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>Thread Question: What are some monsters in the setting?

>Thread task: Discuss the possible gameplay rules of the tabletop.

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
>>90469380
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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 - https://suptg.thisisnotatrueending.com/archive/2023/89389607/
56#1 - https://suptg.thisisnotatrueending.com/archive/2023/89472549/
56#2 - https://suptg.thisisnotatrueending.com/archive/2023/89552939/
58 - https://suptg.thisisnotatrueending.com/archive/2023/89637453/
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59 - https://suptg.thisisnotatrueending.com/archive/2023/89718352/
60 - https://suptg.thisisnotatrueending.com/archive/2023/89797226/
61 - https://suptg.thisisnotatrueending.com/archive/2023/89868753/
62 - https://suptg.thisisnotatrueending.com/archive/2023/89944865/
63 - https://suptg.thisisnotatrueending.com/archive/2023/90013461/
64 - https://suptg.thisisnotatrueending.com/archive/2023/90087220/
65 - https://suptg.thisisnotatrueending.com/archive/2023/90166276/
66 - https://suptg.thisisnotatrueending.com/archive/2023/90241246/
67 - https://suptg.thisisnotatrueending.com/archive/2023/90313872/
68 - https://suptg.thisisnotatrueending.com/archive/2023/90389784/
69 - https://suptg.thisisnotatrueending.com/archive/2023/90469380/
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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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someone make more bing art for this
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We're going in the right track with the seas and the mosters, I imagine both of them will be finished soon (though the monsters need more descriptions for many of the entries). We are also beginning to discuss gameplay items, but we're in very early stages with this. Also, the wiki needs a lot of image uploading.
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What areas of the world still need a map more? The Gokmavi or the Isle of Wizards?
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Also, if we're going to continue with the rules, I'll post here the possible spreadsheet.
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>>90559573
>>
>Leviathan Gulf
The Leviathan Gulf is one of the main oceans in the world, bordering the southeastern shores of Giantstep, as well as part of the eastern and southern edges of the step. It also connects with the Starry Night Sea, the South West Sea, the Black Eye Sea, the Carsibi Sea, the Marisibu Sea, the Sea of Brilliant Lights and the Sea of Bile. The Leviathan Gulf is well known for the ancient tale of the leviathan, which defied the gods and was felled by them, crashing from the heavens into the world and sinking all the way into the Sea of Bile. It also used to be the dominion of the Khenomeric Empire, but their eventual decline and fall turned the waters of the region into a nest of pirates, which in some areas is still true to this day.
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>>90560597
The waters of the Leviathan Gulf have always been rife with peril. Between the many unexplored and wild coasts, ranging from desolate wastelands to volcanic infernos, many areas of the ocean were marked as dangerous from very early on. Adding to that, the Khenomeric Empire was never a naval power in the real sense of the world, preferring to expand their influence inland. While the Merfolk Empire kept some of the norther areas of the Leviathan Gulf safe, the south was always quite isolated, and this fed the number of buccaneers and ne’er-do-wells living in its waters. The Curse of Uun and the degradation of the Khenomeric Empire caused a great deal of piracy, but the rose of other powers such as the Kingdom of Nogar and eventually the Kingdom of Drunigzar made the ocean much safer. Oddly enough, at current times, the lack of relative powerful entities in the ocean has granted Drunigzar a massive control over the Leviathan Gulf in comparison to its actual size: the rise of the Gnoll Empire took down powers such as the Kingdom of Ketlovia and Nogar, while the gnoll themselves are hardly a naval power. Many other areas are either barely populated or not interested in expanding their naval influence. This has allowed Drunigzar an unparalleled control of the region, establishing many colonies around the shores. Nevertheless, piratical powers such as the Blind Bastard’s Domain still threaten the stability of the region.
>>
>Sunset Ocean
The Sunset Ocean is one of the main oceans in the world, bordering the southern shores of Scimitarian and the southwest of Giantstep, as well as part of the southern edge of the step. It also connects with the Sea of the Witch Queen, the Sea of the Dragons, the Gun-Po Sea, the Great Morgull’s Sea, the Troll Sea and the Dsrvyth Sea. The importance of the Sunset Oceant and its nearby waters cannot be overstated, as it holds the biggest proportion of the total sea trade in the entire step. Indeed, the connections between Azan, Changrila, the Drow City States and the Gökmavi, as well as the many minor nations in the region, mean that the waters of the Sunset Ocean are not only rife with trade, but also well watched over.
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>>90563779
The weight and frequency of trade between the local powers has forced them to develop many fleets to keep the pirates at bay. The threat from drow pirates, buccaneers from the Zulutaur Steppes and the dreaded Red Lotus, means that serious measures need to be taken. This has led to the development of many different kinds of warships. Drow “flute vessels”, known for their speed, maneuverability and endurance are able to quickly close on the pirate vessels and drown them in burning arrows, patrol the waters around Scimitarian. The azanese “dragon drommons” are slower and somewhat outdated in comparison to more modern vessels, but their long range and their powerful “dragon breath”, a cannon launching a liquid mix of naphtha and quicklime that burns even underwater, makes them more than a match for piratic raiders. Finally, the changrilese “Great Turtle Ships”, slow galley fortresses capable of covering the upper decks with magically protected coats to avoid burning weapons. Despite these powerful vessels, the many pirates in the region have learned to develop smaller and much more maneuverable ships, trying to use the protection of the many storms and typhoons in the area as cover for their operations. Despite this, sea battles against pirates are rare, seeing as the big empires outgun the buccaneers by a wide margin.
