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/tg/ - Traditional Games

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>Thread Question: Who are some important characters living by current year (3.161 ABE)?

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


Map of the World Wiki

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

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

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

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

Previous thread
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1 - https://suptg.thisisnotatrueending.com/archive/2022/84774616/
2 - https://suptg.thisisnotatrueending.com/archive/2022/84847594/
3#1 - https://suptg.thisisnotatrueending.com/archive/2022/84864673/
3#2 - https://suptg.thisisnotatrueending.com/archive/2022/84877899/
5 - https://suptg.thisisnotatrueending.com/archive/2022/84890048/
6 - https://suptg.thisisnotatrueending.com/archive/2022/84918731/
7 - https://suptg.thisisnotatrueending.com/archive/2022/84930206/
8 - https://suptg.thisisnotatrueending.com/archive/2022/84943450/
9 - https://suptg.thisisnotatrueending.com/archive/2022/84963046/
10 - https://suptg.thisisnotatrueending.com/archive/2022/84990296/
11 - https://suptg.thisisnotatrueending.com/archive/2022/85001905/
12 - https://suptg.thisisnotatrueending.com/archive/2022/85025361/
13 - https://suptg.thisisnotatrueending.com/archive/2022/85034498/
14 - https://suptg.thisisnotatrueending.com/archive/2022/85074457/
15 - https://suptg.thisisnotatrueending.com/archive/2022/85181021/
15#2 - https://suptg.thisisnotatrueending.com/archive/2022/85273765/
16 - https://suptg.thisisnotatrueending.com/archive/2022/85357735/
17 - https://suptg.thisisnotatrueending.com/archive/2022/85442583/
17#2 - https://suptg.thisisnotatrueending.com/archive/2022/85499731/
18 - https://suptg.thisisnotatrueending.com/archive/2022/85554910/
21 - https://suptg.thisisnotatrueending.com/archive/2022/85580942/
22 - https://suptg.thisisnotatrueending.com/archive/2022/85686282/
23 - https://suptg.thisisnotatrueending.com/archive/2022/85775039/
24 - https://suptg.thisisnotatrueending.com/archive/2022/85865971/
25 - https://suptg.thisisnotatrueending.com/archive/2022/85981957/
26 - https://suptg.thisisnotatrueending.com/archive/2022/86150840/
27 - https://suptg.thisisnotatrueending.com/archive/2022/86258892/
28 - https://suptg.thisisnotatrueending.com/archive/2022/86355397/
29 - https://suptg.thisisnotatrueending.com/archive/2022/86504173/
30 - https://suptg.thisisnotatrueending.com/archive/2022/86662491/
31 - https://suptg.thisisnotatrueending.com/archive/2022/86786745/
31#2 - https://suptg.thisisnotatrueending.com/archive/2022/86924239/
32 - https://suptg.thisisnotatrueending.com/archive/2022/87072460/
33 - https://suptg.thisisnotatrueending.com/archive/2022/87171716/
34 - https://suptg.thisisnotatrueending.com/archive/2023/87267880/
35 - https://suptg.thisisnotatrueending.com/archive/2023/87388478/
39#1 - https://suptg.thisisnotatrueending.com/archive/2023/87472712/
38 - https://suptg.thisisnotatrueending.com/archive/2023/87550989/
39#2 - https://suptg.thisisnotatrueending.com/archive/2023/87627406/
40 - https://suptg.thisisnotatrueending.com/archive/2023/87795959/
41 - https://suptg.thisisnotatrueending.com/archive/2023/87956630/
42 - https://suptg.thisisnotatrueending.com/archive/2023/88125000/
43 - https://suptg.thisisnotatrueending.com/archive/2023/88278726/
44 - https://suptg.thisisnotatrueending.com/archive/2023/88372296/
45#1 - https://suptg.thisisnotatrueending.com/archive/2023/88465385/
45#2 - https://suptg.thisisnotatrueending.com/archive/2023/88563258/
47 - 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/
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/
70 - https://suptg.thisisnotatrueending.com/archive/2023/90556756/
71 - https://suptg.thisisnotatrueending.com/archive/2023/90644647/
72 - https://suptg.thisisnotatrueending.com/archive/2023/90721419/
73 - https://suptg.thisisnotatrueending.com/archive/2023/90795696/
Google Doc Link for the timeline. As updated as it can be.

