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>Thread Question1: What are some comfy places in the world? Are they secret or public knowledge?

>Thread task: Complete the description of the places of the setting that need it.

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

Map of the World Wiki
https://crumbling-giantstep.fandom.com/wiki/Map:Map_of_Giantstep

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

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

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

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

Previous thread
>>89389607
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>>89472571
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>>89472579
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>>89472589
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1 - https://suptg.thisisnotatrueending.com/archive/2022/84774616/
2 - https://suptg.thisisnotatrueending.com/archive/2022/84847594/
3#1 - https://suptg.thisisnotatrueending.com/archive/2022/84864673/
3#2 - https://suptg.thisisnotatrueending.com/archive/2022/84877899/
5 - https://suptg.thisisnotatrueending.com/archive/2022/84890048/
6 - https://suptg.thisisnotatrueending.com/archive/2022/84918731/
7 - https://suptg.thisisnotatrueending.com/archive/2022/84930206/
8 - https://suptg.thisisnotatrueending.com/archive/2022/84943450/
9 - https://suptg.thisisnotatrueending.com/archive/2022/84963046/
10 - https://suptg.thisisnotatrueending.com/archive/2022/84990296/
11 - https://suptg.thisisnotatrueending.com/archive/2022/85001905/
12 - https://suptg.thisisnotatrueending.com/archive/2022/85025361/
13 - https://suptg.thisisnotatrueending.com/archive/2022/85034498/
14 - https://suptg.thisisnotatrueending.com/archive/2022/85074457/
15 - https://suptg.thisisnotatrueending.com/archive/2022/85181021/
15#2 - https://suptg.thisisnotatrueending.com/archive/2022/85273765/
16 - https://suptg.thisisnotatrueending.com/archive/2022/85357735/
17 - https://suptg.thisisnotatrueending.com/archive/2022/85442583/
17#2 - https://suptg.thisisnotatrueending.com/archive/2022/85499731/
18 - https://suptg.thisisnotatrueending.com/archive/2022/85554910/
21 - https://suptg.thisisnotatrueending.com/archive/2022/85580942/
22 - https://suptg.thisisnotatrueending.com/archive/2022/85686282/
23 - https://suptg.thisisnotatrueending.com/archive/2022/85775039/
24 - https://suptg.thisisnotatrueending.com/archive/2022/85865971/
25 - https://suptg.thisisnotatrueending.com/archive/2022/85981957/
26 - https://suptg.thisisnotatrueending.com/archive/2022/86150840/
27 - https://suptg.thisisnotatrueending.com/archive/2022/86258892/
28 - https://suptg.thisisnotatrueending.com/archive/2022/86355397/
29 - https://suptg.thisisnotatrueending.com/archive/2022/86504173/
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30 - https://suptg.thisisnotatrueending.com/archive/2022/86662491/
31 - https://suptg.thisisnotatrueending.com/archive/2022/86786745/
31#2 - https://suptg.thisisnotatrueending.com/archive/2022/86924239/
32 - https://suptg.thisisnotatrueending.com/archive/2022/87072460/
33 - https://suptg.thisisnotatrueending.com/archive/2022/87171716/
34 - https://suptg.thisisnotatrueending.com/archive/2023/87267880/
35 - https://suptg.thisisnotatrueending.com/archive/2023/87388478/
39#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 - https://suptg.thisisnotatrueending.com/archive/2023/89309033/
55 - Someone archive this thread
56 - Someone archive this thread
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Google Doc Link for the timeline. As updated as it can be.

https://docs.google.com/spreadsheets/d/1Weiu2IWHLvwzuWaCnggBT0nYVzJvvHEeD0ec3KB16WI/edit?usp=sharing
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Thread 55 archived.

https://suptg.thisisnotatrueending.com/archive/2023/89389607/
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>>89475342
Is there something important not yet added to the list?
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Was someone working on magical/special items?
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>>89479284
idk i hope so
i wrote about squareheads about a week ago, not sure if it was added to the wiki
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>>89479932
A lot of things haven't been added to the wiki yet. We do need more people keeping it updated.
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>>89479932
Either way, all ends up archived, so don't worry.
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bobbitposting was some of the most fun ive had on a blue board
which other nation has a whimsical heritage that can be dipped into for an metered adventure?
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>>89483337
Look at the entirety of the Hedge. Lucy's Land is also neat.
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>>89483369
swaying meadows and evergreen pasture could probably borrow from central/east european folklore
the disgusting histerians in fake human land probably have some weird sickening tales, so german inspired stories there
manogres will have simple stories about animals and rocks and sometimes even shiny rocks
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>>89484000
>swaying meadows
True, that could work as well.
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>>89472549
>comfy places

It kind of depends on what your definition of comfy is...

There are a number of well run nations where the average peasant can have a decent quality of life without working too hard

So I guess it is an issue of what climate and culture you prefer... Mediterranean, Nordic, Fairy Tale-ish, High Fantasy, Scholarly, Oriental, etc.
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>Fey of Zemyland

Similar to out west, trying to categorize the “fey” of Zemyland into discreet races and categories of races is often seen as a fool’s errand. Most are “natural” races that have been magically modified by one or more Faerie Lords. However, Faerie Lords and other powerful fey frequently come up with new changes to make to their followers and those who inhabit their territories, leading to almost endless diversity. As a result, many of the races below are really just broad categories. Complicating matters further, snow elves and gnome-dwarves are generally not seen as “fey” for historical reasons, despite having some clear fey ancestry. Also, trolls generally aren’t considered fey, though several other borderline sentient creatures that frequently associate with the fey are. Below are a list of “fey” that are common in Zemyland, but relatively rare elsewhere:

Arctic Merfolk – One of many subraces of merfolk found throughout the world’s oceans. They can be distinguished by their pale skin, pale hair, and smooth, white tails, which resemble those of a beluga. They are long-lived and frequently bored, which makes them one of the friendliest merfolk subraces to surface folk. However, they are also somewhat shy and have difficulty speaking languages other than their own. Whether arctic merfolk should count as fey is often hotly debated by Zemylanders. Some arctic merfolk associate with races typically considered fey, and a few have even pledged loyalty to a Faerie Lord. However, most arctic merfolk don’t interact with surface folk other than Zemylander sailors, and are often seen favorably even by those who dislike non-humans.

Balachko – Distant cousins of the southern ettins (but with three heads instead of two), and one of the few surviving giant races. They are dim-witted brutes that often serve unseelie fey, particularly hags, but will sometimes work for other fey as well.
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>>89488065

Bukavac - The bukavac are large, horned, six legged creatures resembling both a lizard and a toad. Although generally considered non-sentient, they are highly intelligent, needlessly cruel while hunting, and seem instinctively drawn to the service of unseelie fey.

Chorts - A collection of several races that are all said to have been corrupted by a Faerie Lord known as the Black Devil and resemble him to a certain extent (dark fur/hair, ruddy or dark grey skin, goat head, or at least goat horns, etc.) It is believed chorts were created from humans, gnomes, satyrs, hags, trolls, and redcaps, among other races, leading to a range of sizes, shapes, and behaviors. Although the Black Devil is long gone (if he ever existed at all), chorts can be found throughout the forests of southern Zemyland, with the Devil’s Forest having a particularly high concentration of them. Chorts are almost always unseelie fey, and often demon worshippers as well, who delight in serving other unseelie fey, or working on their own personal sadistic hobbies.