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>>90563800
The Sunset Ocean also harbors some of the oldest recorded tales in the step. In particular, the legends of the lost land of the Demarchists of Lesandros, a mythical lost civilization believed to have sunk beneath the waves in an area around the center of the ocean itself. Many archaeological investigations have been launched to discern whether this strange civilization truly existed or not, with many of the strange devices discovered around some parts of the shores of the region believed to be part of their remnants.
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>Sea of the End
The Sunset Ocean is one of the main oceans in the world, bordering part of the south of the continent of Giantstep. Due to the shape of the step. The Sea of the End is a closed ocean, surrounded by all sides by land, with its only major subdivision being the Sea of the Void. Its geographical position in the south has made it a key strategic area, as it is the shortest route to reach the two sides of the world. Indeed, for such a relatively small body of water occupied by no major power, it holds a great deal of population and vessels within its shores, as well as a great deal of piratic activity.
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>>90565364
From west to east, the caravans need to cross the Zulutaur Peninsula, moving around the many towns and cities within the territory, and then arriving to the shores of the Sea of the End. From that point, they can move across the territory of the badgassi, paying a considerable safety fee, or take their chances within the sea, hoping that the pirates from Ortuga do not find them. Once they reach the eastern shores, the cargo needs to be moved across either the Dirihadarir Desert or the Mona Ki Ngi Xica Savannah, all the way to the Sea of Fog. Taking the sea route makes the journey weeks shorter, as the fast and small ships of the Sea of the End can reach one side of the ocean to the other in a couple of days, especially if the weather is favorable. However, the presence of the very well organized ortugan pirates has put a dent on the operations for many years, and even though they tend to be more civilized than others of their kind (particularly so as they profit mostly from asking for rescues for both crew, ship and cargo), the dangers of the Sea of the End are palpable. The presence of the badgassi does not improve matters, as the informal alliance between the pirates and the badgassi is well known, with plenty of profits for both.
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>>90565382
The closed nature of the Sea of the End also blocks it from contact with the rest of the oceans, making it a surprisingly safe place against sea monsters, though that does not mean there are some species that can threaten shipping or fishing vessels. In particular, this makes for great stories of captains developing rivalries and obsessions with sea monsters, as the small size of the region allows more frequent encounters. The waters of the Sea of the End also have to deal with the Maelstrom, always surrounding the archipelago of Ortuga and Hornkip, and capable of great destruction if caught by it in the open. There are many rumors of deep underground channels between the Sea of the End and the closed seas of the east, like the Morllowin Inner Sea and the Fool’s Trap Inner Sea. However, investigations of them are sparse, as they lead directly to the Eldritch Jungle, a place no sane man would want to get close to.
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I think the oceans are done, have I missed something on their descriptions?
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By the way, we still need to do the geographical division of Giantstep, to see which parts go to the northern, southern, eastern and western halves.
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>>90571385
I think this would roughly indicate which parts are north-south-east-west, but trying to establish the center is more difficult. Would central Giantstep be between the witchelven and the gnoll? Or would it be smaller?
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Also, here there are all of the underground bits in the underground map.
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>>90574413
Should we add up to 100? I lost the original underground photoshop file, so I would have to redo it entirely.
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>>90574413
>>90576411
stuff shown on the map underneath the drow city states, dominion of the witch-bog, and cornfloor peninsula all have names and descriptions

currently working on witch-elf stuff including subsurface

the faarowt grotto is described on the wiki page for faarowt

a few other descriptions are on thread 9
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>>90577163
>a few other descriptions are on thread 9
Neat, I completely forgot about those.
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>>90574413
I found an old copy of the underground map! It's nearly complete, so I can just put back the ones that are missing back, and begin to add more.
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Reminder we also need to finish the monster list, which is nearly done.
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>>90574413
Ok, I'll start by expanding the lore from the earlier threads, and update the bits that have changed over time.

>Da Wet Caves (Kinnog)
Da Wet Caves is the name of a massive major goblin nest in the region of Kinnog. The area is filled of hundreds of kilometers of natural limestone caves, cenotes, and lava tubes, some of which are partially filled with seawater. All of these form a series of networks, both naturally and through the goblin’s work, creating a natural fortress for the goblins, which can take refuge on the caves against attacks from the drow, ogres and other goblins. The network is also very resistant to siege, as the goblins can hunt crabs and other forms of sea life in some of the deeper caves, with halls so thin that only goblins can cross comfortably. Over time, however, the goblins here have become overpopulated, causing some to raid the surface dwellers or goblins in other cave networks. This also results in frequent fights for power.