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>Zyla Gora (additional geography)

Zyla Gora is small and sparsely populated. The largest communities are the seventeen villages who are acknowledged vassals of the Dominion. There are also several dozen other communities, mostly small hamlets and isolated homesteads who usually acknowledge the authority of the nearest village.

Ashville – This village is known for having frequent destructive fires, and as a result it usually contains more burnt out ruins than functional buildings. But even the inhabited buildings are mostly fire damaged. Most of its inhabitants are resigned, melancholy, or depressed, sometimes even borderline catatonic. But others are manic or outright lunatic. Unlike in other villages, this isn’t just because of the Sabbaths and the deep evil taint of the region, but also due to frequent use of mushrooms and other hallucinogens. The original settlers were mostly radicals from Faarowt, and aside from drug use, some other cultural traditions still remain like the popularity of dreads and knee length shirts among some of the more lively inhabitants. Ashville is a farming village, as are several hamlets and isolated homesteads to the south. Bog spelt, mushrooms, carrots, gourds, pumpkins, pigs, and goats are the main crops and livestock. The area has a large number of wisplings who share the demeanour of their human neighbors. Usually only a few younger inhabitants attend Sabbath at a main site, and when they do it is in the nude with animal masks and carrying torches.

Athura Menhirs and The Old Road – The Athura Menhirs are a cluster of large rune-marked standing stones that straddle an ancient road of uneven stones that seems to go from Ashville to Chanterelle, though many parts of it are missing so it was likely once longer. Both are likely linked to the Choinnigh culture, but both their purposes are long forgotten.
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Attilmhic – This village is a fairly standard Zylani agricultural village other than the fact that it is the first stopping point for Platani merchant caravans doing the Attilmhic-Kilfort-Lonburn-Yoski route.

Auntie Lush’s Hut – Auntie Lush is a powerful witch from Mutaa’s coven who shares her master’s love of taking down the rich, powerful, and/or attractive according to some sadistic karma code. She frequently travels to the Orange Marquisates to hunt for “spouses” who she makes increasingly dependent on her for magical, financial, pharmaceutical, romantic, and/or psychological support, pushes them to commit increasingly dark deeds, then convinces them to join her in exile in Zyla Gora (or perhaps a more appealing location, but takes them to Zyla Gora anyways). Once trapped in Lush’s remote hut, they are subject to a range of psychological manipulation, torture, and physical alterations until Lush gets bored with them.

Ayamonn – This hamlet is one of the largest not to have village status. It is located in a small damp valley which is good for growing bog spelt and certain vegetables. Many goat herders who work the surrounding hills also either live here or frequently visit. It is a vassal of Ebonmourne along with several other hamlets and homesteads, and provides much needed crops in an area which is otherwise too hilly to be good for much other than goat herding.