Domovoy – A gnome subrace created by the Faerie Lord Ekel Ageykin. The domovoy (who resemble their gnome ancestors, but usually somewhat smaller and sometimes more bestial) have scattered themselves across the Copper Kingdom, where they choose a particular village or homestead to protect and serve in anyway they can, while keeping as hidden as possible. Most are adept at illusions, and a few have other forms of magic, but they mostly assist in mundane ways like cleaning and other chores, while only using their magic to avoid detection. Some humans find their meddling annoying, but most come to appreciate their hidden presence. Domovoy are most common in northeastern Kyrovsk, but can be found elsewhere in the Copper Kingdom and also sometimes other parts of Zemyland.
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>>89488078

Lesnici - Believed to have once been wood elves, they, at minimum have become larger, and have grown antlers. However, many have served the Triumvirate for over a millennia and have become powerful and distinct looking beings in their own right. Most of them serve the “Forest Triumvirate”, three Faerie Lord brothers based in the Kingdom of Copper, who have dedicated themselves to protecting the oldest and most magical sections of pine forest.

Redcaps - A fey race found elsewhere in the world, but who are most prominent in the Crimson Kingdom. They resemble the offspring of various goblin and gnome subraces and can be quite diverse in appearance. They generally serve the hag-like Faerie Lord known as Auntie Heigi, and some have been lent to the Crimson Queen to form the backbone of her standing army.

Rusalka – The local siren/water nymph variant. Rusalka tend to be pale and dark haired, but not always. They can have a range of behaviours and personalities, sometimes influenced by what Faerie Lords they associated with. However, as “True Fey”, they are powerful, long-lived beings who often do things their own way.

Sirins – A local name for harpies (which some foreigners find confusing due to the similarity to the term siren). However, it is generally reserved for relatively friendly harpies. Unseelie harpies like the bone-gnaw harpies found along the southern coast of Zemyland are still referred to as harpies. Sirins tend to be vain and fickle regardless of what Faerie Lord they serve (and most don’t serve any, except sometimes for a price). There are several types of sirin, that can often be distinguished by the color of their plumage, their taste in jewellry, and the styling of their hair.
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>>89488088

Snow Goblin – A catch-all term for one of several goblin subraces that live out in the tundra. It is believed most or all were created by either Faerie Lords or powerful hags. Appearances can vary greatly. Skin colors range from dark blue to grey to almost white. Hair is often white and can cover significant portions of the body. Body shape is often stockier, fatter, and sometimes frog-like for semi-aquatic variants. Snow goblins tend to be hostile to outsiders, and often serve hags, unseelie fey, or obscure dark gods. However, there are many exceptions.

Uldra – Another local variant of gnome. They were created by the now vanished Faerie Lord known as Midnight Sun in her own image. They have blue skin, slim, angular features, fewer fingers and toes than most humanoids, and an aversion to clothes other than hats and armor. They are mostly found in the Eastern and Western Grey Tundra. Their personality and behavior is often influenced by what master their tribe serves (Faerie Lord, god, miscellaneous other, etc.) and they can range from friendly to territorial to outright sadistic.

Vodyanoi - The offspring of pondlings and other species (usually humans, but sometimes rusalka, chorts, hags, or wood elves). Some resemble their pondling parent, some their non-pondling parent, and some become even more frog-like or fish-like than either parent. They are fairly common in Zemyland, as they are able to survive in many ecosystems from forest swamp to tundra lake. They have a wide range of behaviors dependent on individual personality and which more powerful beings they associate with.
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>>89488100

Zemyland Hags – Similar to hags elsewhere, Zemyland hags are “True Fey”, beings of unusual power and longevity, but thankfully rare. Although every hag has a unique appearance, Zemyland hags tend to be pale, grey, purple, or blue in coloration, and often more physically robust looking than their cousins on the main continent. Like most hags, they are generally unseelie fey, but some have joined other fey factions.
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>>89488100
>Snow Goblin – sometimes frog-like for semi-aquatic variants.

Maybe more toad-like? Since toads are more resistant to cold?
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>>89488108
Speaking of Hags how many Witches Sabbath locations are there on giantstep and who attends them?
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>>89488710
Other than Zyla Gora, I imagine plenty of dark places in the east could hold hags and witches.
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>>89483337
Definetly Lucy's Land
>>
Finishing the last bit for the previous historical map and we move on to current year once and for all.

To the south, there were many changes brewing in the soothing meadows south of the Sea of the End. The lands had been occupied for millennia by the zidazzi, who live in independent colonies from one another, controlling and tending to the vast flower fields of the region, always in constant conflict with the badgassi. The land was prosperous, with a mild climate and fertile soils, but the zidazzi had never allowed expansion of trade through their lands for fear of damaging their flower fields, essential to produce zidazzi honey, their main source of nourishment. They even received diplomatic propositions from both Azan and Changrila, but they always turned them down. Due to their relative strength and the fact most trade routes to the east ended going either through the Onyx Strip or through the Sea of the End directly, the zidazzi managed to maintain their independence from the growing powers of the world, all while tending to their flower fields and fighting their natural enemies, the badgassi. The badgassi were outcasts in their own lands, since their way of life and the zidazzis’ was incompatible. They kept a nomadic life, raiding zidazzi holdings to steal their honey, a substance incredibly addicting to the badgassi, as well as serve as manpower for the growing number of pirates in the region, with many going to Ortuga and the pirate cities at both sides of the sea for mercenary work.
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>>89490352
It was in this context where Hibila the Terrible was born. Hibila was the youngest son of the tribal chief Hibiuk, leader of one of the smaller tribes near the Zulutaur Steppe. Many legends about his youth exist, though many agree he lived his early years as a slave and a pirate, quickly gaining a name for himself between the many bandits near the shores. However, Hibila seemed to have plans beyond being a mere warlord, and in particular, saw the zidazzi as an enemy to be eradicated. The zidazzi had persecuted his people for millennia, and the effects of zidazzi honey on them made them become but mere drunks, and he thus sought to solve this, scheming for years to weaken and fracture the zidazzi while unifying the different badgassi tribes in the shadows. He also strengthen the bonds between the badgassi and the ortugan pirates, since they also had great interest in dethroning the zidazzi, as they had been enemies in the past. Over the years, Hibila faked serving as a loyal subject for different zidazzi hives, gaining their trust while using their resources to destroy any potential future competition. His campaigns of misdirection, sabotage and paranoia left many hives in a very weakened state, with the growing rumors of an invasion from the outside while the honey reserves were dangerously going down due to plagues on the flower fields.
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>>89490372
It was at this point when Hibila began his final plan. Gathering a fleet of pirates from all over the Sea of the End, he made it look like it was an invading force from a far-away power coming to conquer the zidazzi fields. The zidazzi, having bought this ruse, sent their own fleet as a counter, manned by the crème of the crop of the zidazzi warriors from many hives. The zidazzi also sent Hibila and his fleet of mercenaries, since they still believed he was on their side. This was a grave mistake, as Hibila backstabbed the zidazzi, and between Hibila’s forces and the pirates, they sank the entire fleet of the zidazzi in the Battle of the Queen Xibianix’ Strait in 2.950 ABE. After this, the second phase of the plan began, with the many tribes allied to Hibila launching massive attacks of extermination against the weakened and unprotected hives, burning down all the fields of flowers they could find as fast as possible. After a decade of warfare, the badgassi had managed to push the zidazzi to the brink of extinction, having to seek refuge in the Ettin Range to survive. Though at first glance this seemed the birth of another major nation in the world, the death of Hibila in 2.961 ABE during his wedding led instead to the formation of the Confederated Chiefdoms of Badgassi Mara Honi, with each portion of the land divided between his generals.
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>>89488349
sounds good

>>89488710
>Speaking of Hags how many Witches Sabbath locations are there on giantstep and who attends them?
There are at least two locations in the Dominion of the Bog-Witch, one in Zyla Gora, and another in the Swaying Meadows used by the Bog Witches followers. Probably more than this though, including potentially in other parts of the northwest and perhaps the Grobianismus-Kokaine region

Ogabo Desert also has a Sabbath location, though it is unclear if the Sabbaths there are similar to those in the Dominion

Sabbaths seem to be linked to Gogotha, which means they could potentially occur in a number of locations including Zemyland, Drow City-States, Changrila, Lands Behind the Hedge and other western fey holdings, Witch-Elven Empire, Tenzin, Gilgemash, and the Seven Castles.