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>>90582981
Mer’itas’sii (Drow)
The Mer’itas’sii caves are a series of deep magma caverns, formed by the seismic activity of the Mer’itas’sii volcanoes. The magma has managed to form certain bubbles of livable spaces, which are used by the local drow to form a small city, though even drow know that any major city built near a volcano is doomed to disaster, so only a few hundred drow live in the area, mining the softest volcanic rock. This Lolthite drow city was built beneath a seasonal lake, which fills during autumn and winter and it slowly filters down during the rest of the year, creating tall waterfalls that can go hundreds of meters tall, with some areas forming natural underground lakes above the volcanic basalt and obsidian. The combination of magma and water need to be watched over with care, least the growing steam increase the humidity too much and cause a fungal outbreak. The drow have created canals to move most of the water into dams, allowing them drinkable water, but pillars of steam are common. The locals amuse themselves with the few visitors they have by making them believe that contact between magma and water can result in the complete explosion of the mountain, and seeing their reaction every time they hear a steam pillar going upwards.
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>Helmgrud Hall (Azan)
The Helmgrud Hall is an ancient dwarven hall built above an ancient mine of tin and copper, oddly well suited for the production of bronze. Due to the shape of the mineral veins, the hall grew horizontally, something unusual for a dwarven hold. While it was said to be one of the most important dwarven halls back in ancient times, the exhaustion of the most profitable veins has led only the most treacherous still active, not being profitable anymore. Eventually, the population began moving to other regions, leaving it practically abandoned. Both the dwarves and the azanese keep an eye on the hall, in case of it getting occupied by goblins or bandits as a lair. Some parts of the hall are still used, either as storage or for dwarven religious ceremonies. Some azanese nobles also pay a hefty sum to explore the depths of the hall, seeking the aid of the local dwarves to watch the abandoned ruins.
>>
>The Moonlit Grotto
The Moonlit Grotto is a series of caves and caverns hidden by natural waterfalls and walls of growing vines, which served during many centuries as the home of multiple colony of drow. The grotto allowed them for an easy defense against the witchelven raids, often allowing them to enter the darker levels and ambushing them, until the witchelven lost all interest and left. The rise of the Witchelven Empire forced the Moonlit Grotto, as well as many of the isolated drow colonies in the region to bunker down. Unlike many others, the Moonlit Grotto actually managed to resist during many decades, even after serious attacks, and they rejected any offer of joining the forces of the witchelven. The Moonlit Grotto finally fell during the opening of the Gomorrah Breach, as it launched a torrent of succubae and other demons right within the depths, destroying every surviving drow left.
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If the world is flat, would a compass work?
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Also, I just realized that the luden loredump in threads 55-56 is not on the wiki. Tagging it to remember adding it later.
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Updated underground map, with some extra places I added.
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>>90585740
The new places I added:

>Great Alegnawigan Burrow
>Alien Crater
>Cursed Uun Chapel
>Royal Merfolk Summer Palace
>Deep Garbage Cave
>Great Arcanum Mine
>Burnt Hyperborean Royal Palace
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>>90582981
>Org-Iii Den
The Org-Iii Den is one of the deep underground bases that the witchelven use as bases for either raiding or attracting unsuspecting victims for their dungeons. The closeness to the Changrila Empire actually make it a very important military outpost for the Witchelven Empire, as it is both the main supplying base for witchelven raids, as well as a fortress against changrilese counterattacks. The succubae summoned there sometimes cause trouble for Daligrad and Kalydon, as many witchelven who attack those regions often bring their spoils all the way back to the south, far from any retaliation. The frequency of succubae summoning and dark rituals develop within the halls of the fort makes many believe that it will be the center of a future nascent breach.
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>>90586297
>Forgulholme
The Hall of Forgulholme was an ancient dwarven city built at the heart of the Baalp mountains, all the way back when Azan and the Western Elven Empire fought for influence in the territory. The dwarves at Forgulholme were masters of diplomacy, and managed to keep themselves out of the fight between the two great powers. However, the mineral wealth of the region eventually began to dwindle, making many dwarves abandon the region. However, it would not be fully abandoned until the wars between Azan and the Witchelven, which brought a great deal of chaos to the region. With the azanese troops focused against the witchelven, a mass of gibberlings managed to infest many areas of the now abandoned mines. The gibberlings quickly outbred the dwarves, and thus they were forced to abandoned Forgulholme. Nowadays, the hall is watched over by azanese troops and volunteering guerrillas of the nearby regions, as taking the goblinoids out of the underground is a task much more difficult and expensive than many are willing to pay. In particular, the gibberlings are a threat to local shepherds and the she-eep, bringing them back to the depths of the earth for foul cannibalistic rituals.
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>>90586495
The Burrow
The Great Burrow of Buisvuit is said to be the first hobbit burrow ever constructed, or at the very least it is the oldest surviving hobbit burrow still in use. For many centuries, the leaders of the city of Buisvuit lived in the burrow, ever expanding it downwards, creating new rooms according to their needs. Due to this, it does not belong to a singular family, instead holding the families of the major of Buisvuit. The newer families have to dedicate a great deal of effort of expanding the chambers, leading to a labyrinthine structure, filled with many of the possession of the older leaders of the city. It has reached to the point of needing multiple entries with the surfaces as shortcuts, and even then, sometimes curious hobbits get lost exploring the burrow, and the elder hobbits need to launch expeditions to find them again.