Baolm Pass – The remains of a large wall of crude cut stone spans this kilometer wide pass between two steep outcrops. The Choinnigh eventually decided it was too wide to defend against larger foes and instead relied on foul magic to destroy armies laying siege to Baolmhuir. It has been a long time though since the last time anyone has marched an army into Zyla Gora though. History has proven time and time again that such forces either meet a bad end or are corrupted from within.
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Baolmhuir – The piles of large boulders that surround this small village were once the fortress of ancient culture known as the Choinnigh. One of the so called Swamp-Men cultures (despite not living in a swamp) their ancestors were likely Westerlings who chose to settle in this inhospitable area instead of continuing the migration further east. The Choinnigh fought many battles against Khenomeric settlers and later the independent cities of The Fungest. Many of the smaller boulders are said to be grave markers, leading some to say Baolmhuir’s graveyard is even larger than Piggot’s. Migration from the outside world gradually diluted the Choinnigh culture to the point where only a partial language and a few minor cosmetic differences separate the remaining “Choinnigh villages” from others in Zyla Gora. Modern Baolmhuir mostly survives by herding goats, but will sometimes equip themselves with ancient looking weapons and armor to raid The Fungest or other Zylani villages (particularly when one or more witches accompany them). Wisplings are relatively rare here. The stronger inhabitants generally attend Sabbaths at one of the main locations, and do so wearing just traditional body paint, painful piercings, and perhaps a few heirloom bits of armor.

Baokbheir – This large barrow complex is one of the largest outside the Piggot cemetery. It is a maze of large burial mounds, menhirs, grave markers, and low walled enclosures surrounding a large obelisk that marks the entrance to several deep crypts buried deep into a cliff.

Bara-Bara – This small cave goblin community worships Gogotha but doesn’t get along well with the Zylani and is beneath the notice of the hags and witches. They occasionally cause problems for Uilideadha, but also sometimes sell them slaves or maritime salvage they find along the coast.
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Bareridge – One of the more tainted of the villages. Many of its inhabitants are individuals who attended a Festerroot Sabbath but became too disoriented or insane to return to their “normal” lives. At any given time, several powerful witches and hags dwell in the village, and most of the village’s inhabitants act as servants and/or harem members to one or more powerful spellcasters. Random murders, orgies, hauntings, feasts, demonic manifestations, unusual deaths, or wild celebrations are an almost daily occurrence. Many individuals wear their Sabbath garb almost all year round. In addition to humans, a wide range of swamp creatures and demonspawn can be found here, either servants to a particular witch, or just drawn to the evil of the place. Not much happens here in terms of farming or mining, but the witches ensure food is sent from other villages.

