline, they are but are too primative to form anything other than mobs and caft the most basic of tools, they have no concept of even tribal structure and just otherwise exist in fission-fusion groups. Think ape men but able to communicate and undersand enough to trade.
If the hogmen count as a sentient race, these do too.
I feel like when introducing a new creature, we should go a little more into the details.
Here are a few optional questions one should ask himself when writing new wildlife:

Relation to humans or other intelligent species:

>Is it hunted?
>If yes
>Why is it hunted? (for food, for glory, as a tribal ritual, for certain valuable body parts like ivory tusks etc., ...)
>Which parts of the body are harvested?
>Why are they harvested? (for eating, cultural practices, alchemical substances like potions)
>What are they worth?
>Are they used for trading with other cultures?
>What are the trade routes?
>Who hunts it?
>How is it hunted? (Battue hunts, stalking, in groups or alone, traps etc)
>If no
>Why not? (it's too dangerous, the flesh does not taste, it's sacred)

>Is it caught alive / domesticated?
>If yes for what? (riding, agriculture, as a guard, as a pet, for arena fights)

>Is it eaten?
>If yes
>What does it taste like?
>Which body parts are eaten?

>Has it any cultural significance (in stories, myths, art, heraldry)

This way the creatures would feel more embedded in the world in terms of relevance for the different cultures. Later this could be used for possible plot hooks, fluff etc.

Ecological Niche:

>What's the place of the creature within it's ecosystem?
>Which predators hunt it?
>How does it avoid them?
>Is it carnivorous?
>If yes
>What are it's pray animals?
>How does it hunt them?
>If no
>What plants does it eat?
>What ecological relevance has it (pollination, decomposition, pushing back forests etc)
>What's it's life cycle?

This way we could get some nice cross references to other creatures and plants from the wiki and create more believable ecosystem.
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In that case a few assorted beasts of the northern savannahs

Moose giraffe(imperial name)

Yes but sparingly as they are considerd sacred
food/hides, and the horns gather residual magic power and are used in rituals by the Badgassi.
Rarely as tokens of high esteem from chiefs. or for diplpmatic overtures.
Highly prized as menagerie animals will set you back quite a bit.
Badgassi in hilgly ritualized hunts that invove stalking abushing and killing them
Yes, popular animal in menageries for its outlandish appearance.

Traditonally the whole animal is consumed out of respect. Barring the pelt and horns with are used by Badgassi shaman.

High leaf browser in the more forested areas of the savannah
Generally big enough as an adult to be immune to predation young are vunerable though
treetop leaves.
Tends to keep understories clear with their trampeling creating more open forest dominated by mature trees and grasses.
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I agree, though for now we're very far from adding this level of detail. Just getting a complete description of all the critters we have right now would be great. If we could take this and update the bestiary with it, even better.

Making full on ecosystems for most areas is going to be a lot of work, especially since we would have to take into accound which regular animals (a.k.a. those not worth mentioning in the bestiary) live in one region or another.
As for what I considered complete in a description:

>Anatomical description.
-Class of animal.
-General body shape (including size, body shape, number of limbs and organs...).
-How it reproduces (if it's obvious and has nothing remarkable for it, it can be skipped)

>Behaviour Description
-How it gets its food.
-How it interacts with the world around it (with sentient species, other animals, the geography and the weather...). Particularly important if the creature is domesticated.
-Mating behaviours (as mentioned above, if it's obvious and has nothing remarkable for it, it can be skipped).

Another things of worth are the region where they can be found, their origins and their state in the wild (are they numerous, are they rare, are they borderline extinct, or are there so many of them they are a plague?).
What dungeons need lore written for them?
Also, right now we have 184 creatures (not counting supernatural monsters). If we could reach at least 300 of them, it would be great.
All of them could get some lore, but I imagine the ones made by sentient hands could use it much more. A natural cave is a natural cave, an abandoned castle has a history of its own.
knuckle horse(imperial name)

No(the meat is disagreable to most races)
Badgassi occasionally use wild caught individuals as makeshift pack animals.
Highly prized as menagerie animals will set you back quite a bit.
Yes, popular animal in menageries for its outlandish appearance.