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>>90588311
>The Dungeon of Evil
The Dungeon of Evil is the current name of an old burrow in the Gospidog Hill. It used to be a seemingly normal communal burrow, holding multiple families at once, located in the middle of a small plateau. However, during a night in which Mg’umba shone bright red, the burrow was invaded by a group of evil cultists. These cultists turned out to be corrupted gnomes, somehow turned to evil by some foul magic. They slit the throats of all inhabitants of the burrow, and dedicated their sacrifices to their unknown dark gods. They quickly set out to enslave as many hobbits and other sentient groups to fortify their new home, turning it into a bastion. The surprise of this incident caused a relative lack of haste to respond to it, and by the time the local forces of hobbits, gnomes and humans gathered together to take down the cultists, they had created powerful spells to protect them from any attack from the outside. Nowadays, the region is completely blocked, with the local forces still trying to break the magical defenses of the gnome cultists, while they, in turn, launch as many raids as possible for sacrifices to strengthen their dark magic.
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>>90589065
Stikki Boom Fortress (Changrila)
The Stikki Boom Fortress is a fortification built on top of a series of caverns and underground burrows occupied by a local nest of goblins, who have lived in the area for many decades by now. The caves and underground lairs is part of the karstic network of tunnels in the area, with many areas having been marked by the water currents during the season of heavy rains. The goblins occupying the caves are particularly pacifist, being both slow to breed and friendly with outsiders. They live from hunting and foraging, as well as trading with the local human populations. They are particularly adept at manufacturing fireworks, often selling them for very cheap, though their quality is below that of human pyrotechnists.
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>>90582498
The jailer demons from the Prison Island count as monsters.
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Reminder we still need to complete the list of cities.
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Ok, so in the underground descriptions in thread 9 we had Da Boom Caves and Da Stikky Caves, but in >>90585740 we have the Stikky Boom Fortress. Are the descriptions two different places, or just one? Should I just separate the two in the map?
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>>90591227
>Abandoned Cathedral
The Abandoned Cathedral of Nosso Lar used to be the oldest church dedicated to the Azanese Old Faith built in the far away province of Nosso Lar. It served as the holiest ground in the region, as well as the place where the kings of Nosso Lar celebrated their weddings. They also built very deep catacombs, filled with statues of emperors, kings and heroes of the Azanese Empire, while also creating funerary chambers for those of noble blood who wished to be buried there. However, the eventual takeover of the region by the Blind Bastard saw the place desecrated, with all rich paintings, statues and treasure accumulated sacked. The building now serves as a powder keg, holding weapons and gunpowder. Rumors are abound of some of the deeper levels not having been discovered yet, as the nosso lar decided to hide them by creating fake halls and concealed rooms.
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>>90596706
>Ashen Deep
The Ashen Deep is a series of volcanic underwater caves and tunnels in the Provonost Island. Below the tallest peak of the island, the Provonost Volcano, the constant seismic activity has caused the formation of magmatic caverns, sunk below many meters of deep, ashen water. The okhostian undead, especially those who have had experience with mining before, have developed a love for exploring this deep underground. Due to the extremely hazardous environment (deep underwater pressure, magmatic heat, polluted waters…) nothing living can actually enter the caverns, but the undead kill their time exploring the many levels, which are said to be full of natural wonders like gemstones and valuable minerals.
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>>90596749
>Alien Crater
At the center of the Desert of the Weriest, rumors tell that there lies the fallen star that brought the Star People to the world of Giantstep. Those few who have visited the region saw a massive crater, carved directly into stone, filled with debris and sand. Many suggest that the star is buried deep underground, and that the star people still have access to it, possibly with technological wonders from their own world. However, this has not been confirmed, as talking about their past is taboo for the star people, and will not share any of their secrets with outsiders.
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>Ben'zo'varr
The underground drow city of Ben'zo'varr (or Benzovarr for most outsiders) is one of the oldest drow settlements in Scimitarian. While never becoming one of the biggest or most populous place, it has had quite a lot of influence over the years, particularly in regards to the Cornfloor Peninsula. While the drow nobility live in the areas closer to the surface, where natural light and warmth can still be felt, the population of the lower classes have a very rough life, being a den of crime, perfect for recruiting mercenaries and for finding any stolen items in many of its black markets. The people of Ben’zo’varr worship the Lolth, the Spider Queen, and there are many temples and statues carved within the depths of the city.
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Ok, so checking the wiki for info about the underground locations, I found this bit in the Drow City States page.

>Boirti’O (The Chambers of the Lustrous) – should probably have its own wiki page, lore is on thread 11

A tagged mark reminding to add a bit that never got added. I have been searching on thread 11 and the nearby threads, but I cannot actually find anything about Boirti’O. Any help?
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What are you about writing right now, anons?