Bucklet – The original settlers of Bucklet were criminals from Chanterelle and Gertrumum who set up an illicit gold mine about a day’s march across the border. Despite frequent losses, the mine made a few men very wealthy and it stayed in operation for several years until a hag slew most of the miners, enslaved the rest, and kept the mine going for several more decades. The remaining miners became cannibals and rapists, relying on raids across the border for nearly everything. Eventually enough women were captured to stabilize the population, and some pig and fungal farms were set up in the old mines to keep people fed. The inhabitants still raid the Fungest occasionally for sentient meat for certain rituals (mushroomite or human), and also for slaves to bring to the Sabbaths. The inhabitants wear only crude masks made of burlap sacks to Sabbaths, which is also their attire for a range of other ceremonial hunts, feasts, and orgies. Most of the inhabitants are humans and dwarves, but a few wisplings live here, plus usually at least one witch or hag.
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Casamir – This village was first founded by an exile from the Orange Marquisates, who left with some followers due to a petty religious schism. They tried to travel to The Fungest, but were blown off course by a storm and landed in a sheltered bay. Taking this as a sign from their patron god Mirslava, they attempted to build a temple to the Northman Pantheon at this site. But they were unaware of this site’s dark history, including two major massacres of Khenomeric settlers and being the site of a summoning of a powerful demon in ancient times. Work had barely begun before a particularly long and harsh winter set in. After five long months of insanity, ghostly possessions, murder, and cannibalism, the surviving inhabitants were persuaded to dedicate their mostly finished temple to a new god instead, Gogotha. Since then Casamir has become a beacon of sorts to persecuted Gogotha followers fleeing the Marquisates, the Fungest, Florinth, and sometimes further east. At first glance, the village seems more wealthy, worldly and diverse than other Zylani villages, but in reality, most inhabitants are long-time residents who live in the crushing poverty typical of the region. Most new arrivals head to the core villages to attend one of the orgy-festivals that frequently occur in Bareridge, Piggot, Emberhelm, or Nyley, after a few such events (or just one Sabbath), they are often to insane to return. It is tradition for the wealthier new arrivals to attend their first Sabbath or similar festival in the most scandalous costume they can think of. Poorer new arrivals typically attend nude. Locals to the village usually do Sabbath at the village temple, nude, overseen by a few preachers of the Witch Church and/or witches. The lead preacher wears a flamboyant parody of Northman religious garb.
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Ebonmourn – Following the War of Burnt Incense in the Marquisates, and major unrest in Florinth around the same time, there was a large (by Zylani standards) wave of migration from those nations to Zyla Gora. Some were secret Gogothans, others simply wanted to conquer new lands to replace those they had lost. The failure of the Khenomeric colonies was largely forgotten by this point, and these new settlers were able to overwhelm the remnants of the Choinnigh culture and other rabble who were living there at the time. However, things soon started going wrong. Disease, famine, disappearances, large outbreaks of madness. Fighting broke out between the Gogothanites and their secret backers, those who were (relatively) pure, and those who were completely insane. The surviving nobles, warlords, and wealthy merchants began forming alliances and a rudimentary feudal society formed. The Ebonmourn family from Florinth were one of the few with enough sway to build a proper fortified manor. This feudal system soon collapsed, and was only briefly revived a few times in the following centuries. But the one of the Ebonmourn daughters became a powerful witch, and her granddaughter (also a witch) still rules the manor-castle and nearby village. Malina is a vain and cruel individual who likes to be surrounded by her version of beauty. She regularly sends her followers to kidnap those who interest her to bring back as playthings. She always attends Sabbaths at Festerroot, and brings along her current batch of paramours, of whom, usually a few will be lost during the festivities. The rest of Ebonmourn’s inhabitants aren’t very religious, though a low-key Sabbath is held in the village square each year for locals to keep Malina happy. Most of the villagers are human, but Malina has a few goblins and wisplings she uses as spies, and a large flock of harpies live in the upper levels of the castle who serve her as spies, couriers, and kidnappers.
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Emberhelm – This village was settled by exiles from Florinth who mostly wanted to farm in peace and quiet, but they settled too close to Zyla Gora’s most tainted area, which gradually turned them into some of the region’s most flamboyantly insane communities. Back in Florinth, the settlers had several festivals honoring a fey being known as the Pumpkin Man, and these tradition has spread to most Zylani villages as the Pumpkin Man is secretly one of Gogotha’s intermediaries. However, the inhabitants of Emberhelm take these festivals to extremes. Carved pumpkins are ubiquitous in the village and outlying farms for the months between late summer and early winter. During this time, most inhabitants forgo clothes and wear carved pumpkins on their heads, and several wild festivals involving feasts, orgies, and sacrifices occur in the village in the weeks leading up to Sabbath (which most villagers head to Festerroot or The Great Hollow for). During Sabbath, usually at least one person is turned into a unique form of demonspawn where the pumpkin becomes their actual head. Assuming the demonspawn isn’t taken by a witch or hag as a pet, such individuals are brought back to the village where they are treated with great honor. The villagers are mostly human, but many wisplings live in the surrounding area, and there are usually at least a dozen witches, hags, or demonspawn either living in the village or nearby. Like most agricultural villages, the main crops and livestock are bog spelt, assorted vegetables, pigs, and goats, though obviously pumpkins have far more focus than in other villages. There is a high percentage of shamans given the size of the population, most of whom have an affinity for fire.
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Kilfort – This agricultural village is located in one of Zyla Gora’s more fertile and populous regions (relatively speaking). It is one of the more industrious and functional communities. They don’t take the Gogothan faith particularly seriously and sometimes purchase slaves to be sent to main Sabbaths ceremonies to meet minimal attendance requirements if no locals can be found that year who want to willingly attend. The local Sabbath ceremony is relatively low key. Some traces of Choinnigh culture still exist here, but most descend from more recent settlers. They have close ties to the mining community of Lonburn who they supply food to, and they also trade with Attilmhic and the Platani.