Hags are also present in Florinth in small numbers, and possibly elsewhere in the northeast

Some magic users in Littlestep are referred to as witches, but this is possibly unrelated
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Also, this map is still incomplete.
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>>89491486
>Some magic users in Littlestep are referred to as witches, but this is possibly unrelated
Since most of Avangar has been swamp for a long time, maybe the rise of Avangar has caused the witches to flee the region, and even have a grudge against the new empire.
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>>89491872
maybe, though the Avangar seem friendly with at least one faction of witch-elves, though perhaps not one of the Gogotha worshipping ones
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>>89491945
>>89491872
So, on one hand, Avangar is very open to dark magic, that would make it friendly towards the witches. On the other hand, Avangar is quickly rejecting any tradition in their search towards mdoernity, which might clash with the witches' customs. Maybe we can do something with this.
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>>89488078
>Bukavac
This reminds me we need to update the creature list.
>>
A reminder we need to complete the descriptions of the sentient species.
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don't have much to contribute other than to mention that I'll be stealing the name of "Azan" and "Azaneese" for my own setting
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Okay, time for an infodump. See pic related for reference as to where everything is. If you have criticism or input I encourage responses, so I'll fix/update/rewrite over the coming days. New Luden DLC:

=---Luden---=

>Micefolk
Small Ratfolk, often with white fur. Micefolk are similar to Ratfolk in almost every way, but have an easier time traveling through Milo tunnels and can be mistaken for young ratfolk if their fur is sufficiently dirty.
(SR Notes: When we add the rules Micefolk should essentially just be Ratfolk with practically no strength, and high dexterity)

>Military
While Luden has no standing military, there are generally 4 forces in Luden that can be considered potential problems for any hostile takeover of Luden:
1 - Tickeck farms. Tickeck farms provide a natural deterrent for almost any attacker. Tickecks can spread diseases throughout an army, and Ratfolk who work at Tickeck farms are usually equipped with blood-red Tickeck armor and shields that make them tough to deal with.
2 - Unknown numbers. While Ratfolk are clearly numerous, the countless boroughs and crevices in Luden create an even greater number of unforeseen Ratfolk.
3 - Morilight Island. Anyone who stumbles upon Morilight Island will find an Island covered in acid-like gas that doesn't dissipate. It can't be cleaned, it can't be stored, it can't be removed. The gas is unknown in origin, but acts as a form of deterrent, as nobody knows if the Ratfolk of Luden would be able to recreate the Morilight Gas.

..continued
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>>89497566
4 - The Oligarchs. While not clear from an outside perspective, Kingdoms that investigate thoroughly will eventually find evidence of the Oligarchs. The Oligarchs that make up the Ratstag possess enough influence to raise armies of Tickeck armored Ratfolk and Gnolls, although perhaps temporarily, and create a substantial threat to any enemy that invades Luden.
Individually each of these forces could likely be defeated by any Kingdom possessing a decent army, but together these forces create a substantial threat to any invading army.

>Furbit Camps
Furbit camps are sprawled around Luden. Any Furbit Rat found in Luden is banished to the nearest Furbit Camp, or given the option of exile/death. The Oligarchs of Luden have made special care to quarantine Furbit areas, and when a Furbit outbreak happens, a culling begins. Even after multiple cullings it seems like Furbite always makes its way back into the Ratfolk population.

>Roads
Most of Luden is a sprawling hellscape of wood, clay, mud, stone, and anything a ratfolk can use to create a temporary shelter. Roads are less of a walking path, and more of a collection of broken-through walls and stairs leading down and through tunnels of stone and clay. While you can essentially travel to anywhere in Luden without using a road, it's more dangerous, and one can easily get lost in the maze of buildings and ratfolk architecture.

..continued
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>>89497577
>Milo
Milo is a game often played by young Ratfolk, and is evident throughout Luden. Milo consists of 6 or more rats, with 2 diggers, and 4 seekers. The diggers are given a one hour lead, and have to dig out a maze within an hour. Then the 4 seekers have to chase the diggers through their tunnels, and try to find them. In certain areas these Milo games have gone on for so long that the entire landscape is littered with tiny tunnels that allow travel from one side of Luden, all the way to the other side, becoming a form of hidden travel.
(SR Notes: This gives Ratfolk a nice maze culture, and could create a nice plothook/storyline where the party creates a Milo Colosseum or something.)

=---Items---=

>Tickeck Shield
A blood-red small shield made from the exoskeleton of a mature Tickeck. Effective, and well fitted for a small creature like a Ratfolk.

>Tickeck Armor
Blood-red armor made from several mature Tickeck exoskeletons.

>Faulty Ratwings
Ratwings fashioned for a small creature, especially Ratfolk. Buckles around the chest, and the wings wrap around the arms. Can be found in the Ratwing Factory, or in Flyraids.
(SR Notes: Should give small creatures the ability to glide, with a chance of failure. Maybe 1 in 6?)

..continued
>>
>>89497581
>Quality Ratwings
Ratwings that have been upgraded using proper engineering. Rather than wrapping around the arms, the wings are always extended, and work like a hang glider, with a wood/metal bar holding the wings straight. Hard to find, but can be crafted by a clever craftsman.
(SR Notes: Should give small creatures the ability to glide, with no chance of failure.)
>Vhar's Ratwings
A unique magical item granted to the Besshiru in charge of Ratsport. When Ratsport began to establish its flight culture the Besshiru in charge, Chareng, became obsessed with the idea of flight. But due to the natural size of Besshiru, any attempt to craft ratwings for him failed. In his despair a drow approached him, offering a divine's hand in crafting the perfect wings. Besshiru agreed, and granted the drow a section of Ratsport to be used as she saw fit. The drow disappeared for two months, and returned with a magical set of void-black wings that were connected by sharp wires. When worn, the wings pierce the wearer and grant them true flight.
(SR Notes: Unique, important item. Currently handled by Chareng. Not sure what the max size should be of the creature. Large? Anywhere up to 400 pounds.)

=---Diseases---=
>Furbite
Furbite is a disease that only effects Ratfolk, and their subraces. Furbite is contagious only through fluid contact. Rats that have Furbite are referred to as Furbit.
Symptoms: Furbit Ratfolk lose the majority of their fur over the course of a month, and constantly suffer from fever. After a month the Furbit Ratfolk have trouble breathing, and have a chronic cough while in polluted areas (Like Luden).
This disease is permanent. For more information, see 'Luden >Furbit Camps'
(SR Notes: When we make the rules, Furbite should mainly be aesthetic for players, with maybe a permanent decrease to saving throws related to air.)