Eats bushy plants and twigs
Only lions have the the numbers and power to hunt them
>knuckle horse
So what does it look like?
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shit i forgot the pic
when my migraine calms down ill post more badgassi shit
>The savannahs North of the Ngi Xica
Isn't that area occupied by the desert of Dirihadarir?
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Furburaus are strange creatures, the result of a magical experiment gone wrong.Believed to be originary from Drouchont, they are mostly seen now in the slums of the cities of Tarot and the land of the Astromancers, where they are treated as pests and hunted down. They are dangerous creatures, attacking unsuspecting people during the night, and feeding exclusively off human flesh. They consist of a body around the size of a domestic cat, with a mouth that occupies most of it. Its body barely functions, always showing rotting bits even if at the peak of their health. Their multitude of spindly legs allow them to crawl over many surfaces, using this to hunt humans. They will climb to a hidden high spot, open their mouth as much as possible, and then fall over their prey, trying to chomp on its head, or at least rip off a chunk big enough to eat its brain. Their reproduction is very slow, as only furburaus that have been feeding for a continuous time can reproduce, laying a single egg. They are asexual, and all furburaus are nearly identical. Luckily for the human authorities, the furburaus are highly sensible to light, so the nations where they have been spotted dedicate a lot of efforts to light up their streets propperly during the night. Also, they emmit a very particular smell, and thus they can be detected by hunting dogs. They are not capable of surviving in the wild, as many creatures are able to take them down due to their uneven proportions and sensibility to sunlight. Hunting and cleaning parties go to the sewers every week just in case a colony of furburaus is discovered, since damp and dark places are perfect spot for furburau to breed.
Cementeries are also watched with particular interest, since the furburaus can eat flesh in a very advanced state of rot, as long as it's human meat.
>Great Cicada
The Great Cicada is a species of insect that lives all throughout the northern coast of Giantstep and Littlestep. A slow, lumbering insect, incapable of flight or even fast movements, it defends itself by digging a massive burrow and coming out once every 10 years, where they will mate, lay eggs and go back to hibernation. Their metabolism is incredibly slow, ready to last a long time with very little food, obtained by drilling trees and drinking their sap. Once they gourge on sap, they will begin to dig their burrow, where they are protected from predators. The fact that it needs so little food to survive, even taking into account its hibernation, baffles experts, making some believe they have alternative ways to nurture themselves.
Do we have slimes in this setting?
I have the impression you think the lands of the Badgassi are savannah. They are green prairies, they used to be the lands of the zidazzi, who needed massive fields of flowers to make their honey. I'm not sure if those could grow on savannah-like environments.
Blackmouth Strait
the wiki describes them as living on elephants and riding tamed lions, leopards, and lions. sounds pretty savannah to me
>Boglin Hut
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The region is surrounded by the Zulutaur Steppes and the Mona Ngi Xica, I imagined the animals came from those places. Much easier to explain that having great flower fields in savannah-like areas.
Also, this reminds me we have to fill the chiefdom's names.
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>Brilliant Swallow
The brilliant sparrow is a species of bird that lives all around the continent of Giantstep. A small flyer, its outer wings are noteworthy in that they can not only change coloration, but they are highly luminescent. The brilliant sparrows use this light to find mates during the summer season. They can also use it for travel purposes, especially during the darkest nights. They fly in flocks of hundreds of individuals, moving to the Terrania Freeholds during winter, creating great luminescent patterns while flying. Their travels attract many onlookers, fascinated by the colourful and shinny lights they create.
I'll write about the Lemon Kingdom.
Posting the history of the Lemon Kingdom. I'm not sure how it fits with the Lorient lore, but since that doesn't fit with the current timeline, I'll prioritize fitting to that one.

