[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Settings   Home
/tg/ - Traditional Games

File: witchbog tradegoods.png (110 KB, 3049x913)
110 KB
110 KB PNG
>Thread Question1: What other tradegoods should be added to the list?
>Thread Question2: Should we add actual prices for roleplaying purposed?

>Thread task: Make a similiar excel sheet for another nation or region


>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
File: The map for now.png (5.16 MB, 6143x3000)
5.16 MB
5.16 MB PNG
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 - https://suptg.thisisnotatrueending.com/archive/2023/88666593/
48 - https://suptg.thisisnotatrueending.com/archive/2023/88762012/
49 - https://suptg.thisisnotatrueending.com/archive/2023/88855281/
50 - https://suptg.thisisnotatrueending.com/archive/2023/88948871/
51 - https://suptg.thisisnotatrueending.com/archive/2023/89035095/
52 - https://suptg.thisisnotatrueending.com/archive/2023/89127240/
53 - https://suptg.thisisnotatrueending.com/archive/2023/89215539/
54 - Someone archive this thread
Google Doc Link for the timeline. As updated as it can be.

The werewolf men of Ketlovia should probably have extended lifespans to match the new timeline if the king from the gnolls conquest is still alive
Yeah... Originally the Gnoll empire was supposed to be decades or a century old. A new rising threat which took out the Khenomeric and everyone around them out rapidly and out of nowhere only stopped by geography allowing other nations to figure them out .

Their existance being extended way longer in the timeline is like one of my least favourite changes.

It changes a new emergent threat into a stagnant entity there for centuries
File: Wolvesglove.png (588 KB, 400x989)
588 KB
588 KB PNG
>Lupus Belli
Also known as Wolvesbells or Snapglove
The Wolvesglove plant is a tall, flowering plant with bell-shaped flowers in black, gray or eggshell white. It has large, veiny leaves and contains a strong toxin used for medicine. It prefers partial shade and moist soil. If consumed it increases the force of the heart's contractions which can lead to death by heart failure when too much of the plant is consumed. The caps, which fit about a finger, have small, sharp, tooth-like thorns on the inside. If something strays into the opening, the wolf-like mouth snaps shut with great force, which can result in the loss of a finger. The plant feeds semi-connivorously on worms and other insects that crawl into its openings. To attract prey, the Wolvesglove flowers give off a heavy patchouli-like odor that smells faintly of decay. When the Wolvesglove is harvested with a silver sickle on a new moon, its flower, leaves and roots then ground into a fine powder in a Mortar and Pestle made from cold iron this plant can unfold supernatural effects.
If this special silvery powder is drunk as a tea or sniffed the consumer can throw a D6 to determine the effect.
1: the consumer develops an unhealthy preference for eating raw meat
2: the consumer develops a strong silver allergy
3: the consumer's lower and upper canines grow unnaturally long
4: the consumer develops an unusually strong sense of smell
5: the consumer is now able to see in the dark
6: the consumer is freed from all curses including lycanthropy

If the plant is mistakenly harvested on a full moon however, the consumer is cursed with lycanthropy and turns into a werewolf every full moon from now on
Royalty in the setting would probably have access to magic means to live longer. Even more so if they are affected by something like licanthropy.

To be fair, the threat of the gnoll changes many times throughout the timeline. First they are but mere beasts, then they are directed by the ogres, but nothing beyond zerg rushes and stone age weapons. Then the first undead gnoll appear and we can see an effective, if not simplistic organization, but still mostly fuelled by warlust. Then the Nameless arrives and gives the gnoll a calmer, but not less brutal, focus, stopping the wars less advantageous for them and focusing on alternative ways of destruction, like the enchanted maggotgnolls againts the dragongod or the diplomatic backstabbing of Ketlovia. Just when they are figuring them out, they change and evolve again.
What does that entail, though?
Potential rebirth of the race for the Dragongod King. Religious significance for Azan.

Which is funny because there is another Dragongod chilling on Hogman island
I mean, what does the fact the Gnoll Emperor have it mean? Can the Gnoll Emperor controll it? Can he sacrifice it and use it as an undead puppet? Can he absorb its magic and become a demigod? What's at stake here?
The Wolvesglove plant is only found in the darkest parts of the witch's swamps and exceptionally rare. Their flowers, leaves and roots can fetch significant prizes from alchemists, physicians, witches, poisoners and other potion brewers. On a full moon, the plant's flower bells shake and emit a bright tinkle as the moonlight falls on them.
Ok, so I'll post the bit I had forgotten to write about for the last historical map. Let's see if I can start the next one a bit later.

In the regions near the Witchelven Empire, the continuous debauchery of the witchelven kept affecting the veil of reality around their nations. The Ancient Order of Most Practical Wizards had long predicted, since the opening of the Gomorrah Breach back in 2.191 ABE, that a second tear in reality would happen at any moment if the witchelven kept their ways of depravity and sin. This prediction was proven correct in 2.552 ABE, when a second breach started appearing south of the Cursed Battlefield. And it did so with great strength, being able to do so despite the magic nullifying knowledge of the city of Caprea, swarming it with demons, and condemning it to its destruction. However, many wizards who studied the phenomenon later realized that, despite the breach seemingly feeding off the energies of the Cursed Battlefield, the succubae and other assorted demons themselves cannot cross through that realm, causing quite a lot of debate about the true nature of the Cursed Battlefield. Nevertheless, the opening of the now called Sodomia Breach had much less of an impact compared to the first one, as its location was much more remote, affecting only the Automata Republic and the witchelven themselves.
what happens in the gnoll empire?
nothing you shoudl worry about
oh it's the retarded D&D stuff
i guess ill pass
The next historical map will reach until 2.783 ABE, with the Zemylander Empire breaking in two.

The most important events included in this period are:
-Great Migration towards Zemyland. Start of new wars between the zemylanders and the native populations. Where did they come from? A mix of elanxan/khenomeric/other?
-Beginning of the Azan Wars of Faith. Why did they start so late after the start of the reform? In which orded did the azanese lands secede from the war?
-Gnoll continue their invasion: Seguerials, Nogar, Cowmen, Ra, Frogmen...
-King Paoulos II starts his reforms in Drunigzar, beginning of the economical expansion.
-Rise of the Nameless as the second Gnoll Emperor. Reorganization of the gnolls' expansion.
-The opening of the last Succubus Breach
-The Zemylander Empire breaks into the Arkadiya Empire and the Kingdom of Gold.

Anything else I've missed?
>Skritleskree Boglins
The Skritleskree Boglins are a species of Cave Boglins that live in damp underground caverns. Their burrows are largely filled with muddy, murky waterholes from which they catch pale, semi-transparent cave fish. Skritleskree is swarming with these Boglins that live in rickety wooden stilt structures which they drive into the black rock faces. The Skrittleskree goblins are excellent swimmers and their large eyes emit a slight dim light, making it easier for them to navigate in absolute darkness. The Skritleskree goblins are quick and agile. They are exceptionally good at hiding and climbing along the barren cave walls.
Do we have the medieval equivalent of clown monster? Jester/Troubadour monster?
File: Dream Eater.png (444 KB, 639x819)
444 KB
444 KB PNG
>Dream Eaters
Dream Eaters are creatures from the fairy world of the Witch's Bogs. Outwardly, they resemble a large hedgehog, which is about the size of a domestic cat. Its body is covered with a thick, soft fur that hardens into stiff needles on its back and head. It has almond-shaped eyes that indicate its inquisitive but devious nature. Just as hedgehogs feed on ugly creatures like creepers, worms and snails, dreameaters feed on ugly dreams. Since there are a lot of bad dreams in the witches' swamps these little creatures usually have no trouble making ends meet.
Dreameaters are essentially peaceful creatures, but they love to play mean pranks and their sense of humor takes some getting used to. If left unchecked, they climb onto the stomachs of sleeping people and eat the bad dreams straight out of their ears, where they attempt to enter the dreaming person's brain.
Nobles and guilty people like to keep dream eaters in small cages in their bedrooms where they feed on their bad dreams and allow them to sleep peacefully. Some pay high prices for a living specimen. Especially in Morkdrak's realm there is a high concentration of these creatures.
Neat, we do need more monsters.
Dream Eater needles secrete a shimmering substance that smells of solvent and cat urine but has a strong numbing and anesthetic effect. This property allows it to inflict painless scars and scarifications.
The needles are coveted among swamp dwellers because of this. They use them as "tattooing tools" and medical scalpels. However, chasing and hunting down Dream Eaters is frowned upon among most bogfolk since they are thankful for every bad dream they are spared.
What happens in the gnoll empire stays in the gnoll empire.
>The Wubberjack
The Wubberjack
The Wubberjack is a legendary black marsh hydra that lurks in the deepest depths of the underbog.
Few have seen him with their own eyes and lived, but he is said to have seven heads, each in the form of a different animal.
Each of its heads bears a name in the croaking-sounding language of the swamp dwellers.
A goat head with three eyes and, three twisted horns (1: Gornlug), a narrow snake head with long poisonous fangs (2: Slidna), a smooth greasy eel head (3: Schlem), a rooster head with a sharp beak and piercing gaze (4: Creck), a pike head with protruding sharp-toothed lower jaw (5: Gurl), a drooling boar head with curved tusks (6: Vurgolf) an old human head with long black hair and beard, with sunken dark eyes and a long hooked nose (7: Lubbert).
The Wubberjack is described as being considerably larger than a regular green Marsh Hydra. He is also said to possesses far darker black magic skills and abilities.
1: Gornlug (Goat): His third eye looks straight into your soul. He can read your deepest fears and most secret thoughts.
2: Slidna (Snake): No poison in the world is as strong as hers. A single drop of it can wipe out an entire lake.
3: Schlem (Eel): Has lightning-fast reflexes and picks up even the slightest vibrations. He senses you're there long before he sees you.
4: Creck (Rooster): His terrible scream is rarely heard, but whoever hears it dies a short, painful death.
5: Gurl (Pike): Its teeth are as long as knives and its jaws can bite through tree trunks.
6: Vurgolf (Boar): His dripping saliva infects anyone who comes into contact with it with a particularly bad form of rabies
7: Lubbert (Human): This head is trained in the black art and utters evil curses, incantations and other witchcraft that is in no way inferior to an arch warlock.
For a long time, the Wubberjack was thought to only be the stuff of legends, but sightings have increased in recent years.
Rumor has it that the Bogwitch finally managed to find the old Wubberjack and managed to make him docile to her. How she managed to do this, no one will ever know. Should these rumors be true, this would mean that she has one of the continent's oldest and most terrifying horrors under her control.
She is said to keep him in his bone-covered lair deep in the underbog and personally feeds him with her worst opponents
File: Archived threads.1.png (129 KB, 1013x1161)
129 KB
129 KB PNG
>The dark rose
The dark rose is a mysterious plant that grows deep within the Toadpond, only blooming there every couple of years, and never in the same place. Surrounded by the tenebrous and haunting swamp, and protected by many different swamp creatures, the dark rose has been described as "impossibly beautiful", and those who have tried to take it have never managed to cultivate it anywhere else, with many believing the flowers' nature goes beyond something of this world. Certain witches of the bog can use the petals of the flower to create a very strong love potion, the strongest known love potion in the world. For it to work, both people have to drink the liquid at the same time while looking at each other. However, if both people already had feelings for each other, then they'll start having a negative reaction to the concoction. They will begin spewing dark petals from their mouth, and after an hour or two, they will choke on them. Later autopsies have shown their lungs and internal organs have been covered in roots, growing at an accelerated rate. These roots cannot produce further flowers, however, so this cannot be done to obtain more dark roses.
File: Compendium stuff v.1.png (494 KB, 1660x5004)
494 KB
494 KB PNG
File: datacard bogwitch v.1.jpg (1.21 MB, 1333x2000)
1.21 MB
1.21 MB JPG
Would the bog witch have a flag?
A detail I remember. The Gnolls used to own more of the Frogmen lands, but when the Frogmen slaves won one of the Olympiads the emperor released them and returned part of the froglands.