..continued
>>
>>89497592
>Soakfoot
Soakfoot is a disease that is spread throughout Rodenfort, and covers the Soakwastes like a plague. Soakfoot is an airborne disease that spreads through the air, and fluid contact.
Symptoms: Soakfoot starts with an itching sensation in the feet, which gradually spreads up the legs over the course of a week. During the week the skin begins to crack and harden, until the patient's legs are brittle and numb. Once the week is over, the symptoms gradually begin to subside and the patient's legs/feet return to normal over the course of 3 days. This disease lasts for 1 week and 3 days, and can be infected with the same disease again.
While this is lost knowledge, an old insane rat witch created Soakfoot with magic in an attempt to make the Soakwastes harder to travel through, and covered countless punji-sticks throughout the wastes with infected blood that still infect unknowing travelers to this day.
(SR Notes: Soakfoot should cause serious dexterity/movement problems during the week it's active.)

=---Ratsport---=

Throughout Ratsport a growing culture of flight has taken place. "Ratfolk can't fly, but why? We jump! We jump higher! Then we fly." are words that have echoed throughout the lands. Perhaps it's Ratsport's grog, or the insane effects of Kokaine, but a number of Ratsport residents have grown infatuated with the idea of flight. This has led to the production of the Ratwing Factory, a local factory that creates wings for ratfolk. It has also led to something called a Flyraid, where countless Ratfolk with faulty wings travel from across Ratsport to Flyrat Jump to test their wings.

..continued
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>>89497602
>Flyrat Jump
The failed remnants of a project where the Ratfolk of Ratsport attempted to cut off Luden from the rest of the mainland by creating a massive trench. While a trench was not made, a peak was, this peak is now used for aspiring flying rats to test their wings against the 500 foot drop. Needless to say, the bottom of the ledge is littered with countless Ratfolk bodies.

>Lengiroad
An old area that connects Ratsport to Kokaine. The area is likely one of the more diverse areas in Ratsport, with Gnolls, Ratfolk, even the occasional (not sane) Human. The bars of Lengiroad are renowned for having 50/50 grog, with a 50% chance of getting you drunk, and a 50% chance of poisoning you.

>West Ratway (Connects to Cheerby's East Ratway)
An ancient tunnel used by the Leng. Although it can provide an incredibly fast travel time between Ratsport and the rest of Luden, the tunnel is guarded by old magics and a Besshiru. Those that try to bypass the Besshiru find themselves in a maze of tunnels that have no exit beyond returning the way they came. If someone offered the Besshiru pure cheese it would allow them to pass, but as pure cheese is practically impossible to find in Luden, none have discovered the method of passing through the Ratway.

>Drutea
Drutea, Black Grog, Seamilk Ale, countless unique drinks of questionable nature can be found in Drutea. The namesake of Drutea is a signature tea made by mixing grog and special leafs gathered from the border of Kokaine. This mix, that is more like a smoothie than a tea, creates a unique narcotic that would scare off even the most curious of alchemists.

>BIGRATCO
A strangely creative factory of Luden's original design. The Ratfolk here mix various ingredients to create a pure-white cheese that is spread throughout Luden, but is favored in Murkroad.

..continued
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>>89497613
>Croakwood
A resting stop between Lengiroad and Grogcheese. The housing here is made of trees gathered from a high-corruption area in Kokaine, causing the entire area to be filled with a constant croaking as it seems like the wood itself is in constant agony. Despite this, the Ratfolk in the area don't seem to mind. The wood acts as a way of warning locals of intruders as regardless of how lightly they step, the wood always seems to welcome intruders with a croak.

>Rotport
A port sometimes used by travelers going to, and fro Kokaine from Luden. Though at first glance it might seem like a run-of-the-mill Ratfolk district with little to offer except feral rats and grog, a lucky traveler might find the hidden stashes of various valuables left behind by fallen travelers. The Ratfolk here will take any cheese and blades they can find on a dead adventurer, but turn away at old manuscripts and dull coins, leaving a surprisingly valuable lootpile behind. Repeat this a few hundred times and now Rotport is an unearthed gem.

>Movinrock Valley
Movinrock Valley is an area that was originally an ancient Leng factory. During the development of the Lemway Mountain the factory was completely destroyed. What is left is an area of puffy white rocks that are near impossible to build on, and dig through, as the rocks fill any holes made in the land like sand.

..continued
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>>89497616
>Crutrat
Crutrat is a wide area that surrounds the Movinrock Valley, but the core of Crutrat is to the west of Movinrock Valley. Residents of Crutrat call themselves Crutrats. Crutrats are covered in white dust from digging through the Movinrocks, and the dust travels through all of Crutrat.

>Calhound's Sink
Calhound's Sink is an area where wolves have been trained by the Ratfolk to attack intruders. All intruders. The majority of ratfolk that pass through this area end up eaten or scarred, so most travel around it. On occasion the Ratfolk from Calhound will sell their trained attack wolves at Rainrat.
(SR Notes: Name is a reference to Calhoun's Behavioral Sink. Might be a bit on the nose, but please grant me this small reference given that Luden is neighboring shit kingdom, and piss wizards.)

>Grogcheese
A cheese factory that, after finishing a batch of cheese, will drown it in grog for weeks at a time, pulling it out to create a black cheese that pairs perfectly well with meaty foods.

>Chetbann
Similar to Croakwood acts as a resting stop for most traveling to Murkroad. The ratfolk here are mostly old, aging rats, that somehow haven't died despite the nature of living in Luden. The area is eerily quiet for Luden, and is one of the few places in Luden where one can sit down and enjoy real quiet. That is, until a flyraid comes through.
Perhaps because of their age the Ratfolk here have more experience in making grog and cheese than any throughout Ratsport, and that experience is on display for any visitors that decide to buy products here.

..continued
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>>89497624
>Churest
Churest is an unpopular area that controls most of the space north of Rainrat, cutting off Murkroad from the west. It's littered with failing factories, and countless pointless jobs that would be more fitting in Cheerby than Ratsport. If there is anything unique about Churest, it's in the design itself. As the factories tower above the rest of the buildings in Churest, most of the shops and nests are vertical in nature rather than horizontal like a regular building. A bedroom, if Ratfolk had bedrooms, would be placed near the bottom of a home, with the rest of the rooms leading up until the front door, or the top-door in this case, would lead out into a factory's alleyway.

>Murkroad
The busiest, most well-populated area of Ratsport. The port here is brimming with activity, with Ratfolk rafts and traders constantly pouring in and out of the funnel-like dock. There are several notable buildings here; A large tunnel that juts from the ground and connects Murkroad to Murkrest, a number of seamilk gathering cranes and nets that are also used to catch toxic fish, and a massive stone fort crafted during the dominion of Leng that covers the docks and houses the lord of Ratsport.
The local oligarch of Ratsport, considered the lord of Ratsport, is a Besshiru called Chareng. Chareng is a monstrous figure, with wide unnatural wings. He is considered an ambitious Besshiru who hogs the land of Ratsport from other Oligarchs, leading to most of the land in Ratsport being personally managed by him, with the exception of Vhar's Solace. Because of his wings he has earned the loyalty of any flyraid ratfolk.

..continued
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>>89497632
>Murkrest
An underground, stone, brooding area with countless Ratfolk stay during their time in Murkroad. Murkrest is large, providing incredible capacity, but is still cramped due to the abundant number of ratfolk in Murkrest. Occasionally a purge is performed by closing the entrance to Murkrest, creating a sealed crypt that eventually starves all the rats inside. Because of this a few ratfolk have created escape-tunnels that provide passage to Rainrat from Murkrest. Whenever a purge is performed, the smuggling ratfolk will charge exorbitant prices to allow travelers to escape. These smuggling ratfolk are secretly managed by the lord of Ratsport, and he uses this smuggling to both eliminate any furbit in Murkrest, and obtain a hefty profit.