The northern region of the Great Peninsula of Cemak I has been inhabited by human populations since time immemorial. The region was populated by many farmers and fishermen, using the mild climate of the region for the profitable lemon agriculture, a very lucrative business in the area, especially once the beneficial qualities of citrus for sea travel became apparent. The importance of the region quickly brought many people from the changrilese tribes to the region, adopting very similar culture and beliefs, though unlike the changrilese tribes outside of the peninsula, they did not join the Azanese Empire during the XVIIIth Century BBE. The region was controlled by warlords, due to the need to counter the growing weight of the orcs and ogres from the center of the peninsula. These warlords were highly independent, and while many of them had grown to accept the changrilese cultural influence, they refused to become part of the empire. Throughout the XVIth Century BBE, however, the weight of the Azanese Empire became too much to overcome, and by creating a series of alliances with the most powerful warlords, Azan managed to control most of the region. The promise of azanese troops that could quell the pressure from the center and south of the Great Peninsula of Cemak I was also well received. Azan built many fortresses and watchtowers around the paths that traversed Morgull’s Mountains, keeping an eye on the roaming trolls and orcs.
During the following centuries, the province of Lemonaint would develop into a center of trade, particularly important as a center for many naval academies and shipyards. However, the growing weight of Changrila meant these moved more and more outside of the region. It also saw a considerable competition with the western and northern side of the peninsula. The province of Lorient and the Nasr were also in ascendance, and even the big raids during the Azanese-Elven Wars did not really slow down the region as a center of trade and agriculture. The south, meanwhile, languished due to the difficulties to control the land, always embroiled in tensions. These tensions would explode once again around the year 1.414 ABE, when the orc migration known as the “Great Migration” began displacing a great amount of orcs from the south to the center, and many of the displaced individuals sought refuge in the north. Many of these ended up becoming mercenaries, and adopted a culture less orcinian and more lemonesque.
During the Azanese Civil War, the rebellion of the Nasrians in favor of Changrila and the swift occupation by azanese forces brought the conflict to the Great Peninsula. The azanese built their strength in the province of Lemonaint, but the fights between the azanese and the changrilese left Lemonaint heavily damaged. Seeing the opportunity to rebel, the governor of Lorient Charloi Charolus began planning with the neighboring regions to secede from the empire and free themselves from the war entirely. In 2.030 ABE, the provinces of Lorient, Lemonaint and Nasr declared their independence, allowing Lorient and Lemonaint to become free from the empire (though Nasr could not free itself, since the enclave was essential for the azanese strategy during the war, and as such, was heavily guarded). The first king of the newly formed Kingdom of Lemon was Limali the First, of the Mon Dynasty. During the following years, the Mon kings would rebuild and expand the Lemon Kingdom, taking advantage of the weakened Azan and Changrila to establish themselves in the region. An important event that took place was in 2.211 ABE, when a civil war began between the different satraps from Nasr. Seeing an opportunity to expand, the Lemon Kingdom and Lorient quickly took the southern of the province of Ganex, with the approval of the rival satraps. In exchange for help, the government of Lemonaint accepted ceding the lands of the Lemon Kingdom south of the Morgull’s Mountains, which had been causing border problems between the two kingdoms.
Tensions between Lorient and Lemonaint were constant, but the nobility of both countries was too comfortable and prosper in its current situation to consider the possibility of starting a war with each other. This led to the period known as the “Tournament Wars”, when every time an issue between the two kingdoms arose, it was resolved by organizing great tournaments, where noble knights would be able to fight for honor and glory, with the victor establishing the settlement terms. This period of relative peace was broken with Guille the Second’s death. The passing of the Lemonaint king from a sudden and terrible disease without a heir (he had sired a son, but he died from the disease as well), caused plenty of problems of succession. This ended up with a long period of interregnum, where the viceroy had to try to keep the country from starting a civil war. This was used by the Lorientant kings to establish their candidate, which eventually ended in the crowning of Guidon the Third as King of Lemonaint. Ever since then, the power of the region has been firmly in the hands of the Lorientant, something that angers the Lemonese noble considerably.
Barabacuss Peninsula
I think most of the existing lorient history is salvageable, it is just the dates that need to change
So is the capital of Lemon Limonaint/Lemonaint, or is that just a region?
Why not, makes things simpler.
Productive thread, everyone. Good job.
it is Oriant, it is on the wiki page
That's Lorient's capital, not Lemon.
Do I have permission to write the history and government pieces for the fake humans?
Sure. As long as it fits with the uncanny valley theme, it's fine.
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>Domestic Cheetah
Domestic Cheetah are a variant of cheetah that were introduced in the lands of the badgassi from the Mona Ki Ngi Xica Savannah. Used to the wild and dangerous savannah, filled with bigger and more dangerous predators, the green prairies and flower fields allow the cheetah to prosper, used by the badgassi as hunting cats. More intelligent and docile than other big felines from the Zulutaur Steppes or the Mona Ki Ngi Xica Savannah, the badgassi have taken a great liking to these big cats, with many chieftains multiple of them. These are groomed and pampered, having very comfortable lifestyles, though that doesn't take from the fact they can be deadly when on the field.
The cheetah arrived to the land of the badgassi as presents or sold to badgassi traders. The badgassi then began breeding them as domestic animals, the result of which is the uncharacteristic green eyes, a coloration not present on the wild.


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