So in this map the Gnolls should own more frogman lands than in the modern one then.

The Gnoll Emperor does not have it. He gifted it to the Dragongod King in exchange for his vassalage.
According to the lore in the Changing Waters, the gnoll began retreating their forces from the region after the Nameless rose to power. Thus, the image shows the gnolls retreating from the region, and not their full extent. They probably returned the bit left after the olympiad.

>The Gnoll Emperor gifted it to the Dragongod King in exchange for his vassalage.
What? The Khenomeric had it? And they let it get captured by the gnoll, instead of hiding it? Now that needs explanation?
File: Fracturing of azan.png (358 KB, 1021x734)
358 KB
358 KB PNG
Ok, so I'm thinking about what to write about the azanese wars of fate (why the hell were they so later after the reformation?), and I'm not sure how the nation fractures after this. Any help to organize this?
>>The Gnoll Emperor gifted it to the Dragongod King in exchange for his vassalage.
Wasn't the entire point of the Battle of Empires that the Khenomeric Empire wanted a dragongod egg located in the area? And they lost and the egg was never found, or something like that? This makes no sense.
The Khenomerics kinda got wiped out. Didn't have much of a choice really. Everything they had belongs to the Gnolls. Most laying around unused as the Gnolls don't know it's true value.

Don't the Druzinger mostly keep up good ties with the Gnolls to get Khenomeric artifacts?
The Khenomeric defeated the Dragongods in the OG rebellion when humans rose against them. It's when they invented magic.

Wasn't the battle of the Empires because Azan the dragon worshipers wanted the dragon egg from the Khenomerics or to wake up the Dragongod King?

I mean considering the Khenomerics rose up against the Dragongods while Azan stayed loyal and worships them to this day makes way more sense the Khenomerics wanted to prevent the Azan getting their hand on it.

Heck wouldn't Azan use the egg to breed more dragon blood into their veins?
reads ai generated desu
See >>89319190, the khenomeric shouldn't have anything like a dragongdod egg.

>Don't the Druzinger mostly keep up good ties with the Gnolls to get Khenomeric artifacts?
Sure, but there's a difference between art, jewelry and historical trinkets and the last dragongod egg.

>The Khenomeric defeated the Dragongods in the OG rebellion when humans rose against them. It's when they invented magic.
What? Source?

>Wasn't the battle of the Empires because Azan the dragon worshipers wanted the dragon egg from the Khenomerics or to wake up the Dragongod King?
Not at all, the khenomeric went there to find the egg. At no point it's said they actually found it.
This setting would be better off without Azan and the Khenomeric empire desu
If they didn't find it where did the Gnoll Emperor get it from to give it to the Dragongod King.

So obviously they had it -_-

> Source
Read the page on the Dragongod Tomb, that's what was there originally unless someone changed it should be there
It'd be better if they were not blown up to have owned half the map each.

The battle of Empires and ancient Azan and Khenoneria owning half the works each reads about as well as the Finno-Koream hyperwar.

It's honestly kinda silly, but it's been entrenched to the point that we gotta work with what we have.
Actually, this has a simple sollution. Neither Azan or the Khenomeri could enter the Cursed Battlefield because it was... cursed. So who could enter and search for the egg? Vandervax the Vile, since he became a lich due to the effects of the battle. He'd be immune to its weidness, and thus find the egg. Then give it to his pupil, the Nameless, since it's hinted that the Nameless is the apprentice of Vandervax.
Hell, maybe it wasn't even that. Maybe the Nameless researched the ancient khenomeric archives and using that info found it by himself. It would be a pilgrimage that would prove the Nameless' wisdom as well as power.
You mean this?
>In exchange the Gnoll Emperor agreed to hand over the 'Sulsumacrum' a symbol of the victory of the Khenomerics against the Divine dragons in the wars at the start of time. It is the world's last unhatched Dragongod egg.

But this is absolutely vague, since not only is the only mention of this happening (something so big and massive), and it happened at a very vague point in time, it also contradicts other bits of lore (they didn't develop magic until later after their founding, and by that time there was no mention of fighting dragongods, at least not until the BoE).
>The battle of Empires and ancient Azan and Khenoneria owning half the works each reads about as well as the Finno-Koream hyperwar.
This. It's fucking retarded and we should retcon it.
>Aleister's Grubley's Wandering Shop of Oddities and Curiosities.
Aleister's Grubley is a wandering tradesman who has roamed the witches' swamps unscathed for decades, offering his unusual wares for sale. He sells all kinds of strange items and ingredients.
From black magic talismans, cursed artefacts, shrunken heads to rare animal skulls, inlaid gallbladders and hallucinogenic herbal mixtures there's nothing the swamps have to offer that you can't get from him. Countless crates, bundles, sacks and animal cages dangle down from his giant snail named Betsy, who serves him faithfully as an undemanding beast of burden.
Few know the swamps as well as he does, and the fact that he has survived to this day gives the amulets and charms that he sells a certain credibility that sets him apart from other swamp merchants and charlatans. Since Betsy isn't particularly fast and needs time to graze every hundred meters or so, he doesn't make particularly fast progress. That doesn't bother him however and it also doesn't prevent him from suddenly appearing behind you out of nowhere smoking a pipe of swampweed and giving you a particularly good offer for a rare and magical witch hand (allegedly severed by him personally from one of the daughters of the old Bog Witch).
Should you meet him on your swamp crossing, don't be afraid to listen to some of his stories, settle down by his peat campfire in the evenings and share a night's camp with him. There are few places in the bogs where you are safer than in his vicinity and some of the wild stories he tells are really worth hearing. But beware of being fooled by his kindness. As soon as it comes to business, Aleister shows his product side. A true master of bargaining, arguably the continent's finest and most audacious haggler, many have let his bargaining skills and Charisa ensnare them, only to find that she has spent all her belongings on a supposedly legendary swamp serpent dagger have which, on closer inspection, turns out to be an ordinary butter knife.
File: 277230-merchant.jpg (43 KB, 636x960)
43 KB
File: bogtrades.png (40 KB, 413x889)
40 KB
Alright I'm going to add the table from pic related to the trade section from the Witchbog wiki page.
If anyone's got something else to add or if a made a mistake somewhere please let me know.
File: 498239452934529345.png (42 KB, 352x961)
42 KB
Here's the next one.

Pretty much every part of the bodies of the creatures mentioned above can be harvested and used for something. The ingredients mentioned are just an exemplary selection.
As a general rule, the harder it is to obtain a certain ingredient (for example, because it comes from a particularly dangerous, rare, or difficult-to-catch creature), the higher the price of the product.
The black market is an essential part of the trade in the witch's swamps besides the already questionable things that are officially traded, there is a long list of even more forbidden goods that are traded on black markets and seedy transshipment points. You can find things like meat and skins of animals that are banned to hunt, old books about forbidden types of black magic, dodgy drugs, rare poisons and cursed objects that can do untold things.
Mudbrew is a foul-smelling concoction of liquor, fermented swamp water and who knows what.
It is a popular drink among boglin communities and has a high alcohol percentage. Non-boglins should feel deterred by the foul smell alone and stay away from it.
It is unknown where the boglins get the alcohol from, but judging by the taste of the brew the process is extremely unappetizing. Nausea and Diarrhea are among the more pleasurable side effects of consuming this muddy mixture.
File: Fracturing of azan.2.png (373 KB, 1021x734)
373 KB
373 KB PNG
After checking for dates again, I think there is only one place without a secesion date, since the rest either have it or are part of azan still. So what was the thing with the
Wars of the New Faith in 2.693 ABE?
> Neither Azan nor Khenomerics could enter the cursed battlefield because it was cursed

You must be trolling. The cursed battlefield became cursed because the two fought the hardest there a decades long meat grinder with both sides resorting to dark magics to try to win an upper hand and neither succeeded
No the Khenomeric empire developed magic as the first thing they did. It's what let them raise up against the Dragongods to begin with.

It's noty problem that people did not check lore when writing more and now it's "mentioned once" so another stupid retcon is being forced.
The Cursed Battlefield became cursed because of a last fuck-you ultimate weapon the khenomeric unleashed in the field (besides the already mentioned fighting with all kinds of magics and other powers). Noone had found the egg before, and since the place was cursed after the battle, noone could find it after.

Also, the battle was much shorter, weeks as most, according to the wiki page.

As per the khenomeric empire page.

>The Khenomeric Empire has its origins in the prairies, jungles, and badlands of the southeast. After ages of fighting, an alliance of coastal cities and inland horse nomads formed an alliance and began expanding northwards, conquering people as they went.

>This alliance would have likely collapsed in due time if it weren’t for the fact that the scholars of this newly formed empire managed to wrestle away some of the secrets of magic from the innately magical fey they encountered in the forests and plains of the northern half of the eastern segment of the continent. They thus became the first human nation to develop magic as a set of academic theories that could be taught in mass to those with some innate magical potential (though this has been disputed, as some now lost isolationist human nations potentially had magic of this kind for longer).

The khenomeric empire (or at least a khenomeric nation) existed before their discovery of magic. And at no point there's a great war with the dragongods mentioned (which would have been a major event). And about the bit in >>89321664, noone who has written lore about it has mentioned anything like that again, this is the singular mention of a great war between the khenomeric and the dragongods at the beginning of time.
Yeah because clearly the fighting was not over the egg. The Khenomerics already had one. Was there a second one? Feels like an unnecessary retcon.

There's plenty other reasons for them to have fought.

The Khenomeric empire was founded literally from the rebellion of the human slaves against the Dragongods. That lore is either from times so ancient it's before the Khenomerics were even enslaved or plainly wrong and a retcon.
>The Khenomeric empire was founded literally from the rebellion of the human slaves against the Dragongods. That lore is either from times so ancient it's before the Khenomerics were even enslaved or plainly wrong and a retcon.
>Yeah because clearly the fighting was not over the egg. The Khenomerics already had one.

Again, source. Otherwise >>89321664 is the only mention.
>Yeah because clearly the fighting was not over the egg. The Khenomerics already had one.

According to the Khneomeric Empire page:
>There [the Cardammon Plateau] it was said they could find the last divine dragon egg, likely the largest concentration of divine magic left on the continent. Harnessing said power would have potentially given the Khenomeric Empire near god-like abilities.