>Rainrat
Rainrat is a large pit that has scaffolding and ledges strewn around the walls. Whether it's pushing, suicide, or a rat testing their faulty wings, countless ratfolk can be seen dropping from the top of Rainrat every day. The bottom of Rainrat is cleaned by Gnolls, and scavenging Ratfolk, causing Rainrat itself to be surprisingly well-kept. Zip-lines, tunnels, and rickety stairs litter the walls where scaffolding isn't already placed.

>Lemway Mountain
Lemway Mountain was originally a hilly area with a failing cheese economy, causing one of the Oligarchs to name it as the spot for a special project; to build a mountain. After 3 years of grueling work it was completed, forming Lemway Mountain, and causing the Movinrock Valley to be formed. Now it acts as a hub of nests simply named the Lemway Nests, and the top has polluting machines running 24/7 to help pollute Luden's skies.

..continued
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>>89497640
>Jaderats
Ratfolk that have repurposed a factory to produce a moldy cheese they call jadecheese. Jadecheese is repugnant, even for ratfolk standards, but is easier to make than most other cheeses, requiring only seamilk and time. For this reason it is often traded between Oligarchs to pay/feed workers. Despite how disgusting jadecheese is, it's not poisonous, so in an emergency it can be eaten.

>Vhar's Solace
A unique area of Luden. Managed by a drow priestess who serves Vhar, she manages the ratfolk, gnolls, and any refugees that pass through or live there. Quality of life in Vhar's Solace is incredibly high for Luden standards, with non-poisoned food, decent grog, and unique mushrooms that have traveled with the mysterious drow all the way from her homelands. Despite this, or perhaps because of it, many Ratfolk steer clear of Vhar's Solace or travel quickly through it. Those that are there are just as mysterious as the drow priestess herself, mixing their insane beliefs with that of Vhar. The drow priestess herself is a spectacle in Ratsport. Her name has been forgotten, her appearance hidden behind a mask, and her goals unknown. All that is known is that she's an expert craftswoman, and has incredible control over the ratfolk that live in Vhar's Solace.
(SR Notes: Haven't decided on who she is, or why she's in Luden. Could be interesting to see how people handle her, feel free to shoot some ideas if you're interested in her. In some hypothetical future it could also provide a reason for the Ratfolk to come under the control of the Drow.)

>Featherrats
Featherrats is a bustling trade area where cheese is supplied in return for garbage gull feathers, or any other feathers they can get their hands on. They then trade these feathers for faulty wings at the Ratwing Factory. It's also houses a substantial amount of travel between Ratsport and Cheerby.

..continued
>>
>>89497566 (First post of Luden DLC)
>>89497649
>Floating Ruins
The remains of a failed project in which the Ratfolk of Cheerby and Ratsport attempted to create a large floating platform. While it was well-made, and floated for a time, the natural instinct to tunnel and maze through the ground caused numerous problems related to flotation. Eventually the project was scraped after several Ratfolk banded together to try and split the platform to create twice as much platform. Apparently a number of useful treasures and artifacts were being stored on the crafted platform by aspiring pirate ratfolk. If the water around Luden wasn't as polluted and trash-filled as it is, the remains of the platform would be visible from the surface.

-Ratsport Fin-
Okay, that's all I have written for now, beyond the stuff I posted in the last thread about Cheerby. I have a lot of ideas for the places I placed in the map, which you can see in the first post. Sorry for the reddit spacing and wall of text.
>>
>>89497566
>New Luden DLC
kek
>>
So when did Kalydon become independent from Azan?
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>>89497397
you can have it
>>
Here's the last historical map. The one that technically works in Current Year. Anything that needs adding?
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>>89501778
Ok, so the major bits happening at the end of the timeline are:

-Rise and expulsion of he Vzdoruye in Zapalovach, they form Mossovoy.
-Wars between the Vzdoruye and all its neighbors.
-Rise of the Red Lotus, Changrilese Civil War.
-Wars for the Sitrai Martoflu Archipelago. Avangar conquers the island.
-War between Avangar and Poker. Poker becomes vassal of Avangar.
-The Cult of Avangar is established.
-Rise and fall of the Realm of Steel. The land becomes ruined by the exploitation of arcanum.
-The Kingdom of Amber divides between Copper and Crimson.
-The Terusia Isthmus secedes from Azan.
-Drunigzar continues its colonial expansion. War of the Lord Descended and crisis of Kinalonga.

Anything else I'm missing?

Also, I know I should write about Zapalovach and Waldemaria's origins in the corresponding maps, as well as adding stuff about the asvaran. Once I finish the timeline, I'll go back and fill those details.
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>>89497566
Very dense
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>>89497566
Would be cool if you could expand it to also include the garbage patch
>>
File: Bestiary template V.7.png (1.07 MB, 1667x9352)
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Here's the updated bestiary with the critters of the last few threads.
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>>89503276
Ideally I think most kingdoms should be dense/large enough to be worth a short campaign.

>>89503289
The map will get a bit... extended... if I expand it too far, but if nothing else I will try to give the garbage patch its own map
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>>89505299
>Ideally I think most kingdoms should be dense/large enough to be worth a short campaign.
I agree. Though many still need a lot of development for that.
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>>89505299
>>89506182
maybe some smaller ones could be grouped together as a region instead of a campaign's worth of material in a single nation
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>>89506211
That's going to be the most reasonable bit. I really want to see what could be done about Old Nogar. Maybe I'll do something for Nogar and Old Nogar when I finish the historical maps.
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>>89501778
Here we have an approximation of the world at current year of 3.161 ABE.