Lonburn – This village is the centre of Zyla Gora’s only active mining region. They mine coal and iron, and forge iron tools and weapons, most of which is sold to other parts of Zyla Gora, but sometimes also to the Platani. The village and the outlying mines are relatively untainted, though many inhabitants seem to possess unnatural stamina and/or recklessness, and it is hard to say how much of this is cultural, and how much of it is some form of mania. Most inhabitants are human, but there are a few dwarves, goblins, wisplings, fairies, and mushroomites around. The local Sabbath is relatively tame, but some young folk will attend one of the main Sabbaths at The Great Hollow or The Festerroot.

Mawbrooke – This mine was one of the largest in the area’s history before the miners were mysteriously wiped out. Occasionally groups will try to explore or reclaim it, but each time they do, groups of undead will drive them out. Accounts of what types of undead live here are contradictory, some believe that in addition to the spirits of the dead miners, there is something else haunting the mine, perhaps an old tomb complex the mine cut into.
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Moaning Crevasse – This small but deep gorge has many zombies trapped at the bottom. It is a coming of age ritual for Lonburn youth to urinate into the gorge, but occasionally some fall in, adding to the zombies. Although usually seen as accidental, this is actually often due to a local ghost who sometimes gets bored and tries to knock people into the gorge.

Mumely’s Cottage – This cottage is home to three hags who are noted seers. They use their abilities to defend the Sabbath locations from anyone foolishly enough to meddle with them.

Mutt’s Lair – This cave is home to a solitary werewolf. Geas placed by local witches prevent him from attacking inhabitants of Zyla Gora, but he will sometimes sneak deep into The Fungest to attack lone travelers or isolated farmsteads.

North Swamp – This swamp is home to a small group of kikimori led by witch. For the past few centuries, the witch has been using selective breeding and magical tampering to produce her interpretation of the perfect specimen of that species. Zylani avoid the swamp due to some past event that happened here, though no one seems to agree on what the actual event was.

Nyan’s Cottage – It would be easy to assume this collapsed shack in a remote gully in the Witch Hills is abandoned, but in reality it is still sometimes used by Baba Nyan, a witch who uses magic to spend most of her time in the shape of a house cat. Cats are already treated with respect in Zyla Gora since some witches uses them as spies, but villages in this area are extra respectful lest they anger Baba Nyan.

Nyley – This village is the closest to The Great Hollow, as well as The Festerroot Tree. Similar to Bareridge, many of the inhabitants are too insane and physically twisted to do anything particularly productive, but the witches and hags who live here ensure other villages send them supplies. Attendees of Sabbaths at The Great Hollow gather here to begin the long parade up Mount Zyla Gora.
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Old Mathi’s Hut – Some inhabitants of Zyla Gora have innate magical abilities that weren’t gained by learning witchcraft or demonic pacts. They are usually referred to as shamans, wise men/women, etc. No one is sure how they get their powers, though they appear to be a mix of druidcraft and curses. As long as they don’t interfere with interests of witches and hags, most such individuals are left alone. Old Mathi is one of the oldest and most powerful of them, but he is a solitary wander who spends most of his time on the road.

Papin Lighthouse – Several centuries ago, the city of Chanterelle built this lighthouse to try and keep people from accidentally landing in Peggle’s Marsh at night. At first no incidents occurred, however, as the lighthouse neared completion, things went poorly fast. Within the span of two days, a single brawl had escalated to several murders, which escalated to a series of violent orgies, suicides, and other destructive behavior. The incident ended with everyone involved being petrified (and some turned to demonspawn beforehand). Only a messenger who was sent back to the city to report on the deteriorating situation survived, and only a few updates in the captain’s journal plus the statues themselves provide clues to what happened in the last few hours. Another lighthouse was eventually built much closer to the city but it is not as effective. People are sometimes reporting missing near the Papin Lighthouse and the number of statues seems to grow.