>It is questionable whether they had the skill and ability to harvest the magic of the dragon egg, but other beings were now alerted to the dragon egg’s possible location.

Not only it's never mentioned them having one, it's implied they wouldn't know what to do with one if they had it. They did not have a drgongod egg.
Yes they did. They got it from the war against the Dragongods. If newer lore contradicts older one then the newer one was a mistake and needs changing.

The part you cite is newer than the Dragontomb lore
But that would imply that:
1. We would have to uproot most of the lore of the Khenomeri (and we have A LOT of it), as it would radically alter the timeline and the relationship between the khenomeric and Azan, the dragongods, magic in general, the khenomeric legacy...
2. Everything that is mentioned ever becomes set in stone, regardless of how much sense it makes or how little is mentioned by everyone. Remember when the timeline was 6000+ years after BoE, the thuleans living in the northermost area of the world, or the Fairytale island? They were mentioned first but then decided they didn't work/didn't make sense, and were thus scrapped.
File: Captials v.3.png (96 KB, 491x1801)
96 KB
Reminder we still need to add capitals.
The egg being there is established lore. You're the one uprooting it.

Yeah. The Khenomerics retroactively not having the egg makes no sense and contradicts prior lore so needs to be removed
Again, see >>89329316.
>The egg being there is established lore.
The problem comes from:

1. If the Khenomeric Empire had the egg, then there was no point for the BoE. Plus, if they had it, they could have just used it for their rituals and pretty much take over the world.
2. If the Khenomeric Empire fought the dragongods and won, then they must have developed magic much earlier, and on a much bigger scale. Hell, if they are so powerful to defeat the dragongods at that stage, why would they need the egg?
3. It would make the histories of Azan and the Khenomeri too similar.

Them having the egg makes no sense.
1. The Khenomeric empire was in continuous decline.

2. The Khenomeric empire did not want to hatch more Dragongods, Azan did

3. The battle of Empires could have been just a natural occurrence from the two powers splitting the world in half wanting the other half too. McGuffin is not needed to explain it.

The history is not simmilar. The Khenomerics invented magic and rose against the Dragongods while Azan are traitors to humanity and remained loyal even beyond the extinction of the Dragongods twisting themselves into 'Draconic Tieflings'
I don't get your points.

>The Khenomeric empire was in continuous decline.
Yes, after they were defeated in the BoE. Before that, they were in the ascendant.

>The Khenomeric empire did not want to hatch more Dragongods, Azan did.
Source? Just because they were the Empire of Dragons doesn't mean they could or would create more dragons, especially if the dragons ended up leaving the mortal realm for the most part.

>The battle of Empires could have been just a natural occurrence from the two powers splitting the world in half wanting the other half too. McGuffin is not needed to explain it.
No, it was specifically mentioned that both empires were in opposite sides of the world, blocked by natural barriers. The Khenomeri had to break through the bog witch's swamps to reach the west, that's how isolated from each other they were at the time.

>Azan are traitors to humanity
What? Considering it was the Azan empire that saved the world from the "ancient evil" (with the help of the dragons) and that they managed to defeat the WEE multiple times, how are they traitors to humanity?

Again, you want to uproot the entire amount of lore written until now since the original posting of Fehrum Edzulair (and considering it was first posted in thread 2, that'd be the near entirety of the year), for a bit of lore noone has paid any attention to when writing the rest of the stuff.
When humanity rose up in rebelion against the Dragongods Azan sided with them. They killed other humans so they'd remain slaves of dragons.

At least at that point the ancient Azabese were the badguys unless you think Slavery is ok if the Goddragons were benovelent masters.
>When humanity rose up in rebelion against the Dragongods Azan sided with them. They killed other humans so they'd remain slaves of dragons.
Ok, now I have no idea what you are talking about.
t. Khenomeric agitator
Any nation on this setting that's inspired by Vikings and the East Indies Company?
According to the original timeline, Siuverland was the only province to leave due to the New Azan Faith

There was probably some violence elsewhere but it didn't amount to much

Basically one of the goals of the New Azan Faith was about separating the values of the Azan Faith from the Imperialistic goals of the Azan Empire, which (combined with other aspects of the New Azan Faith) actually caused some unspecified provinces to rejoin the Empire for a time, and other previously Azanese nations to take the Azan Faith more seriously now that it wasn't seen as a mouthpiece for the Azan Empire

>When humanity rose up in rebelion against the Dragongods Azan sided with them
source on this?
>inspired by Vikings
Look at the zemylander natives

>East Indies Company
The closest thing to that is Drunigzar, but it's more portuguese House of India.
>Unicorn Meat
The illegal trade and consumption of unicorn meat is very popular among the residents of the Witch's Bogs. The slain unicorns are imported from the Fairy Woods and processed into goulash, brawn, offal soup, roulades, unicorn meat skewers, fillet, steak, meatballs, sauerbraten and unicorn blood sausage. The horns were usually already cut off before importation. Consumption of unicorn meat is illegal everywhere else, making importing it extremely risky and dangerous. Due to the extreme difficulty and rarity of this luxury meat, it fetches high prices in the swamps, and being offered any is considered a great honor. On special occasions such as Sabbaths and Solar Equinoxes, sometimes even whole unicorns are skinned and roasted on skewers over blazing peat fires.The hearts are considered exceptional delicacies and are said to prolong the life of the person who eats them. Other parts of the unicorn are attributed supernatural properties aswell such as liver, kidneys or blood. Eating them is said to promote potency, health and to protect those who consume them from illnesses, curses and misfortune.
So why do we have "Wars of the New Faith, many provinces start fighting the New Faith " in 2.693 ABE in the timeline? Was there a big civil war about faith that led to no secession?
Unicorn meat can be cooked, boiled, fried, or dried. It tastes wonderful and miraculous. A magical and special sensation over you tongue. They blood tastes like the purest and sweetest water with a tinge of honey and mint. Unicorn meat is a delicious, slightly crunchy beef with sparkling octarine veins. However, pious and honorable people who have unknowingly tasted it describe the sensation as tasting like suffering. As if the Unicorns magical essence infused the meat with all the pain it felt as it was dying. These people describe consuming it as a devastating experience as if they were eating parts of their own body. Should you get your hands on one of the prized unicorn horns, you can sell it in the swamps for exorbitant prices, or grind it into a powder and use it as an ingredient in powerful tinctures and concoctions.

If a player consumes Unicorn Meat roll on the table below::

1-4 Cursed. Permanently reduce your maximum HP by 1d6. Any morally good or innocent creature (slugs, children, sweet but stupid dogs) will treat you with suspicion and fear, although they will not know why.

5-8 Healed. You heal fully and are cured any magical or non-magical diseases. Missing limbs or features do not regrow.

9-10 Unlimited Power. As Cursed, but also gain +1 to any 2 characteristics of your choice. You also gain 1 Magic Dice and 1 spell slot. If you were not one already, you become a spellcaster.
There is a lot of Slavic nations with Norse-influences, but technology-wise they are more Renaissance era.

Closest thing would probably be Rognarey, who are Valkyrie inspired, but isolated from the rest of the world

>East Indies Company
There are several mercantile nations, including ones that are Dutch, Portuguese, and Slavic inspired

We don't have anything that is strongly British inspired though
>Was there a big civil war about faith that led to no secession

To be honest, I don't know where the mention of fighting came from, it may be buried in one of the successor nation histories somewhere, or it may just be something the timeline anon assumed would happen

It seems reasonable though that there would be some who opposed such major changes, but the outlying provinces would be the least likely to oppose the changes unless said province is particularly devout like Siuverland
File: 6gw3p9t3yyv31_webp.png (181 KB, 348x237)
181 KB
181 KB PNG
>Unicorn Poaching
To successfully hunt down such a ferocious and elusive creature like the unicorn, there is a tried and tested method that can be used. Be aware that killing such a pure creature is a forbidden and shameful act that will leave dark stains on your soul. and can lead to execution by the rope.

Find a female virgin, ensuring her purity is intact.
Locate an enchanted glade within the fairy woods where the unicorn is rumored to reside.
Hve the virgin sing a melodic tune, ideally accompanied by the gentle strings of a harp.
The unicorn, drawn to the innocent charm of the virgin and captivated by her angelic song, will cautiously approach.
After observing the majestic creature from a distance, patiently wait until it settles down in the lap of the virgin.
Exercise caution and avoid becoming overconfident, as losing the virgin would jeopardize the endeavor.
Once the unicorn is sound asleep, seize the moment and emerge from your concealed position in the surrounding trees.
Use a long, jagged spear ideally made from underbog ore to swiftly stab the unicorn deep into a vital area.
Upon successfully acquiring the unicorn's cadaver and horn, rejoice in the profitability of your achievement, as every ounce of this mythical creature is literally worth it's weight in gold.
Unicorn Recipe:

"Taketh one unicorne"


1 unicorn
10 cloves of garlic
2 spoons of ground cloves
Salt and pepper, to taste


Preparing the Unicorn:

Begin by purifying the unicorn, ensuring its essence is untainted.
In a grand vessel, combine the ground cloves, salt, and pepper
Anoint the unicorn with this aromatic blend
Allow the unicorn to steep in this concoction for a night, in a cool chamber.

Roasting the Unicorn:

Ignite a fire and prepare a sturdy griddle
Withdraw the unicorn from its chamber and let it attune it's essence to the room's humors.
Peel the garlic cloves their pungency adds depth to the unicorn's flavor.
Place the unicorn upon the griddle, to be cooked by the heat. Cook for a span of seven turns of the hourglass

Serving the Unicorn:

Remove the unicorn from the griddle
Carve the unicorn with a steady hand to create succulent slices
Arrange the unicorn slices upon a platter
Adorn the dish with sprigs of fresh herbs
Depending on taste, turnips can be served with the roast
Present the feast
Ok, so if noone can find the bit, I'll think about a self-contained event for the religious war. If someone is able to find it, please tell me before I start with that bit.
Human slaves (from the land of windmills, the baalps, the swaying meadows, the sleep poppy field, florinth the forest of getting lost)
Lost children (same as above)
Unicorn Flesh (from the fairy woods)
Black magic artifacts (from okhost)
Mushrooms (from the fungest)
Depression (from the swamp of sadness)
Willow wood (from the swaying meadows)
Weapons (from the witchelven empire)
Ingredients (to the kingdom of tarot)
Poisons (to florinth)
Black magic artifacts (to okhost)
Swamp Ogre Slaves (to the witchelven empire as brothel guards)
Pitch (to grobianismus)
Peat and fish (to surrounding nations)
Bogwood (to the baalps, the land of windmills and florinth)
Crude Weapons (to the other bog nations)
Drugs (to everyone)
>bog tunip
the bog tunip is a bitter but nutritious tuber that grows on the edge of shallow water bodies in loamy swampy soil. The beets are usually hidden underwater. Only their characteristic creeper-like leaves protrude from the water surface and indicate the nutritious plant. The tunip goes well as an accompaniment to fish or cooked bird. As soon as you get used to the unconventional taste and consistency that is. The bog tunip is a staple food for the moor population and is said to have detoxifying properties.
>Slave Trade
the slave trade in the witchbogs is well organized. So-called Snatcher Squads, mostly consisting of boglins, umuncles and swamp ogres, leave the local swamps under cover of darkness in search of lonely adventurers and lost children. The boglins and umuncles are armed with mancatchers, crude halberds and nets, while the ogres pull the heavy slave cages and either rely on their physical strength or carry heavy clubs, flails and morning stars. the largest of these snatcher squads can take on the size of caravans and, including the slaves, number several hundred men. just before dawn these ominous processions then return to the swamps carrying peat torches, where they take their captives to trading posts or sell them directly at one of the slave markets. the snatchers are notorious and feared in the surrounding area. even the youngest children learn to watch out for them and not to leave the house after dark. the slaves are used in the swamps for heavy manual labor, as domestic servants or ritual sacrifices
The Bog Cucumber is a sour vegetable with a prickly dark green skin. It grows in shallow water and is used in the witchbogs instead of lemons because of its extremely sour taste. When harvesting, care must be taken not to injure yourself on their long thorns, as the swamp cucumber releases a slight neurotoxin when touched, which can lead to difficulties in perception and orientation. The popular Wisp Lemonade is made from swamp cucumber juice, marsh herbs and wisp essence.
File: tradenbog.png (712 KB, 1485x823)
712 KB
712 KB PNG
So through where do the bogs trade?
-The Bayukmen, the Automata and the Bhakkari do not trade because they are at war with the bogs' inhabitants.
-The Snoloths have little to trade with, unless they are using their chemical concoctions as barganing chips.
-The ogabo probably trade slaves and other things
-The witchelven probably trade a lot.
-The Swaying Meadows probably sees a lot of trade, but their inhabitants do not trade themselves, it's just travelling merchants seeking the goods of the bogs.
-No trade with the cursed battlefield because duh.
-What about the other bogs/swamps and the Fungest?
Dreamherb is a wetland plant with long, serrated leaves and yellowish, slightly fluorescent flowers. Dried dream herb, whether consumed as tea, tobacco or otherwise, induces vivid and lucid dreams in the consumer at the next bedtime, which are said to have prophetic properties. Caution should be exercised against consuming fresh dream herb as it induces horrible recurring nightmares and attracts dream eaters.
>What about the other bogs/swamps and the Fungest
I‘d say there are practically no trade barriers since the bogwitch considers all of them part of her swamp. Sort of a ukraine situation.
the detailed map for the dominion shows the locations of main trade routes

- witch-elven empire - ogre slaves, and likely pitch/peat since it is close to the border anyways, also some rare goods
- daligrad + land of windmills + bayukmen + the Fungest (human cities) + Aquilea + Ogabo Desert - drug smuggling, human trafficking, other illegal goods (unofficially via smugglers)
- platanus + zyla gora - wide spread official trade
Also occult books from biblion and protective talismans to the lands behind the great hedge
Would Biblion sell their books? Now that I think of it, do we have the printing press in this setting?
the marsh nettle is a shrubby plant with large, sharply jagged leaves. on its tendrils there are small suction cups with which it sucks itself, similar to a burr, to creatures that brush past it. the sting of the marsh nettle is harmless, but causes severe pain (initially) and persistent itching in the affected person, which can last for days. its leaves can be used to make a tasty, thick tea that cures colds and fevers.
there are all sorts of specialized goods going between most countries whether legally or illegally, but on the dominion map I only showed routes that would support relatively frequent trade convoys
I‘d assume the type of books the marsh dwellers would be interested in are acquired by book thieves from the library catacombs and sold illegally. I don‘t think there‘s printing technology which would explain the high value of books and literature
Since the setting's most advance nations are roughly XVIIth Century levels of tech, I imagine they would have developed the printing press a long time ago. Then again, the setting spans a lot of time, so maybe one of the reasons development is slow is due to the lack of printing press.

Also, even if it has, I imagine things such as magic books are not printed, either for superstitious reasons or practical reasons.
The White Widow is a hand-sized, bone-white spider native to the Witchbogs. apart from her bright white colour, her physique is reminiscent of the conventional, smaller black widow. on her rump she wears a light gray pattern reminiscent of a cross with three crossbars, whereby the middle one is slightly shorter than the upper and lower ones. the bite of the white widow creates a strong fever for a few hours, during which the bitten suffers the most terrible agony. According to reports, it feels like being burned alive. It is also described that one becomes blind for the duration of the fever and all one sees is a glaring bright white light. When the fever subsides, the bitten person has undergone a mental and physical transformation. as if cleansed in the light, the affected person feels reborn and full of life. all sickness, physical ailments and mental illnesses are healed as if they never existed. there are also reports of profound philosophical inspirations and existential religious insights during the martyrdom. Unfortunately, only about two-thirds of people bitten by a white widow survive the experience. the white widow's thread emits a dim, cold light that attracts wisps and fairies, who become entangled in her webs and are among her most favorite foods. a dream catcher woven from these amazingly robust and resilient threads is said to ward off evil spirits and nightmares. the white widow owes its name to its reproductive behavior, since the larger female devours the inconspicuous and smaller males after the sexual act.
the Death’s Trumpet is a cup-shaped mushroom whose fruiting body and trumpets protruding vertically from the ground are reminiscent. it prefers to grow on cemetery mounds and over corpses. at three o'clock in the morning and on certain dates of the lunar calendar, ghostly cocophonies can be heard when near this mushroom. legend has it that at these times you can hear the dead making music on this mushroom. black trumpets are edible but can result in a temporary transparency when eaten. People who ate a lot of it report that they were able to talk to corpses and communicate with the spirits of the deceased for a short duration
Here we have an approximation of the world's great powers right at the year 2.783 ABE.

With the sudden fall of Greater Elanxa, the singular hope for keeping the Gnoll Empire’s rise in check was swept under the waves. The news coming from the north caused growing unrest in the surviving nations south of the Forest of Getting lost, and thus the migrations to run away from the gnoll increased. The massive population movements affected nearly all aspects of Eastern Giantstep’s politics at this time. In the north, many desperate southerners ended up in the chaotic aftermath of Greater Elanxa’s fall, increasing the tensions and the infighting. This was particularly bad in the zemylander territories, which not only had to contend with the growing fights about who owned the land, the fighting between the elanxan nobles and administrators and the pressure from the native populations, but also the arrival of even more people from Giantstep. This event is known as the “Great Migration”, with many experts proposing the population of the growing zemylander nations grew by 1/5th of their total before the Great Quake of Elanxa. This was particularly important as the Magpie emperors took control of the remnants of Elanxa, creating the Empire of Elanxa, and demanding all former territories to surrender to their power. While they had their differences and fights, the zemylander leaders and warlords agreed to not succumb to the threats from the Magpies. Thus, they rejected the authority of the emperors of Picaea in 2.607 ABE, declaring the creation of the Zemylander Kingdom.
And yet, the Zemylander Kingdom was never as much a solid state as it was a confederation of warlords, with all the problems that implies. Trying to imitate the political model of Greater Elanxa, the Great Council of Zemyland barely had any power to organize and take care of the problems of the nation, much less organize an actual kingdom. In fact, despite claiming having a kingdom, the throne was never occupied, as the members of the council agreed there could be no emperor until the problems were done. However, the council fell into disarray, and unable to control the infighting between the different factions of the kingdom, its role fell into the hands of local warlords. And all this happened while the native populations, the hyperboreans and the snow elves, began slowly regaining control over their former territories. In particular, the Kingdom of the Aine Saevherne had managed to peacefully reclaim most of their territories in the coast after intimidating their inhabitants into fleeing either south or north, months before the proclamation of the Zemylander Kingdom. This would turn out to be more important than what many imagined, since it isolated the Golden Peninsula from the rest of the kingdom. Without any land contact and with the navy too busy keeping pirates in their place, the warlords in the region were free to do what they wanted, without any pretense of obeying the council. Fortunately for them, the discovery of plenty gold mines at the edges of the realm attracted plenty of voyagers and settlers to the realm. The solution to this gold fever was simple: they were put to fight the snow elves and expand the warlords’ territories. Despite the strength and better knowledge of the territory, the snow elves’ numbers were much smaller in the north, and when compared with the teeming masses of peasants opening their way through the tundra and the glaciers in search of gold, they were overrun, allowing the human grasp of the region to expand.
To the south, the rest of the Zemylander Kingdom saw this with worry, but couldn’t do anything to the same degree. Expansion did come, though through the poorer lands of the west of the continent, mostly allowing settlers to try to make use to the poor lands north of the Copper Peninsula. Still, after the initial decades of turmoil, a family rose to power to put an end of the infighting, getting the local warlords back in line and driving the hyperboreans back to the north. Led by Zefalovich Arkadiya, the House of Arkadiya managed to beat the feuding warlords into obeying them, eventually overthrowing the council and establishing the Arkadiya as the future ruler of the kingdom. And yet, the Arkadiya had no means to counter the growing power of the people in the north. After a series of dealings, the Zemylander Kingdom was dissolved into two nations, the Arkadiya Empire and the Kingdom of Gold, in 2.783 ABE. While the Kingdom of Gold managed to organize their holdings and build a government of their own, building the capital of Slitok, the sudden sickness of Zefalovich Arkadiya caused tensions between his sons, waiting to see who would inherit it all. Before a civil war could ravage the nation, they decided to divide their inheritance equally between them: The eldest brother received what would become the Kingdom of Silver, the middle daughter received the Kingdom of Amber and the youngest got the Princedom of Platinum. Thus, the Treaty of the Three Brothers was signed in 2.796 ABE, and went into effect the year after, once Zefalovich died of natural causes.
primitive printing presses seem to have been available by 300 ABE