The last few centuries before our current moment in history have been marked by the challenges to the status quo in both the east, west and the north of the world. The worries of the world have begun to move from the Gnoll Empire and towards these new threats to the peace and stability of the step. The rise of the Cult of the Red Lotus in Changrila and the Changrilese Civil War saw the Changrilese Empire at the brink of collapse, and if the cult had succeeded, it would have surely spread a wave of violence in the west of Giantstep not seen since the Azanese Civil War. To the east, the Wars of Sitrai Martöflu saw Avangar trully expand as a great power in the east, forcing many of the different nations of the region to move their attention from the Gnoll Empire to this new emergent empire. And to the north, the rise of the Vzdoruye necromancers and the founding of Mossovoy has created a powerful necromantic nation that could be a threat to the human and fey nations north of Giantstep.
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>>89507492
The origins of the Vzdoruye are somewhat shrouded in mystery. The cults of the dark deity known as Zanzarah have always been hidden in the shadows, as the deeds of its practitioners are seldom seen with good eyes by the common folk. These necromancers have been around for many centuries, always prosecuted by the local authorities. However, at the beginning of the 30th century ABE, the vzdoruyan cults began proliferating in the underground of the Zapalovach Republic. As the mercantile republic is always in a constant turmoil due to infighting between the many noble factions, merchant families, fey tribes and other members of the republic, a series of vzdoruyan cult leaders arose that were able to hide their activities while also attracting new flesh to their organization. While keeping their names and identities unknown for all but to the closest members of their circle, they managed to grow their cult of necromancy despite it being forbidden for centuries, attracting many different people, from the disenfranchised and abandoned to some rich and powerful individuals seeking a thrill. This state of affairs lasted for a couple of decades, with the citizens of Zapalovach slowly noticing the gravity of what was unfolding in the hidden corners of the republic. Why the zapalovan authorities took so long to react is a matter of debate, though the general opinion is that the cult was used as a tool to attack their political rivals with, and that led them to not join together into action until much later. This action would take place in 2.961 ABE, when a series of murders of important members of zapalovian society were discovered to have been perpetuated by them. Seeing as the general population’s hatred and fear for them was skyrocketing quickly, the different families and factions decided to join together and expel the necromantic cults.
>>
>>89507507
The raids against the Vzdoruye cult was surprisingly successful, as the combined efforts and resources of the different families and factions were able to reach deep, even into the underworld. However, once the initial purges were done, the rest of the necromantic cult took notice of this, and began planning its escape. Some members tried to fight back, but they were the exception, and were quickly taken down and executed anyway. In the end, it is believed that thousands of cultists ran from the republic, seeking refuge in the continent. After years of seeking a place where to practice their faith, they eventually found a strip of land seemingly abandoned by both Waldemaria and Zapalovach. However, while the area was far from the watchful eye of both the zapalovach and the waldemarian, the patrols against bandits and other criminals were threatening their location to be discovered before they could defend themselves. It is believed that the vzdoruyan cultists managed to find a series of caves connected with each other through a series of tunnels and caverns, serving as a great hiding spot. Over time, the vzdoruyans expanded these caverns, creating an authentic city underground. By the time the nearby nations realized what was going on, the city of Mossovoy had become a metropolis that attracted many necromancers, dark wizards and other mystics of unsavory repute and moral fiber. The influence of Mossovoy expanded to the surface, forcing the local populations to run away from the growing corruption and the increasing amount of zombies, skeletons and other undead monsters.
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>>89504473
Is there any creature missing?
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>>89497397
Have fun with your project, anon.
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>>89506211
That's a good plan.
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>>89506182
What nations/regions would be ready to write an adventure module for them
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>>89511954
The Dominion of the Bog Witch and Furlaniya are the most complete areas in my eyes. Drunigzar, the Orange Marquissates, Zapalovach and the Drow Citystates are also pretty good and have enough to make a campaign with little efford.
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>>89507524
By the time the human kingdoms in the area realized the danger posed by the cultists, the mossovoians were able to defend their holdings through the use of undead armies and dark magic. The first war between the mossovoians and the human nations lasted between 2.989 and 3.013 ABE, fighting against the peoples from the Land of Windmills, and did little but to strengthen the necromancers, giving them plenty of bodies to work with at the expense of the windmillese. By the time the Kingdom of Waldemaria launched a great campaign against Mossovoy, the necromancers had grown in their mastery of the dark arts, and were not only capable of pushing the waldemarian armies back, but were able to deal a severe blow to the kingdom, though unholy constructions brought forth by dark magic. With Waldemaria defeated and Zapalovach unwilling to take direct action beyond its borders, it seemed like the vzdoruyans would grow unchecked. However, the growing weight of volunteers from Northern Giantstep and even places as far away as Littlestep and Zemyland began having an effect against the necromancers. In particular, the crusade organized by Lorentz Sugovotinn managed to retake a lot of land occupied by the necromancers, fortifying it through the building of great bulwarks and fortifications. The construction of the great fortress of Krasnogorye in 3.134 ABE cemented the role of the Laurentian Crusade as the order of knights that would bring the fighting to the vzdoruyans. However, after the death of Lorentz Sugovotinn in 3.160 ABE the Crusade finds itself at a crossroads about what to do, and the world wonders what is going to be Mossovoy’s reaction after the death of its main enemy.
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>>89513773
In the western side of Giantstep, the Changilese Empire was struggling. Despite the power and magnificence Changrila managed to project outwards, the empire had been struggling for a very long time now. Even since the Treaty of Nefkin, the changrilese economy had been suffering a steady crisis. For centuries, there was a slowly growing turmoil caused by high taxation, corruption in the court, takeovers of agricultural land, fights between the different factions trying to gain the favor of the God-Emperor and the witchelven attacks, a phenomenon known as the “Changrilese Great Decay”. While this situation had its ups and downs, by the 30th century ABE, the situation had become untenable. In this situation, the figure of Dihong Xinjianng appeared. A son of small nobility, he abandoned his family and ended roaming the land. He began preaching about the “Great and Holy Celestial Father of All”, the one true god of the world that had chosen him as His representative on the step to clean the world from corruption and evil. His message of universal unity, brotherhood and to fight end of corruption and evil became incredibly popular between the poor and unfortunate, and the cult grew quickly, spreading all throughout Changrila, especially in the northwest and those areas more affected by the witchelven. The cult’s militias also began giving the followers of Xinjianng a growing military power, though this would only began worrying the authorities later, as it was useful against the witchelven raids.
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>>89513789
Tensions between the changrilese government and the Xinjianng cult began due to taxation, with many members of the cult dealing in barter or in closed markets, not paying the local authorities their due taxes. The cult, now known as the Red Lotus Congregation, was functioning as a full-on alternative government, amassing a lot of power through volunteers and donations. The growth of this cult was a considerable threat to the divine authority of the God-Emperor of Changrila, especially considering that the Red Lotus was a monotheistic faith, and thus did not recognize any divine powers to the emperor of Changrila. Fearing the growing military power of the cult (especially due to its “unify all there is” rhetoric could cause wars with other powers), the government decided to take action against the cult. In 3.006 ABE, a violent incident between the imperial authorities and the Red Lotus in the city of Mixieng made Dihong Xinjianng proclaim that the Changrilese government and the God-Emperor were enemies of the vision of "Great and Holy Celestial Father of All", and thus needed to fall so that a “Kingdom of Heaven on Earth” could rise instead. After this, he publicly executed the imperial soldiers captured in Minxieng. This act is considered the beginning of what many historians have described as the Changrilese Civil War.
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>>89513801
The Changrilese Civil War lasted between 3.006 ABE and 3.026 ABE, according to many historians, it was the most destructing conflict Changrila ever faced, much more so than the Azanese Civil War, despite its brevity compared to it. The level of violence and damage it caused all throughout the conflict is still visible to this day, especially in those poorer areas of Changrila where rebuilding operations are not a priority for the capital. Despite the initial successes of the Red Lotus Congregation, with thousands of revolts all around the empire, and the main forces of the cult advancing quickly throughout the north and moving southwards following the Hua-Tsi River, this did not last. The growingly oppressive and erratic decisions of Xinjianng and the cult’s failure to take the capital of Fenqui began weakening the cult’s grasp over the population, whereas the Imperial Army began recovering to focus their efforts to quash the Red Lotus. Slowly but surely, the Imperial Army took down each center of resistance and support of the Red Lotus, and the Red Lotus generals began searching for another way to win the war. Dihong Xinjianng announced that the Red Lotus Congregation would flee from Changrila and cross the sea in search of a new home, where they would reforge the “Kingdom of Heaven on Earth”. After this, the bulk of the Red Lotus marched to the southwest. Millions of followers marched through Changrila destroying everything on their path to the coast, all the while being harassed and attacked by the Imperial Army. Millions of the cultists died while they were marching through mountains, swamps, rivers and the Imperial Army blockades they had to push through to continue. The final battle of the war saw the remnants of the Red Lotus capturing the city of Veiaxi, taking all available ships and fleeing Changrila before the Imperial Army could catch up to them, abandoning the remaining members of the cult to their fates.
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>>89513810
After the Red Lotus’ escape, many nations believed they were done fore, and that the threat the cult represented was gone forever. However, they managed to reach the Riririn Island, a small tropical spot south of Scimitarian, which used to be inhabited by small colonies of dwarves and drow. Information about when they exactly reached the island is scarce, but historians believe that the cult reached the island around 3.027 ABE, since that is when contact between the drow and dwarven settlements and the Drow Citystates was lost forever. The Red Lotus is believed to have destroyed these colonies completely, and from that point on, they began the reconstruction of their “Kingdom of Heaven on Earth”, becoming a threat for sailors all throughout the southern seas. To this day, the cult of the “Great and Holy Celestial Father of All" is forbidden all throughout the world, and both Changrila and the Drow Citystates work for a way to invade the treacherous Riririn Island to rid the world of the Red Lotus once and for all.
>>
Ok, so I want to write now about the Wars for the Sitrai Martoflu Archipelago, in which Avangar, Elanxa and Vilga (and possibly others) fight to control the islands east of Littlestep. There is little lore for that war in the wiki pages, so before I start I'm going to make a rough timeline, to see if I have everything right.
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>>89511978
i really like how malleable the orange marquissates are
the intrigue and eccentricities of the nobles mean you have a great amount of flexibility what can happen there, the rest of the world at its door from its ports, the huge abundance of trade and people passing through, houses can easily be inserted and plucked from the factions to suit a campaign
not a blank canvas, but never too far from what you want from a large populated settlement
>>
Ok, so here are most of the dates relevant for the Sitrai Martoflu wars. There are a lot of gaps in this timeline, plus a lot of events that need development. Any suggestions?
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>>89516711
Actually, the fall of the Merfolk and the Golden Age of Piracy should be right before the pirates freeing the island.
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>>89510095
the excel is getting so long that it is hard to crosscheck since some stuff may be included under alternate spellings
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>>89510095
Iguanadon – cornflower peninsula (imported from somewhere in “far south”)
Hereby Giant Riding Corgi – hereby, also bred in a few other western nations
giant fox – listed in chill steppe but also found in hereby
Calcrabian Spaniel – mountain hobbit clans/hereby
giant cat - rognarey
woolly rhino - zemyland
mammoth - zemyland
giant seahorse - tarot
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>>89521320
>mammoth - zemyland
See Moss mammoth
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>>89521320
Added.
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>>89521762
Also, we now have 311 creatures in the bestiary.
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>>89521320
>giant seahorse - tarot
Source?
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>>89521320
>Iguanadon – cornflower peninsula (imported from somewhere in “far south”)
Aren't most dinosaurs in the actual south? As in the zulutaur steppes, the mona ki ngixica and the eldritch jungle?
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>>89522981
It is briefly mentioned on the Kingdom of Tarot page. The original description of Tarot says that four unusual mounts appear in Tarot (giant salamander, gryphon, seahorse/hippocamp, and cave lion), though this didn't make it onto the wiki