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>>90596578
Da Boom Caves and Da Stikky Caves are separate locations with separate descriptions. For some reason back in the day, you merged the names, and put it in a third location. Since there are three different names, locations, and descriptions, I think you can treat these as three separate places

>>90597000
The Chambers of the Lustrous entry on thread 11 is simply called The Chambers of the Lustrous. You added the Boirti'O bit when you added it to the underground map
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>Boirti'O (Chambers of the Lustrous)
The Caves of Boirti’O, also called the Chambers of the Lustrous, are a massive cavernous system, famous due to being one of the only places where one can reliably find Crystalid Destroyers. The cave was first discovered in 2.181 ABE by drow prospectors, who first thought it would be a great source of mineral wealth, but due to the political instability at the time, they were denied the resources and manpower to do so. The cave became a local attraction, explored by both speleologists, treasure hunters and even religious pilgrims that linked this cave to the birth of an azanese saint. The cave houses many branch leading into various chambers filled with either crystal structures or volcanic rocks like granite. But the main route leading straight to the deepest region is a constantly widening cavity many describe as “an underground three and the chambers being its fruits”. Some of the caverns contain geodes while others have accumulated pockets of water, which can for small waterfalls and stalactites. At the deepest part of the cave, one can find the main chamber, a massive area covered with crystal pillars all around. It contains immense wealth worth in the most exotic and rare minerals the world has ever known, but it is also the place where the Crystalid Destroyers live, making it an incredibly dangerous area. Outside of the crystalid destroyers themselves, there are other crystalline entities that can end up attacking any being made out of flesh that ends up exploring the caves.
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>>90600838
The dangers of the deepest cavern combined with the potential riches have resulted in the “Ritual of Liberation”, a yearly slave mining experiment organized by the local nobility. They will bring 81 slaves and 9 willing chosen to lead them for a "gift for salvation" to the main chambers, with the objective of getting as many riches as possible and then come out back alive. The nobles will then bet about who survives or dies, and who will bring more riches. Survival is rare, but when it happens, the chosen will be given a boon, often their freedom and part of the profits if they are slaves or some other demand if they are free.
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Also, crystal water and crystal trees should go to the monster list.
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>Bori’bir-sii
The underground drow city of Bori’bir-sii was built during the ending days of the Drow Confederation. The instability of the region during those days had forced many drow out of their homes, and the discovery of veins of nickel and diamonds in the area made it a very attractive prospect for the many outcasts caused by the turmoil. Bori’bir-sii grew rapidly, causing an explosion of slums, all seeking to find treasures underground. However, after the initial decades after its founding, the drow discovered that the mines were not as plentiful as originally thought, leaving many veins and tunnels abandoned. The city survived, as by that point it had grown enough to sustain itself, and the mines, while not as profitable, were able to sustain the remaining population. About two centuries ago, the increasing volcanic activity has caused many tunnels and even some parts of the city to either cave in or become inaccessible, which has reduced even further the population. Many drow see this as a sign of divine will, and some are even are converting to the Ash Goddess or the Cog God.
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>>90582498
Would living wood constructs count as monsters if they are not sentient?
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Do we have a pdf yet?
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>>90604465
No, there is still plenty to add before making the abridged version. See >>90558562
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>Brassmen Archaeological Expedition
South of the Great Peninsula of Cemak I, the land holds remnants of the ancient civilizations of the Brassmen from Qadash. First discovered by the Archeological Society of Azan, the ruins looked like an underground clockwork city built, hidden beneath a valley. However, the exploration of the site was complex and dangerous, due to the many threats in the region. With the aid of the mercenary band of the Golden Skulls and other minor warbands, the archeologists discovered many lost treasures and pieces of technology, many of which they couldn’t fully understand. The biggest discovery of the expedition was the enchanted airship made out of brass, on which the scholars still use in their travels to this day.
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>Brimstone Deep
The Brimstone Deep is a series of volcanic caverns in the Mukrahost Island. Due to a fortuitous natural phenomenon, the magmatic tubes that connect the underground with the surface have a spiral structure, which causes a great deal of erosion during the rains, creating massive ramps incredibly slanted, all while many geodes and crystal spikes block the way down. If one can manage to arrive to the depths, they will find a sea of natural volcanic glass and diamonds. However, all of these are covered under dangerous levels of murky water, having been mixed with volcanic soot. This also makes moving around it incredibly risky, as the dark waters block anyone from seeing what one is standing on at the time, and sinking even deeper is an ever-present threat.
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>Burnt Hyperborean Royal Palace
The Hyperborean Royal Palace of Hiroria used to be the seat of power of the ancient Kingdom of Old Hyperborea. One of the oldest castles in the world, the edifice had been prepared for war from its inception, and during its lifespan saw many battles, especially against the snow elves. The castle was fortified against siege and assault, with many secret tunnels and passages allowing the hyperborean warriors to move around the invaders, as well as holding a great deal of resources to outlast any besieger. However, at the end of the Great Hyperborean War, the zemylander coalition managed to take the castle after a long and bloody battle, and it was razed to the ground along the rest of the city. Nowadays, the only remnants of the castle are a couple of ruins and towers still standing, while the undergrounds of the castle have been covered by the rubble and the snow. Many treasure hunters still search the ruins for any bit of past hyperborean glory they can sell at the local market.
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Have we thought of any particular special items?