more advanced ones by 1800 ABE
Meanwhile, the gnoll continued their expansion towards all fronts. To the west, the gnoll quickly took over the overlands of the Seguerial Hordes, and began infiltrating the tunnels below. While resistance was fierce at first, the gnolls simply continued marching forward, and letting their numbers and the maggotgnolls and hyenagnolls grind the ratmen down. The labyrinthine complex of the seguerials guaranteed the gnoll advance was slow and they couldn’t really take over the underground, but the infighting between the seguerial colonies meant that a coordinated defense was impossible. The gnoll also continued their advance towards the Kinga Badlands, but there was nothing for them to take, save for the first great pilgrimage to the Great Maw, with thousands of gnoll dying during the trip before reaching the Holy City of Tents, swarming it with gnoll in pilgrimage. The Bhakkari, having spent decades fighting the ogres and the gnoll at this point, had become adept gnoll hunters, but the gnolls’ numbers were too much to counter head on, and began retreating to the north, slowly but steadily ceding ground to the invaders. The gnoll also began advancing towards the Crimson Plateau and its swamps, meeting another of the great hurdles for Gnoll expansion: the Ra. While the frogmen were not a particular threatening foe to the gnoll, and had basically begun their own evacuation efforts, the ra were a force to be reckoned with. Near the size of ogres, but stronger and with a heavy carapace protecting their bodies, the Ra tore down gnolls at every chance, and when the Ra had to retreat back into the swamp, the gnolls’ advance was stalled by the monsters of the swamp.
To the east, the gnoll continued their advance, quickly reaching the lands of the Cowmen and Nogar, one of the last big kingdoms in the region. The Cowmen fought hard against the invaders, but the sweeping prairies of the Mataandura Haishü offered plenty of advantages to the hordes of the gnoll. Still, the resistance of the cowmen forced many of their leaders to the south, in the direction of Nogar. The rulers of Nogar had been hoping for the Gnoll Empire to crumble under its own weight until now, so seeing it not only strengthening but also on their doorstep caused a great panic. The constant losses against the gnoll in the field quickly convinced the leaders of Nogar to begin the construction of the Bastion of Eternal Harmony, a great wall connecting from the Kwogan Coast and the Sirena Cape. He then ordered a mass exodus to take place behind the walls, all those who could move were ordered to come east, running as the gnoll’s forces were barely slowed down by the nogarese forces. The gnoll also advanced towards the Tenzin Mountains, but the snowy passes were treacherous, and the lack of plentiful food to keep the hordes going made any advances slower.
File: black_tower0.jpg (97 KB, 1600x1000)
97 KB
Black Tower from the Dominion
File: black wine.png (306 KB, 648x680)
306 KB
306 KB PNG
>Black wine
Black wine is obtained by fermenting the fruits of the plant of the same name. It is a wild, thorny vine plant with prickly leaves and heavy blue clusters of grapes.The black wine feeds partly carnivorous. As soon as the black wine is touched, tendrils try to hold and grip the victim, sucking blood through its thorns.To ensure that his entangled victims do not escape, the black wine sedates them with an anesthetic poison. The more blood the wine drinks, the bigger and heavier its grapes become. Their color first turns purple, then reddish and then deep black. A highly intoxicating spirit is produced from the ripe grapes, which gives youth and beauty when consumed, but also quickly leads to addiction. The consumption of black wine is considered reprehensible outside of the bogs, and even inside, a bottle of black wine is extremely expensive due to its delicate production requirements. Besides the usual factors responsible for the taste of a wine, black wine tastes different depending on whose blood it has drunk.
>Thread Question1: What other tradegoods should be added to the list?
- Firebark Tree (Bogwood) – medium – This short but wide tree is mostly found in (relatively) dry parts of the Dominion, and can usually be recognized by its slightly furry reddish bark. Unfortunately, it has a few alternate colorings that are much less distinct. Its “fur” is in fact tiny poisonous barbs which not only cause immensely painful burns, but also latch onto skin and other soft surfaces. Branches and strips of bark are sometimes harvested to make torture devices.
- Swamp Strawberry (Food) – low – This relatively common berry can be found in most parts of the Dominion. Although it resembles and tastes like strawberries found in most neighboring nations, the species seems particularly susceptible to absorbing the corruption of the swamp. Although certain swamp races can eat them safely, outsiders often suffer from intense fevers and gastrointestinal illnesses.
- Tangle Vines (Herbs and Roots) – medium - Sometimes known as strangle vines. These malicious plants will try to entangle, then slowly suffocate any living thing that comes near. It is assumed they do this so that the soil will be enriched by the rotting carcasses, but these plants seem to have a limited intelligence dedicated to pointless cruelty that leads them to maximize their prey’s suffering anyway they can. Sometimes used a rope or as living traps, though harvesting them is dangerous.
- Swamp Cheese (Food) – high – Made from swamp she-eep milk, it is rich tasting and greasy, but often leads to indigestion even in the hardier swamp creatures. It is usually found in Mutaa’s Realm, where it is typically laced with various drugs and served at "formal banquets".
- Fey Pendent (Misc.) - very high – Crafted by the swamp gnomes. Made of bland looking metal hammered crudely into whimsical or terrifying shapes and usually found on necklaces made from reed twine. Sleeping with one on often results in vivid dreams and nightmares of unusual nature. Popular with artists, mystics, and jaded hedonists.
- Ogre Slave (misc.) - very high – Usually sold to the Witch-Elven Empire as eunuch brothelguards.
- Lake Snapper Shell (misc) – medium. The shells of this massive turtles are sometimes crafted into crude shields, armor, or building materials. Living snappers are rarely slain just for their shells though, as they are dangerous predators and their shells aren’t that valuable.
- “Swamp Meat” (food) – medium/varies. A common euphemism for the meat of sentient species. It is usually froglins or woggies, but sometimes boglins, gryplows, or gombwoddles. Certain rarer meats are considered delicacies in some communities, including human meat.
That is nearly two millennia of disparity, it's too much. It'd be more appropiate to see the first printing presses around the 16th Century ABE, and they slowly expanding elsewhere from that point on.
just going with what is in the existing info on the azanese and orange marquisate page

probably the first one was some sort of stamp, while the second was some sort of water current powered roller, combined with major breakthroughs in paper production

also, not my fault someone made recorded history so damn long just for a meme number that it makes meaningful technological progress nearly impossible
>the existing info on the azanese and orange marquisate page
What bit exactly?
just CTRL+F printing press on both pages

Azan 5th dynasty is roughly 300-400 ABE so they existed sometime in that timeframe

Orange Marquisate timeline is a bit confusing, but it seems they got it after 1800 ABE
Ok, found it. So the printing press reached the marquisates between 1800 and 2485 ABE.
And Azan had the printing press before the Scholars' revolution. So it had to appear before that.

Also, what are the technologies that we should absolutely set in the timeline? Other than gunpowder and the printing press.
More like /tg/ makes a seething
Azan isn't canon and it never will be
And that’s when the gnolls’ advances stalled. Having more or less conquered all the territories south of the Forest of Getting Lost, the received attrition began fracturing the forces of the gnoll. The slow advance of the gnoll allowed them less and less to consume and create more gnolls, at least not at the rate they needed to continue their grinding advance. This was especially true against the Dragongod and the Ra. The Dragongod’s campaign was seemingly fueled by the grudge of Grabagrorr having lost the first War of Heaven. Sending wave after wave to no effect at all, all their efforts were futile, as Phorsiussarx could wipe out all life around the Lake of Wolves with little effort. The Ra were mortal, but every crabman could take on dozens on gnoll at once, since their massive size and strong carapace was more than enough to crack the crude weaponry of the gnoll. And if that wasn’t enough, the treacherous swamps and the monstrous fauna was certainly an ever-present danger. Combining that with their failed attempts to cross the Tenzin Mountains and to subjugate the Mataandura Haishü, and the seemingly inexhaustible hordes of the Gnoll Empire were beginning to run dry. It was at this point where the balanced turned in favor of the Ra, with the arrival of the mysterious thuleans. A strange people with unknown origins, they began aiding the Ra, helping them organize their raids and strategies more effectively, causing an even greater toll in the gnoll armies. This culminated in the Battle of Oirant in 2.735 ABE, breaking the invading armies and forcing them a hasty retreat through the swamp.
It is unknown what exactly happened after the Battle of Oirant, since information from within the Gnoll Empire is scarce and seldom reliable. However, in 2.737 ABE, many gnoll armies began retreating from the battlefield. Suddenly, it seemed that the war against the gnoll had stopped and the creatures were going back to the depths of their empire. Celebrations were short, as exhaustion and confusion quickly took over many of the survivors. The cowmen had lost near a third of their population, Nogar had had to abandon most of its territory to the gnoll, and to this day Old Nogar is an abandoned and lawless wasteland. The Ra, despite their success against the gnoll, had lost tens of thousands of their kin. The seguerials had lost so many colonies that some argued they were near extinction, and the feral gnolls and hyenagnolls still lurked around the tunnels. The Tenzin and the Otamlar had received little damage overall, but they weren’t to pursue the retreating gnoll. With the powers north of the Forest of Getting Lost focused on their own affairs, there was no way to organize a counter-attack. However, messengers began arriving to the court of the surviving nations, announcing the arrival of a new gnoll emperor. Mentioning no name, he was known as the Nameless by both the gnoll and their enemies, and he was apparently the individual who had ordered the retreat. The news of the dethroning of Grabagorr and the rise of this new individual left many wondering what was going to happen now. Confusion led to terror once the news of the humbling of the Dragongod Phorsiussarx.
According to enslaved chroniclers who accompanied the new Gnoll Emperor, the Nameless flew over the floating castles, and sent thousands of undead eagles and falcons to rain maggotgnolls upon the dragon. While his rage became great and the undead creatures were quickly disposed of, the Nameless continued to do it again and again for weeks, without any invasion of gnoll in sight. Seeing as the maggotgnolls were insignificant in comparison to the great Phorsiussarx, he eventually stop bothering with the eagles, just swatting them up like one would swat a fly. And yet, after an entire year of campaign, the mighty dragongod began suffering great pains within him. It was at this point that the Nameless personally appeared in front of him. He explained that some of the maggotgnolls he had launched against the dragongod had been enchanted with necromantic magic, capable of eating even through the powerful body of a dragongod. The nameless calmly explained to him that if Phorsiussarx did not submit to him, the maggots would rip him apart from within, killing the mighty dragon and taking years and years in doing so. So confident was the Nameless that he put no effort in defending himself, since if he died, he enchanted maggotgnolls would never stop until Phorsiussarx’ death. Seeing no other option, he surrendered to the Nameless in exchange for stopping the magical maggots’ insidious effects on him. Shackled by bonds of life and death, the mighty dragongod had fallen victim to the powers of the mysterious Gnoll Emperor. While at first, many did not believe this story, the appeareance of the first dragonspawn gnolls after 2.751 ABE, flying abominations that gave credibility to the rumors.
Snakeweed is a creeper that grows under water and consists of firm, slippery tendrils. After thorough washing, the tendrils can be eaten raw. Snakeweed tastes like a mix of unripe rhubarb and fish. Consuming snakeweed causes the limbs and even the bones of the consumer to become extremely pliable for a while similar to a contortionist, making it possible to slip through thin ridges or hide in very small spaces such as a chest or a hollow tree.
>Kingdm of Gold
>The Whispering Thistle
The whispering thistle is a tall plant with slender, silver-colored stems and leaves. Its delicate silver petals, touched by hints of lavender, form a beautiful blossom. Sharp spikes along the stem serve as a defense mechanism.On the bulge under the flower are small female faces. The whispering thistle is able to read minds. However, she is no more intelligent than an animal. She can only whisper the thoughts she is reading and repeat them like an echo. Walking through a cluster of these thistles creates an eerie and psychotic atmosphere. Especially when you're surprised by the voices and don't know where they're coming from.The effect is particularly unpleasant if someone else is listening in who you don't want to hear your thoughts. A dried whisper thistle on the door is said to protect from the evil eye.
File: three legged crow.png (315 KB, 600x689)
315 KB
315 KB PNG
>Three-Legged Crow
The three-legged crow is a large raven bird native to the witchbogs. It is about two times the size of a common crow and as its name suggests, has three claws instead of two. What is not clear from the name is the fact that the crow also has three eyes.
Witches like to keep it as their familiar because of it's appearence and the fact that three-legged crows start crowing and croaking loudly whenever a stranger tells a lie.
It is said that she can look into your soul with her third eye. The three-legged crow feeds primarily on carrion, but there are tales of starving swarms attacking travelers.
File: Hatecap.png (2.38 MB, 1417x1842)
2.38 MB
2.38 MB PNG
Hatecaps are animated toxic mushrooms that call out vile insults at passers-by in a nasty intonation. Their insults and accusations are extraordinarily vulgar, creative, quick-witted and overall just hurtful. Some particularly nasty specimens even advise bypassers to kill themselves.
When you step on them they splatter in all directions in puddles of fetid black mycelium
Their hats can be boiled and then soaked in alcohol to lose their poison. However, many would describe this as a waste of alcohol as they still don't taste particularly good and eating them can lead to tantrums and choleric tendencies. Some boglins and swamp ogres consume a foul smelling brew made from their caps before going on raids or battles.
Where are you getting the art from?
File: Bog Mandrake.png (382 KB, 383x1000)
382 KB
382 KB PNG
>Bog Mandrake
The Bog Mandrake is a homunculus growing as a plant in the ground.
It is very difficult to correctly extract the root. In order to succeed you must follow a rigorous ritual. You can work only at night, by the light of the full moon. Once the plant is found, the digger must draw three circles around it and then turn eastward. Then he must dance round the plant murmuring all sort of occult incantations. A black cat must be used in the process of removing the mandrake root. First the earth is dug away from around the root. The root is then tied to the tail of the black cat. The root extractor must remain some distance away. He shouldn't get too close to the plant at this point. He shoos the cat and the cat runs away from him causing the root to get pulled out.
At the moment of extraction the mandrake utters a scream which causes death to everyone who hears it. The root extractor must be sure to hold his ears as he shoos the cat away so that he doesn't hear the scream.
Then the black cat dies. It perishes at the moment of extraction. The scream kills her. Afterwards the root extractor has to ritually sacrifices the dead cat.
Bog Mandrakes possess healing properties and can cure various ailments when consumed.
Their fruits are poisonous and used in small doses as a potent hallucinogenic intoxicant.
Mandrake leaves can be used to make a salad that cures poisoning
Mandrake Effigies grant a powerful protection against evil spirits and dark magic.
They are also used for all sorts of powerful potions, alchemy and magic rituals.
By placing a mandrake root under the pillow, one can gain insight into the future, receive prophetic dreams, and in some instances even communicate with otherworldly beings.
Bog Mandrakes are among the most expensive and most difficult to obtain alchemical substances.
From everywhere really
Is artwork from Bill Crisafi
Is from some Amenra poster
Is done by Iris Compiet
Is harry potter concept art
>Witch's Hat Mushroom
The Witch's Hat Mushroom is a distinctive fungus characterized by its black color, high pointed caps and thick stems. It exudes a dark atmosphere and appears inexplicably sinister and hostile. The mushroom is highly poisonous and should never be consumed.
Witch's Hat Mushrooms can only be found in dark forests and swamps, supposedly often in proximity to witches' huts. Stumbling upon a Witch's Hat Mushroom is considered quite uncommon and never a good sign.
Although ingestion is strictly discouraged, the potent poison contained within the mushroom can be extracted and used in alchemical practices. In certain bog circles, the poison has been utilized as a substitute for a powerful hallucinogen called "Witches Brew". For the best alchemical results, it is recommended to use a sickle crafted from moonsilver to harvest this mushroom.
Reminder that we still need to do the descriptions for a lot of the sentient species.
Also, we still need to finish the elementals combinations.