griffons also appear in Terusia and likely other parts of the east

>>89523320
I envisioned the iguanadons originally came from Chakobsa and Jeraxih, but they probably live in other nations in that region as well

They were imported to the Cornflower Peninsula by an eccentric Faerie Lord and have done fairly well there
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>>89524170
>I envisioned the iguanadons originally came from Chakobsa and Jeraxih, but they probably live in other nations in that region as well
Ok, that could work.

>They were imported to the Cornflower Peninsula by an eccentric Faerie Lord and have done fairly well there
It could work if it's just the southermost part of the cornfloor peninsula, otherwise they are going to ruin all the palm trees from the groove.
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>>89524363
>otherwise they are going to ruin all the palm trees from the groove
iguanadons were meant to be just big iguanas, not the dinosaur iguanodon
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>>89524660
Oh, that makes much more sense. Do we have a description of the critter?
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>>89524691
not really, other than they are lazy and like basking on rocks, and will travel to one place in particular at least once a month

I will write up something more detailed tonight
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>>89513821
In the east, the fears of the Gnoll Empire began to subside. While pretty much everyone still believe they were a threat that needed to be erased as soon as possible, the impossibility of actually pulling it off without some major help made many nations seek alternative solutions. Plus, the successful treaties of Drunigzar and later Luden with the Gnoll Empire made many believed that, for now, the gnoll threat had been contained south of the Forest of Getting Lost, where it could be kept in check with relative ease. After all, the gnolls’ skills as sailors were below dreadful, and after Drunigzar had to publicly promise to not sell ships to the gnolls, the few vessels they managed to get their claws on were of such poor quality they were easy targets for any vessel with cannons. And even then, the gnoll raids can only reach so much, very rarely affecting any land beyond the Dem Helidden Peninsula, so if things stayed like that, the gnolls would be a nuisance for the powers north of the Forest of Getting Lost. The upsart Avangar, on the other hand, showed much more danger. A nation that appeared out the remote littlestepian swamps, the elyrians had embraced dark magic and witchcraft after the arrival of their mysterious leader, and had managed to fight the Platinum Princedom to a standstill, even capturing many cities of the east of the continent. Its use of dark arts was considerably feared, especially considering its success in transforming the swamps, with many wizards fearing the Tower of Eternal Fire’s mysterious workings would have unknown side-effects, but non-elyrian wizards were not allowed to study the construct, so no one but the most trustworthy elyrian wizards know its secrets.
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>>89525975
The growth of Avangar was becoming worrying. The elyrians had fought pretty much every nation that had tried to set foot on Littlestep, and as such, their lists of grudges against the different nations were considerable. The growing population of the elyrians was causing problems, though, since they were absorbing all the different peoples from the swamps into their nation, which was causing a lot of inner tensions. The different tribes had their own grudges and resentments towards each other, and many weren’t that keen on joining the nation of Avangar. A series of tribes began rejecting the dominion of Avangar, attacking the growing towns and cities of the elyrians, fearful of the growth of the heretical magic in their swamps. While the elyrians were able to easily beat them, the rebel tribes took refuge in the Kingdom of Poker. Despite the demands of Avangar to bring them the fugitives to him so he could exact justice, the monarch of Poker refused, seeing Avangar as little more than a barbarian warlock, and his use of dark magic made him untrustworthy in his eyes. This began flaming the fires of war between Poker and Avangar. The Kingdom of Poker did not feel threatened by Avangar, since not only it had prepared plenty of fortifications alongside the southern side of the Iebrum River, but it also had the full backing of the Kingdom of Tarot, a much more powerful nation. Poker was serving Tarot for decades as a vassal, helping it keep a good hold of the Labyrinth Bay, and thus, they had no interest in losing control of the sea to a bunch of barbarians. Plus, both the Princedom of Platinum and the Empire of Elanxa had promised them material support (though not actual military aid) in case of a conflict starting.
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>>89525989
The war finally started in 2.990 ABE, after the last ultimatum from Avangar himself was left unanswered. The elyrian invasion had little effect at first, not being able to cross many of the forts, and having to go back to their side of the river. Poker troops quickly follow them, confident they were chasing defeated and cowardly troops. Instead, most of the troops of Poker managed to get stuck in the swamps. In there, they were victim of the same traps and wizardry that Platinum suffered back in the day. The Poker troops, unable to lay siege to Alga, had to go back to their side of the river and wait for reinforcements from Tarot. The reinforcements from Tarot decided to invade the coastal cities, hoping that their inhabitants would receive them as liberators. And while this was indeed the case in many areas, especially in those ports where the elyrians were a decided minority, the sheer distance between the eastern side of the continent and Alga meant that their advance through there was not possible, especially taking into account the many areas that were still swamp. The war stalled for years, with the elyrians being unable to free the coastal cities or surpass the fortifications, while Poker and Tarot were unable to defeat the swamp. However, Tarot was beginning to grow frustrated with the war, as there was beginning to look like a stalemate. After many years of war, there was little advance, and negotiations began with Platinum and Elanxa to actually join the war, but they refused. In 3.005 ABE, a series of attacks against a particularly weak area of the defensive system managed to actually break through, moving the bulk of the elyrian army in a rush against the capital of Poker.
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>>89526001
While this breakthrough could have been used to isolate and surround the elyrian troops, the internal problems within the army and the infighting between the nobility had left the internal defenses poorly manned and prepared. This caused a massive rout of the forces of Poker, all while the lords manning the river fortifications, sensing where the war was going, turn their cloaks on the king of Poker.
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>>89526014
By 3.006, the Kingdom of Poker had surrendered to Avangar. The king was announced dead after the fall of the capital of Poker, according with his heirs the vassalage of the kingdom to Avangar. This only left the towns to the east, still occupied by Tarot. Enraged by the defeat of Poker, but unable to continue further now that the bulk of the elyrian forces, as well Poker’s, were marching to the east. Enraged, Tarot decided to burn down the coastal towns to cinders, bringing anyone who had helped them back to Tarot and leaving the rest in the ruins of their cities. The last tarotian ship abandoned elyrian territory by 3.007 ABE, ending the war. The success of the war surprised many in the region, and a lot of tensions started searching for who was really responsible for the defeat of Poker and Tarot. Meanwhile, the elyrians tried to recover from the war. While their holdings north of the Iebrum River were pretty much intact, the cities and ports to the east had been razed and burned, leaving little of use. Tarot had made sure to destroy as many ships as possible, while taking any craftsman of value back to Tarot, and executing the rest. This left Avangar with little way of actually building a fleet to continue the war further, and thus peace negotiations were established. Avangar then ordered Tarot to offer them their best artisans and engineers for the making of a fleet, seeing as the empire would never be safe as long as enemies could attack with impunity from across the sea.
>>
I wonder if I'm adding too much detail to these events, or I'm not adding enough...