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>>90574413
What other areas in the world need underground locations?
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>>90611125
Should we reach 100 places or is it not necesary for this?
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>Buru’dus’sii
The underground city of Buru’dus’sii is a drow city between the Aeriash and the Driniash volcanoes. It is well known for the lava flows that travel some areas of the city, liquid enough and with a low enough viscosity to never coagulate too fast, forming rivers that illuminate the entire city. The inhabitants of Buru’dus’sii have become experts in dealing with the lava and the volcanic activity, serving as volcanologists for other cities, as well as crafting items made out of lava, as well as to deal with lava. The inhabitants of Buru’dus’sii are near universally followers of the drow Volcano God, and they have built many temples out of volcanic rock.
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>Burundugnus Hall
Burundugnus Hall used to be one of the most important dwarven cities within the Western Elven Empire. While not big in sheer size, the reserves of gold and emeralds in it made it quite rich and powerful within the empire, and it was one of the big dwarven cities in the world. However, due to this power, it was one of the earliest and most important targets of infiltration for the drow before their uprising. The dwarves had many drow servants and slaves, which made the betrayal much more effective. As punishment for the many centuries of mistreatment of the drow, the once mighty dwarves were put to work in the mines in the same terrible conditions the drow had to endure. However, by the time the war against Azan was ending, Burundugnus Hall suffered a series of plagues that killed near the entirety of the dwarven population. This caused many areas to be sealed off for fear of the disease, and the place was eventually fully abandoned. Nowadays, it is considered a cursed place, despite many demands of some mining groups that are demanding the nearby cities the funds to reopen the hall again, seeking to restart the gold mine.
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>Cave of Bones
The Cave of Bones is a deep cavern in the Corteau Canyon. It is believed to have been formed millions of years ago from the gathering of dead sea life, as all the rock walls in the tunnels have incrusted on them fossils of ancient marine sea life. Many experts have explored the cavern, discovering ancient extinct species each time, though the tunnels are particularly treacherous, and on many occasions the floor has collapsed under the explorers’ feet. The Nerim consider the place sacred grounds, and they will often go to search for wooly scorpions, as they nest in some of the fissures. Some groups of Nerim use the hunting of the wooly scorpions as coming of age rituals, and hunting them in the Cave of Bones is seeing as a particularly honorable hunt.
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>Cave of the Wise Men
The Cave of the Wise Men is a natural cavern south of the Great Tower of Heliotrope. The cave is used by many wizard masters as training grounds for their apprentices. The strange crystals in the cave are said to bring clarity of thought, and as such, they use it as a place where they can learn to draw upon arcane energies. It is also protected by many magical wards, in case the young wizards lose control of their powers, dampening magical effects towards the outside. Many wizards also explore the depths of the cave in search for particular gemstones, since they can use them as magical tools and jewelry.
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Any ideas for the compatibility list?
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Reminder that we still need to finish the tieflings to get all sentient species done.
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>Chapel of Skulls
The Chapel of Skulls is a massive cave that has been used for centuries as a makeshift temple in honor of the Dragongod Phorsiussarx. Located at the shores of the Lake of Wolves, the many halls are covered by the skulls of the cultists, who wished to be buried there near their deity. During the Wars of Heaven, the Chapel of Skulls was severely damaged by the gnoll, destroying many of the works of art in there, and desecrating some of the freshest tombs. After the gnoll victory over the dragongod, the Nameless ordered the rebuilding of the Chapel of Skulls, this time using gnoll skulls to replace the human bones destroyed during the conflict. The sheer amount of dead gnoll during the conflicts has completely filled some of the tunnels and caverns. Many of the dragonspawn gnolls consider this place as sacred grounds.
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>>90557786
Does anyone know how to make precise prompts? We have plenty of descriptions, but I cannot anything close to them...
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>>90589065
>not just a dungeon owned by someone called Evil
weak
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>>90623177
That could be funny. Mr. Evil's dungeon, just your friendly neighbour with a passion for digging holes. When he moved, the next owner found a hole that seemed to go for hundreds of meters into the ground, for no other reason he really liked to dig.
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>Clockwork Underground
The Clockwork Underground is a massive archaeological excavation in the lands south of the Great Peninsula of Cemak I. The discovery of the Clockwork Underground is unique in that, rather than the remnants of a city or a town, it seems to be a massive mechanism, which has been covered in ground and debris over the millennia. The amount of interconnecting pieces scattered all around makes experts think that the Clockwork in question was near as tall as a small mountain, which baffles and terrifies them about the possible uses of a machine like that. Many of the walls of the underground are purely mechanical, having survived the debris and the sediments, but having eroded and rusted over the millennia.
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>>90623960
Maybe there are three different Dungeons of Evil...

The Gogothan one, the Mg'umba one, and the one previously owned by a guy named Mr. Evil
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>Cui-Shoin Aether Caves
The Cui-Shoin Aether Caves is a natural mine which holds the biggest reserves of aether in all of Changrila. The rarity of the substance in question makes it so that the god-emperor is the sole proprietary of the mines. It is believed that, millions of years ago, an aether meteorite fell in the area, becoming buried underground under hundreds of meters of rock and rubble. The naturally liquid properties of quintessence made it sink deeper into the earth, creating cavities and hollows where aether accumulates. However, the Cui-Shoin caves are incredibly treacherous, and most of the time, they can only be accessed to by a handful of miners at a time, seeing as the tunnels and fissures are incredibly thin.