This needs to be the next OP this is probably the beast tool to get new people easily introduced to the setting.
It's been there for months.
Also, I was going to make one version of it for the physical map, but I'm not sure how to delimit some of the biggest elements other than just making an image for them.
>Fire + Metal
Molten Metal. that'd be very metal

>Lightning + Sand
Glass. Maybe we could differentiate it from crystal in that glass is colourless whereas crystal is not?

>Steam + Earth
Also, we're probably going to have to repeate some of them.

We don't brag about it.
File: 1687629336110470(1).jpg (1.46 MB, 1583x1600)
1.46 MB
1.46 MB JPG
Where could pic related be in this setting?
Dsrvysth. A good chunk of its coast is above sea level, so something like this could work.
A good chunk of the wiki is a mess, but it does have its positives...
>The Swamp Grabber
The Swamp Grabber is a strange entity believed to be originary from the Bog Witch Swamps, though nowadays it finds a presence in most of the worlds' swamps. Its a starfish-like organism, more closely related to carnivorous plants than actual animals. From a central stem, it grows what seem to be human appendages, keeping its dozens of "arms" deep under the murky waters while the rest grab the bottom, rooting itself. Once an individual appears, the grabber will bring to the surface its most convincing "limb", moving it and splashing the water like a drowning person. If the victim is fooled by it and tries to help, most of the arms will grab the individual towards the bottom, where he'll drown. Experts believe that the plant tries every single one of its arms, with the most succesful one serving as the basis, and all of them will slowly change to imitate the winning "arm", thus slowly evolving into a more perfect imitation. Once the victim drowns, the plant will anchor it to the ground and feed from it for months. The grabber reproduces by slicing one of the arms and letting it float until it finds a place to rest.

This plant can really imitate human-like arms, being spotted right away in those areas where humans are rare or non-existant. The expansion of this plant throughout the world is a strange phenomenon, causing some to believe someone is deliberately exporting it to all the world's swamps.

This is what I imagine the thing to look like. I can't draw, so this is the best I have.
File: Lubbermarsh Truffle.png (1.19 MB, 1232x866)
1.19 MB
1.19 MB PNG
>Lubbermash Truffle
Also known as black swamp truffle and "bog coal"
The Lubbermash Truffle is an extremely rare type of mushroom that only grows in the witchbogs. It is particularly found near pitch deposits and particularly in the area of the Tarpit Bogs near the Pitchhauler settlement of Lubbermarsh, giving it its name. The truffles look like fleshy growths covered in a glossy black coating and grow up to six feet deep under the bog's floor. It tastes extremely delicious and has the ability to transform even the most disgusting dishes into culinary delights with just a pinch of ground truffle powder. More importantly though, is it's ability to neutralize almost any toxin found in food, allowing an otherwise poisonous mushroom stew for example to be safely consumed. Since some mushrooms, vegetables and herbs from the swamp are highly poisonous but otherwise taste good, these plants offer completely new culinary possibilities. Because of their keen sense of smell, the pitchaulers are the only sentient bog species able to sniff out these precious mushrooms located deep inside the earth. Unfortunately, they don't have the best business sense and eat most of the truffles they unearth themselves rather than selling them, further depleting an already extremely rare resource. They seem to have become almost dependent on the flavor of these truffles. If you ever want to try lubbermash truffles look for these creatures on one of the bog markets but be prepared for absurdly high prices.
based and paintpilled
>Thorn Apple
The Thorn Apple is a tree native to the Witch's Bog. Its ebony black bark is covered with long thorns and the flowers that sprout during its flowering period resemble the long trumpet-shaped flowers of Datura stramonium.
Its apple fruits glow a dark red similar to the color of blood, but besides their extraordinary size, they can easily be mistaken for particularly large and delicious looking common apples. Their flavor is delicious, juicy and sweet, but they contain a slow-acting deadly, narcotic toxin. About an hour after a bite of such an apple is eaten, the person who took it gets tired and falls into a deep sleep. The unfortunate one then sleeps for exactly three phases of the moon until he ultimately dies without waking up. During this three month period it is only possible to bring the sleeping person back to life with very rare remedies, which can hardly be obtained without the help of an experienced witch.The misuse of half a dragma of this fruit ground in wine, or in what one most likes, triggers a different effect. The one who takes it is alienated for a long time, laughing, crying, or sleeping with horrible dreams. Speaking and responding to the poor person who has taken it is meaningless, since she is in her own mind and does not recognize the person with whom she speaks. For reasons unknown, witches are able to consume thorn apples with no apparent side effects, which has earned the fruit the alternative name "Hagsapple".
>This plant can really imitate human-like arms
It can ONLY imitate human-like arms
File: Lavender Bulbous Wight.png (497 KB, 436x649)
497 KB
497 KB PNG
>Lavender Bulbous Wight
Lavender Bulbous Wight
The Lavender Bulbous Wight is a fairy plant and one of the few non-unseelie fae variants found in the Witchbogs. It is an animated bulbous root with animal intellect that spends most of its time underground, only popping out when it senses a fat maggot crawling past to eat, or when someone tries to pluck the fragrant lavender plants on its head. His lavender can safely be harvested without hurting him, but he doesn't like it at all and is extremely shy, which makes the procedure pretty difficult. If you manage to catch one and harvest some of his lavender stalks, you can dry them and put them in your pillow, hang them up or place them into a pot by your window as protection against evil forces. They give off a heavy, penetrating but fragrant smell which can make you forget some of the foul-smelling sulfur smells of the swamp for a while and makes you slightly dizzy. The scent has been shown to disrupt black magic currents and may actually protect against some lesser curses. It is advisable to have a small bag with dried lavender wight flowers sewn in, on you when entering the bogs.
The chaos and mayhem south of the Forest of Getting Lost were not universal. In the Southwest Sea, in the Peninsula of Izar, the small Kingdom of Drunigzar had been enjoying a period of prosperity for a while now. The lands of the drunig were universally known to be some of the poorest in the entire region, allowing scant agriculture, and people mostly lived as either herders or pirates. The land had been mostly unclaimed, serving as a buffer space between the Merfolk and the Khenomeric Empire. With the explosion of pirates in the eastern seas after the Merfolk Empire’s demise, many bandits and outlaws had made these lands their home, taking advantage of the lawlessness of the territory. The Kingdom of Nogar, during their ascendance, had tried to colonize the region, mostly as a way to keep the pirates under control, but the scant benefits obtained by controlling the land made them abandon the project. Instead, the nogarese decided to create the Kingdom of Drunigzar as a vassal, hoping it would solve the problem of its own. The kingdom had suffered many ups and downs, but had more or less survived under the shadow of Nogar. It had only been recently, under the rulership of Paolos II “the Shipbuilder”, when the fortunes of the drunig had begun to change. Sinking under the threat of economic collapse and piratic raids, the king organized an ambitious project to strengthen the nation’s economy. He pushed to outset the debt of the kingdom through mercantile action, producing and selling anything that could be bought and sold. He also pushed for many exploration trips for any unearthed treasure, which mostly centered on the ruins of the Merfolk Empire. This was met with heavy criticism by the neighboring nations, since the lands had been left abandoned for centuries, and many believed it was bad luck looting the merfolk. The drunig, however, knew that many pirates had made their nests in that accursed land, and thus saw no issue with their expeditions.
The quick success of the project was not all that it seemed, as its growth was too being quickly checked by the neighbors, and the growth of the drunig fleet was causing once again debt, not to mention their lack of capable personnel for business, trade and sailing. Many were suggesting that Drunigzar was going to collapse sooner than later, with Paolos’ projects being the cause of the small kingdom’s demise. That all changed with the advent of the gnoll. With Nogar crumbling under the threat of the gnoll and the nearby nations embroiled in their own crisis, suddenly Drunigzar appeared as the safest and most stable choice. The massive migrations from Nogar, seeking refuge in the faraway lands of the drunig, not only the riches needed to continue their growth, but also a great amount of capable workers, developing their banking and their shipbuilding capabilities. Many nogarese ships even swore fealty to the drunig monarchy in exchange for protection, something that enraged Nogar, but they couldn’t do anything about it, as they needed their forces in the west to keep the gnoll from overrunning them. Thus, the small Kingdom of Drunigzar became one of the most powerful nations in the region, having come out of the gnoll expansion stronger than before. This would be compounded by the colonization projects throughout the southern coasts and the eventual “partnership” with the Gnoll Empire, something that baffled and horrified all nations around.
I'm thinking about what to write about the Azan Wars of Faith. Since the azanese are technically byzantine in fantasy, could a conflict about iconism vs aniconism work? Do we have anything icon related in the azanese lore?
the differences between the old and new azan faith are described in several places on the azan faith and azan empire pages