Peggle’s Marsh – This salt marsh seems to be particularly tainted with evil. It is home to a tribe of insane, physically deformed goblins who seem to exist to torment anyone who somehow become stranded in the marsh (sometimes shipwreck survivors, or lost fishermen, but often individuals deliberately marooned here). There are also some wisps, wisplings, and corrupted mushroomites, who seem to enjoy luring people into sadistic traps set by the goblins.
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Piggot – One of the larger and more organized of the villages. They are infamous for their fanatical need to immortalize the dead with elaborate gravestones. Many other villages bring their dead to be buried here too. As a result, the village is surrounded by several square kilometers of graveyard, some of which date back to ancient times. Many styles can be found here including Choinnigh barrows, Khenomeric cenotaphs, and wispling rock piles, though most are elaborate headstones in the style popular in the Marquisates, plus a few twisted variants of the statue-markers and large crypts favored by Florinthian nobles. The inhabitants of Piggot are also fanatical followers of the Witch Church, and a large temple to that religion sits in middle of the most elaborate part of the cemetery. Orgy-festivals frequently occur in the cemetery, as does a large festival for the main Sabbath, though many inhabitants travel to The Festerroot or The Great Hollow instead. The insanity of the inhabitants tends to manifest itself in morbid humor and an unhealthy obsession with the dead. Masks for Sabbath are often fashioned from real skulls molded and fused with magic. Most of the inhabitants are human, but there are a handful of witches, hags, and demonspawn in the village, as well as many morbid wisplings in the cemetery.

Rupa Manor – This large manor house was built by an exiled Gogothan Florinthian noble who hoped to create ties with between Zyla Gora and The Fungest. However, this never occurred and the manor was abandoned before eventually becoming home to a powerful witch who transformed her own child into a demonspawn to ensure its longevity. She controls a network of particularly sadistic wisplings who spy on villages across the border and occasionally kidnap individuals for her or her daughter to “play with”.

Sermore – This rustic fishing village was once the lair of a sadistic pirate captain who made the mistake of trying to manipulate a local witch. The captain met a bad end, and the witch took over the crew for several generations before eventually growing tired of piracy. Since this time, there has been no pirates based in Zyla Gora, and only a handful have been foolish enough to try to hid in its many secluded coves, or even worse, raid its villages. However, the inhabitants of Sermore are proud of their pirating roots, and the tattered remains of the pirate flag hangs in the local tavern to this day. The inhabitants of Sermore are now fishermen and crabbers for the most part, though a crude brewery makes grog from fermented seaweed and bog spelt, and is considered one of the best breweries in Zyla Gora. The inhabitants sometimes hold ad hoc orgy-festivals anytime shipwrecked, lost, or marooned individuals are captured along the coast (such individuals are seen as gifts from Gogotha). However, they are lax about attending the main Sabbaths, only sending a small number of attendees, some of whom are often recent captives should any be available.

Sherry Cave – This large cave network has a persistent infestation of giant spiders, which probably explains why there are no settlements nearby. Bored witches and hags capable of flight, as well as the local harpy flock, will sometimes drop captives near the entrance of the cave just to see what will happen.