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>>90624252
>The Gogothan one,
Where was that one?
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>>90625704
it is on the Thereby page
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>>90626690
Oh, that isn't in the underground map, I was looking to the Hereby one all the time. But if it shares the same name with the name in Hereby, it's going to be confusing, isn't it?
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>>90627102
I am pretty sure no one will look at any of the descriptions ever again, but it would be kind of funny to put all three on the map
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>>90627248
>I am pretty sure no one will look at any of the descriptions ever again
Perhaps, but I still think we shouldn't be redundant with the names.
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>Cursed Uun Chapel
The Great Temple of Uun was one of the biggest temples in the ancient Merfolk Empire, within the provincial capital of the old Kingdom of Akuwamaden. The chapel was built with hundreds of underground catacombs, serving for both the resting places for the local nobility and priesthood and to deposit the many pieces of art and offering to the deity. After the Curse of Uun, however, the Great Temple fell into disrepair, with its ancient mural works stained by the god’s careless vandalism, marked in burning liquid dark gold. Nowadays, the place is filled with the tortured souls of the priesthood of Uun, twisted into horrific forms, and not allowed the reprieve of death. The area has been abandoned since the last expedition made during the years after the fall of the Merfolk Empire, and while many believe the massive treasures of Uun are still there, no one really dares to take their chances robbing the cruel god.
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>Death Blossoms' Nest
The Death Blossoms’ Nests are a series of caves that the great Death Blossom spiders from the Cocoon Islands. The caves are natural karstic caves, and have a very labyrinthine shape, with hundreds of stalagmites and stalactites, with plenty of natural ponds and water currents. The darkness of the caves and their humidity attracts plenty of life, often small fishes, insects and bats. This also makes it the best place for the newborn death blossoms to grow in, as they will have plenty of prey to feed upon without the risk of bigger critters at the surface. The death blossoms will fight with each other for the control of the tunnels, and these fights can be to the death, with the loser feeding the winner’s spawn. Once the young spiders are born, they will begin making their own webs between the crevices and the columns, and they will stay there until they are big enough to venture into the open. Some wizards have tried to study the death blossoms’ natural habitat by venturing into the caves, but the darkness combined with the meters upon meters of spider webs and the violent death blossoms make it particularly dangerous.
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>Deep Garbage Cave
The Deep Garbage Cave is a natural formation created from the waste that forms the islands of the Great Garbage Patch. Due to the fact that the heavier rubbishes tend to sink, some of the explorers have expanded the natural caves in search for the more valuable remnants, which can be a hazardous task due to the many poisons and gasses that one can find in the dark. The walls are made out of many residual products from the ludenite industries, with the threat that that implies. There are also many still unidentified fauna and flora in the deep, which have learned to live from eating anything edible in their tunnels, including curious explorers.
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Underground map updated with some of the locations mentioned here plus some new ones.
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>Dark Tower of Kirian
The Dark Tower of Kirian is one of the many magic towers spread around the Avangar Empire. The tower was well known for being one of the first magical towers built in the Avangar Empire. However, after an incident of magical mishap and poor foundations due to its construction in the middle of the elyrian swamp, the tower was swallowed into the earth, leaving a massive hole in the swamp. The gap in the earth that it left has attracted many dark wizards in search of all the trinkets and magical items, as well as to test their own magical skills.
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>Drezels Iron Mine
The Drezels Iron Mines is the biggest mine in the Zapalovach Republic. Located in the mountains of the Beneficence Island, it employs a great deal of the population nearby, as the iron exports are highly profitable both in local and foreign markets. While most of the mine is in the open, some of the richer veins with purer iron are underground, and the zapalovach have built great tunnels to get to those areas. Reaching this area is quite risky, and many miners lose their lives every year trying to reach the veins.
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>Dummkopf's Cave
The Cave of Dummkopf is a massive underground system of salt caverns in the middle of the Salt Flats, in the Gökmavi Khaganate. It was formed by the underground water currents filtering during the scant rains and slowly carving their way through the ground by millennia. It was initially discovered by a dwarven explorer in the area, who fell fortuitously and ended up into one of the higher levels of the cave. The gökmavi have studied a lot the caverns of the cave, and many of them also believe the spirits of the land live at the deepest levels of the caverns.
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>Forgotten Fortress
The Forgotten Fortress is a major fortification built in the Cardammon Plateau. It was constructed during the days before the Battle of Empires by the azanese and the elven armies, preparing for the arrival of the khenomeri. The fortification was built in scant months, and in many ways, construction actually continued during the battle, as the attacks of the khenomeric armies of wizards and golems would batter the walls time and time again. The catastrophic end of the Battle of Empires and the cursing of the land saw the fortress abandoned since then, filled with the bodies of the dead warriors, many of which still unburied. The underground of the fortress is said to still held ancient weapons and items, many of them of holy or magical nature, an incredible boon if the rumors are true. Rumors also tell that the screams of the fighters still linger, some still continuing to fight with each other to this day, some seeking the living in rage and despair.