iconism vs aniconism is sort of there in the form of decreased emphasis on dragon worship, but it is not the only ideological difference

changes brought in by the new azan faith include:
- secularizing many political/government positions
- removing many of the justifications for empire building
- decreasing the number of things seen as "evil"
- making the faith less hierarchical
- reaffirming that most dragons and dragon tieflings are not necessarily angelic beings
- more emphasis on altruism and rebuilding moral authority
The thing is, the azan wars of faith are long after the new azanese faith is established, so it cannot be just a clash between the old and the new. It has to be something else. That's what I'm struggling to come up with.
the closest thing I could find was the religious wars in lorient which happened in the 2600s prior to the overhaul of the lorient dates to bring them in line with the new timeline

if you can't think of anything good to write, you could just consider it an error in the timeline and delete it
Nah, I'll write something about it anyway. A war that lasts a year and has a decent amount of immediate impact (maybe the burning of the biggest temple in Azan or something like that), but in the long term it's mostly nothing.

I'll do it tomorrow or the day after, though. Now I'm tired.
watch how non AI art confuses and enrages the giantstepper
If the female's purity is intact, but her intentions are less than pure, would this still work?
File: datacard zapalovachv.1.jpg (1.21 MB, 1333x2000)
1.21 MB
1.21 MB JPG
Black Lotus (illegaly Imported from the Island of Lotus eaters)
>Black Lotus (illegaly Imported from the Island of Lotus eaters)
No, anyone who enters the island becomes addicted and stays in the island. Thus, noone can actually take the plant from the island.
While the turmoil in the east was brewing, the west was enjoying a relative period of sorely needed peace. After so many years of fighting, the years after the birth of the Azanese New Faith saw very little chaos. The spread of the new religion throughout the empire had been quite successful, and most importantly, peaceful. To keep this peace going, they even allowed the more problematic province of Siuverland, as they saw it as a threat for internal stability. The new faith did not have that the same luck outside of Azan, with many regions keeping the old faith both as a sign of independence from Azan and as to avoid religious disorders. And yet, there were problems brewing within the azanese priesthood. The new faith had forced many to reinterpret and recontextualize many of the ancient holy texts, which were causing a decent amount of discussion and debate within the theological circles of the capital. In particular, things such as the value or sinfulness of idolatry and the adoration of holy icons was becoming quite a tense debate in the catechetical school. Unbeknownst to the general populous, the different factions were becoming more and more restless and aggressive against each other, with the emperor seeing this as a mere religious debate of no important weight.
This would all culminate in 2.693 ABE, during an assembly in the Great Cathedral of Nanakinor. While these kinds of reunions were routine, the subject of iconoduly vs aniconism had become so bitter than a brawl started inside the place of worship. The different street factions that supported each side also began brawling, and it all culminated in a great fire that swallowed the entire cathedral whole. The emperor had to summon the army to get a hold of the situation, and by the time the armed forces had subdued the rabble, the temple had burned to cinders. Thus ended the Wars of the New Faith, as many historians mockingly named this event. The emperor forbade any further discussion about the subject, executing the suspects of the fire and sending some of the highest members of the church of the new faith into home arrest. To this day, people from Azan tend to avoid discussing about the value of icons within their faith.
Near the Handprint Mountains, a series of earthquake-like tremblings began causing concern within the populations around the Urgun Plateau, which coinciding with strange attacks to the nearby people, though this was attributed to wild animals at the time. It would turn out to not be the case, as in 2.777 ABE the last of the known Succubus Breaches opened. The Lustrus Breach was lodged on a seemingly remote area, between the Witchelven Empire, the mountains and the Urgun Plateau. While this meant that there was little cause of concern for the major nations, this effectively isolated the Urgun cities completely, blocking them from the only access to the rest of the world. The study of the breach by the Order of Most Practical Wizards concludes that a new breach could appear at any time, though nothing of the sort has seemingly happened yet.
I think this works well enough for the Wars of the New Faith, though if anyone has a better idea, feel free to comment. I'll see what I can do with the next map later.
You’re right, my bad
like I said a few days ago, the outlying provinces and former provinces are the least likely to have issues with the new Azan Faith >>89331581

Siuverland. Lorient, and Azhar Nar would be the main exceptions
I just realized that the Azhar Nar lore said they became independend 500 years ago.

>Those Taifas’ names were Rajl, Hamrun, Bashar, Saraqusta, Dragonera and Cospicua. The Taifas were able to gain their independence almost five hundred years ago, thanks to internal strife and unrest in the Azan Empire.

So 500 years before CY is sometime around 2661 ABE, so that needs an explanation added in the historical map. That and fix the timeline, since it says it became independent at the same time as Furlaniya.
Actually, I checked. The page says that Furlaniya got its independence 5 centuries ago.

>Despite this relative isolation from the Azanese imperial standards, the region didn’t separate until 5 centuries ago, long after the internal conflicts and religious reformations that caused many other parts of the Empire to secede.

So both regions seceding at once is correct, what needs fixing is the date in the timeline. Also a decent reason for it for the historical map. Any good idea?
Azhar Nar could be fallout from the religious wars, maybe they really liked dragons, and/or had a separatist minded leadership at the same time Azan was distracted elsewhere

Furlaniya seems pretty well explained on the page; basically the New Azan Faith took a lot of the justification for empire building away, plus keeping a lid on all the ethnic struggles within Furlaniya was a real money pit for the Azanese, so some wannabe king saw the opportunity to make a new nation and managed to unify part of Furlaniya just long enough to rebel, before going back to ethnic squabbles
>Azhar Nar could be fallout from the religious wars
But there were no religious wars in Azan, the new faith spreaded peacefully.
We need to recheck the timeline in search of other cases of >>89366088
I was referring to the religious war described here >>89363938

It wasn't really a war in the technical sense, but it was still described as such in the timeline

Basically the rhetorical wars on theology could have helped feed a separatist movement in Azhar Nar
I see. So we could move the "Wars of Faith" a bit earlier and link it with Azhar Nar's secession?
Also, if we do that, we need to edit the >>89335236 map.
File: Bestiary template V.7.png (1.06 MB, 1667x9252)
1.06 MB
1.06 MB PNG
We need to update the bestiary with the latest critters.
Also, if the bog witch anon is reading this, there are a couple of critters in the bestiary from the bogs with little to no description. If you're going to write something, please check them so as to complete them.
How many of these do we need?
hmmm, didn't notice you were making a map that was earlier than the previous map

up to you if you want to mess around with the sequencing and timeline

either way though, you would have to edit the 2783 map to remove Azhar Nar and Furlaniya from Azan if they are removed from the empire on the 2661 map
If noone finds anything that contradicts it, I think we could move this date. We do need to check and tweak some of the descriptions in there, too.
Map fixed. Now I'd have to think something for Azhar Nar and tweak the latest bit for the historical map.
File: Aconitum spp..jpg (791 KB, 1161x1778)
791 KB
791 KB JPG
I'll eventually get to it.

>Aconitum Species
Aconitum spp. includes “Wolfsbane” and “Monkshood”,
Plants from the Aconitum Species are perilous perennial plants with beautiful helmet-shaped flowers, usually blue, purple or black in color.
They contain potent steroid alkaloids that make them some of the most toxic plants to be found.
Their main poisonous alkaloids are aconitine, mesaconitine, and jesaconitine.
These plants are associated with the underworld and used to create magical potions and elixirs.
>I'll eventually get to it.
Ok, I've slightly modified and added some stuff. Would this work?
While the turmoil in the east was brewing, the west was enjoying a relative period of sorely needed peace. After so many years of fighting, the years after the birth of the Azanese New Faith saw very little chaos. The spread of the new religion throughout the empire had been quite successful, and most importantly, peaceful. To keep this peace going, they even allowed the more problematic province of Siuverland, as they saw it as a threat for internal stability. There were problems, but they were resolved peacefully through diplomatic means. The political tension that had been brewing within the lands of Furlaniya at the hands of the warlord Lanzio of Glemone, who began clamoring for independence in the already tumultuous southern provinces, resulted in a rebellion against azanese authority. Knowing that the region was already quite unstable, the azanese government decided to allow the secession, creating a very brief Kingdom of the South in 2661 ABE. The logic behind this choice was that the region had simply become too costly and too unruly to control directly, and that it was a much more efficient and profitable deal control it through indirect means, tying the lands through vassalage rather than direct political control. This scheme worked, since the Kingdom of the South near immediately divided in two, with the Azhar Nar quickly freeing itself from furlaniyan influence, and after Lanzio of Glemore was assassinated, the furlaniyan regions fell to disarray. This all allowed Azan to establish strong ties with the smaller provinces of Furlaniya, now dependant on Azan to continue their local feuds. The Azhar Nar region, however, managed to become much more independent, though still with frequent quarrels between the taifas.
The new faith did not have that the same luck outside of Azan, with many regions keeping the old faith both as a sign of independence from Azan and as to avoid religious disorders. And yet, there were problems brewing within the azanese priesthood. The new faith had forced many to reinterpret and recontextualize many of the ancient holy texts, which were causing a decent amount of discussion and debate within the theological circles of the capital. In particular, things such as the value or sinfulness of idolatry and the adoration of holy icons was becoming quite a tense debate in the catechetical school. Unbeknownst to the general populous, the different factions were becoming more and more restless and aggressive against each other, with the emperor seeing this as a mere religious debate of no important weight.
File: Wolvesbane.jpg (988 KB, 992x1424)
988 KB
988 KB JPG
>Aconitum Lycoctonum
Wolfsbane is a perennial flowering plant that belongs to the Aconitum genus.
Its tall, elegant stems reach towards the sky, adorned with lush, dark green foliage.
The distinctive helmet-shaped flowers of Wolfsbane bloom in a variety of shades, from vibrant blues and purples to pale pinks, whites and black.
However, do not be deceived by its captivating appearance, for this plant harbors a potent toxin within its roots, leaves, and flowers.
The name "Wolfsbane" reflects its use as a poison to repel and kill wolves. It's mot infamous use lies in its lethal potential.
The plant is used as a potent poison, capable of inducing paralysis and death. It gets employed during hunting and battles.
Some bogfolk coat their arrows and blades with aconite extract to strike down their foes.
In herbal medicine Wolfsbane is employed to alleviate nerve-related ailments, such as neuralgia.
The plant's potent alkaloids can be harnessed as a local anesthetic, inducing temporary numbing effects.
It is said that it's mere presence is enough to ward off Werewolves and protect those who carry or wear.
Wolfsbane talismans are therefore quite popular in areas plagued by these creatures.
Wolfsbane holds a prominent place in magical practices and alchemical concoctions.
In magical rituals, it is believed that the plant can enhance one's stealth, granting the ability to move unseen.
The plant is associated with lunar energies and when inhaled as an incense during a sacrifice to the moon godess is said to give one cunningness and the ability to deceive others.
In alchemy it is used for creating Potent Toxins, Invisbility Potions, Stealth Potions and a cure fore Lycanthropy.
Subspecies of this plant are Northern Wolfsbane, Moor Wolfsbane and Mountain Wolfsbane.
It is believed that Aconitum Lycoctonum grows where the saliva of a rabid wolf has touched the ground.
Rarity Uncommon
Effect Strong Poison (Paralysing/Lethal)
Healing Nerve-related ailments (minimal dose),
Bonus: Temporary increased dexterity and stealth (minimal dose)
Resistance Lycanthropy
Magical Potency: Common
Mystical Affinity: Underworld, Transformation, Wolves, Moon
Alchemical Use Potent Toxin, Invisbility Potion Ingredient, Stealth Potion Ingredient, Lycanthropy Cure Ingredient
>Lycanthropy Cure Ingredient
Do we have lycanthropy as a disease in the setting? I know the ketlovians are werewolves, but they are due to a weird curse, and does not affect them at all in their lives. Do we have regular werewolves? Or other werecreatures?
Lycanthropy that turns you into a stag beetle.
There have beem some mentiones of ordinary lycanthropy if I remember correctly
The only mention of lycanthropy I''ve found outside of Ketlovia is in the fey and windwillow. Which it's either a form of animalkin or a curse put on people by the faerie lords. Either way, it's not clarified at all, and have two different origins, so a common medicine wouldn't really work.
So I'm thinking about the next historical map, since we're getting pretty close to CY. The next one would reach until the founding of the Avangar Empire, in 2.957 ABE.