Anyway, the next bit for the historical maps will be the Sitrai Martoflu wars. Since they had little to no lore of their own, I'm going to make up a lot of stuff, so feedback will be appreciated once I get it done.
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>>89524791
Neat.
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>>89524660
The people who discovered the Dino irl thought it was a giant iguana too at first
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A reminder we still need to complete the capitals.
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>>89524791
>>89524660
>>89527574
They better look like the Crystal Palace Dinosaurs.
>>
Is anyone still making the flags of the nations?
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>Iguanadon

The iquanadon is a reptilian herbivore capable of reaching up to 10 meters in length under optimal conditions. Although they originate in the jungles of Chakobsa and Jeraxih, they have been transplanted to several other regions, including the Cornflower Peninsula. They are lazy creatures with surprisingly few natural predators, mostly due to their toxic meat. Due to their low metabolism, they don’t eat much. Despite their laziness, they have been known to periodically travel long distances to visit “congregation points” where thousands will bask for extended periods of time. The reason for this behaviour is unknown. Sentient beings have yet to find a use for iguanadons and mostly ignore them, however, a few eccentric individuals have been known to keep them as “pets”, though this basically just amounts to feeding them their favorite leaves and fruits so that they repeatedly return to a particular homestead. Some Chakobsa and Jeraxih tribes see them as sacred. Iguanadons live for up to 100 years.
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>>89532563
>Cornflower Peninsula
It's Cornfloor Peninsula
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>>89532563
>10 meters
Those are massive, anon. Anacondas are around 5m of length, these are twice that.
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File: Monsters List V.2.png (181 KB, 1401x1602)
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A reminder we need to complete the monster list.
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>>89529253
So the capitals yet to be added are:

-Elfwood
-Grobianismus
-Gvilderstaaten
-Hereby
-InGurLand
-Kingdom of Silver
-Kingdom of the Crimson Queen
-Siuverland
-WEE
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What are the priority things to do currently?
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>>89535797
Can I just make them up?
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>>89535812
See >>89475342. Some anon is working in the history timeline, other anons are doing maps and fleshing out certain places, plus making the datacards (thoughthere is little feedback on those).
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>>89535819
Yes. But first you ought to check the lore, just in case it already has one. Plus, some areas do not really make sense to have a capital.
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>>89532563
>up to 10 meters in length
>individuals have been known to keep them as “pets”
>feeding them their favorite leaves and fruits so that they repeatedly return to a particular homestead
With a size like that, they are going to cause quite a ruckus when near any population.
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>>89537214
it imagine the relationship is more of an offering to keep the iguanadon from razing farmland, instead of stray cat meows to get a bowl of milk
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>>89537361
An animal the size like that must require a ton of food, they must be pests for agriculture. They are probably hunted down to keep them far from the crops.
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>>89516711
Ok, so I'm writing about the wars of the Sitrai Martöflu archipelago, and I have an issue with the timeline. In the timeline, the war with Poker/Tarot ended in 3.007, whereas the elyrian conquest of Vilga ended in 3.006 ABE. Now, this makes little sense. Not only the elyrians were swamp dwellers before the war with no experience with a fleet, but even if they had they would have been hurt with a war with Tarot and they would need to take over Stör Kartoflu first. The conquest of Vilga is too soon.

I would propose to move it forward somewhat, since it seems like an arbitrary date (there's not exact date in the Vilga lore, or one of those "it happened X years ago" dates), so I don't think it would cause problems.

If I had to put a date to it, I would put it after 3.011 ABE, since by then Avangar has disappeared into the swamps, and maybe the rulers of Avangar have more motivation for expansion to keep everything together without his leader. Plus, a couple of years to build up the fleet would be mandatory, otherwise nations like Elanxa or the vilgans themselves would just block the ships and stall them forever.
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>>89511828
Luden anon, I added the bits you made in the last thread to the wiki. Please confirm everything's fine before I add the thing in this thread.
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>>89537581
Any feedback on this?
>>
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>>89516711
Take each race and their kingdom and make little timelines of how and when they started right to their end. Try to make each unique in some ways. Then see if you can mesh events together between them. Did anybody else have a beef with the Ogres that might have helped the pirates? Did the ogres have allies that will come avenge them? Where did the Vilgans come from? etc..
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>>89544693
What you see in >>89516711 is what there is, I haven't been able to find other relevant information (the island of Rukan was uninhabited until 3.131 ABE, only relative important date not added there, and even then it doesn't affect the invasion that much).

The only bit of contention I have right now is >>89537581, since the dates do not add up.
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>>89544663
Wouldn't Fire and Ice make Water?
Fire and Lightning would make a pretty cool combo to describe some kind of world unique power force.
Why is an enviroment an element (swamp)?
That reminds me, FIRE SWAMP, you heard of ROUS's?
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>>89544710
Oh I thought you made it.
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>>89544748
Made what?
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>>89544748
Oh, you mean the timeline table? Yes, I made it, but the thing is, there's barely any infoon the Sitrai Martöflu archipelago, especially outside of Vilga. This >>89516711 is the best approximation I could make with the info written.
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>>89544734
>ROUS
Rodents of unusual size?
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>>89544734
>ROUS
they are canonically already in the setting
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File: 1689079571930807(1).png (251 KB, 4208x4211)
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Stolen from the compass thread.
What would you suggest?
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>>89545531
https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch
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>>89545531
We already have one of those. It hasn't received much feedback on a while now.
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>>89544734
>Wouldn't Fire and Ice make Water
Yes.
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>>89545531
It's been a while since we've made a compass...
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>>89545525
>>89545388
>>89544734
What is ROUS?
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>>89544734
Updated.
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>>89546077
You forgot the funny
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>>89552633
The funny will be added once we fill the rest of the squares.

Also, bump limit, I'll make another thread.
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NEW THREAD

>>89552939
>>89552939
>>89552939
>>89552939
>>
>>89552909
That's absolutely not how that works you reprobate



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