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>Gogothan Burrow
The Gogothan Burrow is an old hobbit burrow near the border between Thereby and the Land of the Fake Humans. This particular burrow is under the control of gnome cultists, worshipers of the demon lord Gogotha. They managed to kick out the old hobbit inhabitants of the burrow and turned it into a temple for Gogotha, from which they launch their raids to the nearby lands. It is also called the “Dungeon of Evil” by the nearby populations, which causes many to mistake it for the “Dungeon of Evil” to the north, followers of Mg’umba.
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Also, we ought to add all this in the wiki.
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>Forgulholme
The Forgulholme Hall is an ancient underground dwarven population located in the Baalps. The loyalties of Forgulholme changed from Azan to the Western Elven Empire all the time, seeing that the Baalps used to be a border between the two empires’ areas of influence. However, this division also split the population between different factions, which led to a very violent infighting. During the ancient wars between Azan and the Western Elven Empire, the fights between the pro-azan and pro-WEE caused great destruction in the region, which inevitably lead to the underground being burned to cinders, with the population leaving to other dwarven halls around the world. The few attempts of repopulating it were initially successful, but the fear of the witchelven and the drow sabotaged caused the hall to be abandoned again. Nowadays, much of the riches of the old hall have been pillaged over and over again, leaving nothing but a hideout for bandits and cultists.
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>Giant's Mouth Cave
In the Valley of the Fallen Giants, right between two great mountains, there lies a massive half-buried skull, believed to be part of the skeleton of a particularly colossal giant. The skull is partially hidden by ground and vegetation, but one can still distinct the shape of the teeth at the opening of the cave, being bigger than tree trunks. The open jaws serve as the entrance to the cave, in which parts of the body of the fallen giant can still be seen, even after an eternity has passed. There are also many mural paintings of ancient humans, who saw this place as sacred grounds, telling stories of worship and legends of the ancient of old.
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>Gordungus Hall
The Gordungus Hall used to be an ordinary dwarven hall in the Scabbard Range, at the heart of the Western Elven Empire. The history of the hall was nothing out of the ordinary until the days before the Drow Uprising. Weeks before the Drow Uprising, all communication between the hall and the rest of the empire ceased without any reason or explanation. Before the authorities of the empire sent emissaries to the population to know what was going on, the uprising of the drow happened, plunging the empire into chaos. The war came and went, and by the beginning of the Drow Confederacy, the authorities began an investigation about what exactly had happened to the Gordungus Hall. They realized that, during the years of war, not a single update about the population had been received by any drow authority, not a single individual from Gordungus Hall had been reported to participate in the war, and all the explorers and refugees who had gone there seeking refuge found the massive brass doors of the hall sealed shut. By the time the drow managed to force their way into the hall, they found that it had been abandoned to the last dwarf. There was no destruction or any sign of fighting, the buildings and mining equipment had seemingly been abandoned and left to rot. The drow authorities launched a massive investigation, and found absolutely nothing out of the ordinary. In the end, they decided the most prudent course of action was sealing the hall again, forbidding anyone to enter. The land is now considered curse, and many stories whisper the possible fate of the people from Gordungus.
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>Great Alegnawigan Burrow
The Great Alegnawigan Burrow is the biggest of the seguerial burrows in the Seguerial Hordas. The Alegnawigan dynasty was by far the biggest and most powerful of the seguerial colonies that ever existed, and due to their absolute dominion over the underground, they were able to create some of the most elaborate underground architecture in the world, rivalling and in many cases surpassing the works of the dwarves and the drow. These massive spaces are filled with incredibly complex pillars with reliefs of their history and their myths, serving as areas where trade and culture could have a space to flourish, all while being hidden from the rest of the world. However, after the fall of the Alegnawigan and the invasion of the gnoll, these massive spaces have been left to rot, both due to the lack of maintenance and the constant fighting between the different seguerial colonies. Still, many speculate that the alegnawigans have gathered a great deal of valuable treasures from the underground.
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>Great Arcanum Mine
The Great Arcanum Mine was established back when the zemylanders first began extracting the mineral arcanum. The Realm of Steel quickly discovered massive veins of arcanum, and soon enough the land had been covered in mining tunnels and ritual towers, as the extraction of arcanum needs a great deal of magical ritual. However, due to the massive concentration of arcanum and the level of magical ritual in the area, the distorting effects of the mineral caused massive distortions in reality, which made the tunnels a death trap for anyone who dared to go in there. Once the people in charge realized that there was no way to mine safely, as the rifts in reality were growing bigger and more wild by the day, the Great Arcanum Mine was left abandoned. To this day, the effects of the arcanum still resonate within the land, creating areas where the veil of reality is so thin beings unnatural can cross in an out without issue, though they can never be too far from the rifts themselves.
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>>90563800
>Great Turtle Ships
Maybe like this?
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>>90641382
Or like this?
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BUMP LIMIT REACHED, NEW THREAD
>>90644647
>>90644647
>>90644647
>>90644647



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