The main events in that are:
-The fragmentation of the zemylander kingdoms continue.
-The Hyperboreans are broken as a nation, become nomads.
-The Princedom of Platinum becomes the main power in Zemyland and expands into Littlestep.
-War with the elyrians, Avangar appears and ends up saving the elyrians.
-The gnoll conquer the Kingdom of Ketlovia, beginning of the first olympiad.
-The empire of Elanxa begins expanding north before getting blocked by Avangar (possible war between Elanxa and Avangar for the archipelagos?)
-Hibila the Badgassi destroys the zidazzi and forms the confederation of Badgasi Mara Honi.
-Beginning of the drunig colonial expansion.

Anything else I'm missing?
>Bat Flower
>Tacca chantrieri also known as Bat Wing Begonia
Bat Flower is a wetland plant characterized by its unique flowers that resemble spread bat wings.
It has long, dark petals and intricate, elongated bracts.
The roots and tubers of the plant are ground into a powder or brewed into a tea for medicine.
Bat Flower has various healing qualities including its potential to alleviate pain, reduce inflammation, and promote muscle relaxation.
It is also believed to ward off malevolent spirits and dark forces
When consumed raw the petals of the Bat Flower can provide temporary night vision, allowing to navigate through darkness with ease.
The flowers should be consumed with caution though, as the active ingredient content varies and cit an have unforeseen side effects. According to legend it can even grant powers of invisibility, shape-shifting abilities and vampiric tendencies if consumed in large quantities or on a regular basis.
The plant is used in all sort of potions and ceremonies especially ones related to illusion, stealth and transformation.
Witches incorporate the Bat Flower in rituals involving lunar magic,metamorphosis, astral projection and naked dancing around bonfires during the night. There is a witch spell that causes surrounding Bat Flowers to detach from their stems and flutter off into the night. The summoned fluttering black blossoms are used by witches as spies, messengers and weak but hostile henchmen.
Alchemists value the plant for its essence, which can be extracted and used in the creation of elixirs known to bolster vitality and restore energy among other things.
Rarity: Rare
Effect: Healing, reduces pain and inflammation, promotes muscle relaxation (low dose)
Bonus: Temporary Night Vision (high dose), Temporary Life Drain (high dose)
Resistance: Vampirim
Magical Potency: Slightly Magical
Mystical Affinity: Nocturnal Magic, Transformation, Bats, Lunar Energies, Spirit Realm
Alchemical Use: Healing Potion Ingredient, Invisbility Potion Ingredient, Night Vision Potion Ingedient, Life Drain Potion Ingedient, Vampirism Cure Ingredient
Rolltable Raw Batflower
1 You turn into a bat for a few hours
2 You develop a thirst for blood
3 You feel dazed and confused
4 You feel regenerated
5 You gain temporary life drain
6 You gain temporary night vision
The swamp ones are a hassle...
Just fyi you've forgotten to include the Asvaran part of the Azan empire for like 6 maps now.
Goddammit. Well, I was planning on fixing all of the maps one I finished the writeup anyway. Since when are they a part of Azan?
Hey I'm the guy that wrote a lot of the Furlaniya and Azan stuff. I thought the lore always said that Azhar Nar and Furlaniya became independent after Azan and the Nasr exhausted each other trying to control the area. At least that's how I always wrote it, with something like pic related (borders aproximate) being the continuity.
>Hey I'm the guy that wrote a lot of the Furlaniya and Azan stuff. I thought the lore always said that Azhar Nar and Furlaniya became independent after Azan and the Nasr exhausted each other trying to control the area. At least that's how I always wrote it, with something like pic related (borders aproximate) being the continuity.

Can you remember the part where that is explained? If it's there and I've missed, I'll try to rewrite it to fit it into the lore.

Plus, if you're the guy in charge of Azan, can you pleace confirm everything in the timeline related to it fits? I'd like to make sure everything is fine now that I'm close to finish the maps.
So wait, does Nasr try to conquer Azhar Nar before or after Azhar becomes independent from Azan? Because how are the nasr supposed to beat Azan in a war of conquest? They couldn't even defeat Lorient and Lemonaint.
File: Ret Fester Root.png (3.37 MB, 1385x1800)
3.37 MB
3.37 MB PNG
>Rat Fester Root
Also known as Vegetable Rodents
Rat Fester Root is a peculiar plant that grows in dark, damp places, such as underground tunnels, forgotten cellars, and swamps.
Its gnarled root system is covered in thick, twisted vines. Nestled among them small grotesque rat-like creatures are growing. These vegetable ratlings, as they are known, have mottled fur, sharp claws, and beady black glimmering eyes.
They grow as part of the root and are almost indistinguishable from it at first, but separate from it as they grow.
Most only grow to the size of normal rats, but some located in particularly fertile soil grow larger and can reach the size of dogs.
When the rattlings are ripe, they separate from the mother plant.
They do this by gnawing through their umbilical root and then burrowing to the surface. From now on they feed on meat, carrion and spoiled food they can find.
If you cut open one of these ratlings, instead of red blood, it will spill a thick black liquid resembling resin.
The rattlings do not reproduce sexually but leave their spores when they die. A new Rat Fester Root Plant then grows out of their cadaver
Folklore tells of witches and dark sorcerers who use these ratlings for their bidding and send them on covert missions, acting as spies and familiars.
Pestara in particular is notorious for this. The plant is by far the most common in her area of the bogs.
It is rumored that she's even trying to grow a larger and more dangerous variant of the plant with the help of some witchcraft.
The root itself is an ashen gray to brown color.
Rat Fester Root can have a numbing effect, temporarily relieving pain and discomfort. However, its consumption or close contact to rattlings (for example through a bite) can lead to the dreaded rat fever.
Rat fever is a severe fever in which sufferers experience a milder version of the symptoms from the far more contagious and deadly bubonic plague.
Rat Fester Root has long been associated with the dark arts and holds a variety of uses, both practical and mystical.
Witches and warlocks use it for divination, necromantic practices, or to strengthen their familiars.
They collect and cultivate Rat Fester Root and other mystical and macabre looking plants in secret gardens, hidden away from prying eyes.
In covens, the root is incorporated into ceremonies symbolizing transformation and rebirth.
Herbalists and alchemists seek it for its potent anxiety and pain relieving properties when consumed in the form of a tincture. They also extract its essence to create enchanted oils, poisons and invisible ink.
An old legend recounts a powerful witch who, in her final hour, ingested a concoction made from Rat Fester Root. As her body transformed into a rat-like creature, she was granted eternal life.
Rat Fester Root is believed to hold a connection to rodents, pestilence, and the underworld. In a tale, it is rumored that the root itself is came into existence when an old witch had her head cut off by a Laurentian Knight and it fell to the murky ground.
According to this folktale, her hair turned into roots and her head into a bulb. The actual grassy plant then grew out of her severed neck.
Rarity: Uncommon
Effect: Rat Fever Infection (high dose)
Healing: applied topically or ingested, rat fester root provides temporary numbing, relief from pain and discomfort, restoring a small amount of health to the user. (low dose)
Summon Familiar: Skilled practitioners of witchcraft or the dark arts can utilize Rat Fester Root in rituals to bind ratlings as familiars
Resistance: Weak Poisons
Magical Potency: Magical
Mystical Affinity: Rebirth, Divination, Rodents, Underworld, Transformation
Alchemical Use: Stealth Potion Ingredient, Health Potion Ingredient, Poison Ingredient, Invisible Ink (from the resin; only becomes legible in total darkness)

So let's see if I got this right:

>According to the Furlaniya lore
-Azan loses power in the south
-Attempts of the Nasr to conquer Furlaniya
-Nasr leader Karyd the Lame conquers most of Furlaniya
-Tensions for azanese taxation.
-Furlan leader lanzio of Glemore rebelled against Azan
-Furlaniya becomes independent
-Furlaniya recovers the lands under Nasr occupation
-Lanzio dies and Furlaniya fractures.

>According to the Azhar Nar lore
-Azan loses power in the south
-Azhan becomes independent during a struggle
-The Nasr invade Azhar Nar, and occupy the land for 200 years
-Misrah tas-Sur frees Azhar Nar from Nasrian occupation
-Misrah is crowned as the first King of Azhar Nar 80 years ago.

So with this we can order the events as:
-Nasr gets invaded by Lorient and Lemonaint (2.211 ABE)
-Beginning of the New Azanese Faith
-Azhar Nar begins invading lands south of Furlaniya
-Furlaniya becomes inependent (around 2.661 ABE)
-The lands of Azhar Nar becomes independent (around 2.661 ABE)
-Lanzio of Glemore reconquers Furlaniya from Nasr, and immediately gets backstabbed
-The Nasr invade Azhar Nar, and occupy the land for 200 (3161 -280 = 2.881 ABE)
-Misrah tas-Sur frees Azhar Nar from Nasrian occupation (3.081 ABE)
-Misrah is crowned as the first King of Azhar Nar. (3.081 ABE)

Everything correct?
We've reached the weekly bump limit.
I hate the weekly bump limit.what a great way to deal a deathblow to a board that has been becoming slower and slower.

Shit allows now only generals to really exist.

Fuck you Jannies. I hope you die


[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.