Talaitha House – This large house was probably built by a relatively wealthy outsider with some skilled craftsmen in their entourage, though no one remembers the details. The few who travel past the house on a regular basis agree it is likely haunted and is also home to some giant spiders. According to some rumors, the house is built on a cave network that connects to the house via the cellar, which perhaps explains why the local is so popular with giant spiders.
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Tarrom – The most southern village. Although some believe that a village that far from the main sources of corruption should be the most normal of the Zylani villages, if anything, Tarrom is one of the most bizarre. Some say this is because the tomb of an unseelie prankster faerie lord is located somewhere in the hills south of the village, perhaps yet another of Gogotha’s emissaries as certain foreign mystics and wizards have detected some demonic corruption in the area in addition to pockets of wild fey magic. Either way, the inhabitants have always been a little too strange and too dedicated to Gogotha to be lumped in with the Platani, so it is considered to be a Zylani village, one of the seventeen required to pay tribute to the Dominion. The village survives by hunting, foraging and fishing in the nearby Tarrom Swamp. As they spend large parts of the day wading through water, it is customary not to wear pants except in the coldest weather. Less easily explained is their tendency to wear buckets on their heads during ceremonies and Sabbaths. In the center of the village is a large statue of Gogotha in the form of a beautiful female satyr holding the leashes of a nude man and woman with buckets on their heads, which seems to sum up how the inhabitants see their relation with Gogotha, that although some of them may not like it, they are bound to Gogotha forever. The inhabitants are mostly human, but with some swamp gnomes and wisplings as well. The origins of the humans is unclear, but they seem to have been there for a while. In addition to the peculiar argot spoken by most Zylani, they also speak their own language, which seems unrelated to others in the area. There are frequent festival-orgies, and many villagers travel for several days to visit The Festerroot or The Great Hollow for the main Sabbath. The insanity of the villagers is more pronounced than in most villages, and usually takes the form of manic, erratic behavior.

Tarrom Marsh – This large swamp is the foraging grounds of the village of Tarrom. It is also home to a number of swamp gnomes. Due to the fey magic and the demonic taint in the area, these gnomes come in several different shapes, sizes, and behaviors. However, although some of them enjoy playing cruel pranks on others, they almost never slay a local. Like the inhabitants of the village, they seem to regard themselves as forever bound to Gogotha whether they like it or not.

Tawni Town – This strange village was originally founded by an obscure cult popular with pirates and smugglers from the Marquisates and Florinth. The original cult was to a lobster-like creature named Inothl’ro, but it seems Gogotha subverted the cult and turned it into one dedicated to her. A large statue stands in the middle of the town depicting Inothl’ro/Gogotha as a nude woman with lobster claws for hands. The Inothl’ro cult as greatly increased in popularity ever since Gogotha subverted it, and is now popular with a wide range of folk who make their living from the sea. Only the most hardcore believers find out about Tawni Town though. They are encouraged to visit it during a sacred event, which ends up being the local Sabbath. Those who are driven insane by the Sabbath typically end up staying. In addition to fishing and crabbing, Tawni Town is one of the main source of slaves into Zyla Gora, many of whom are brought as tribute by followers of Gogotha or Inothl’ro from the Marquisates or Florinth.

Taw’oag Forest – Due to poor soil conditions, few forests in Zyla Gora are more than a few kilometers wide, and rarely contain anything of note other than a few wisplings, rogue mushroomites, or maybe a stray ghost or wisp. Foag Forest is one of the exceptions though. The few who live in this area all say something dark and cruel (even by Zylani standards) lives here, and avoid it at all costs.

The Festerroot Tree – This Sabbath location is considered one of the most sacred in the world, and the second most sacred in Zyla Gora. There are many conflicting theories on its origin, but it is clear that great evil emits from the tree and its surroundings. Only the most devote, reckless, or insane of Gogotha’s Zylani followers attend Sabbath here (along with witches and hags from the Dominion, and unwilling slaves from various lands). Although many attendees claim there are major differences in how they feel during Sabbaths at The Festerroot Tree versus at The Great Hollow, the ceremony is essentially the same with frenzied chanting and dancing leading to orgies and other acts of degeneracy. Demons often appear to join the festivities and mortals are sometimes temporarily, or even permanently turned to demonspawn. Afterwards many weaker individuals become too mentally unbalanced to function for weeks, or even years.

The Great Hollow – This Sabbath location is the most sacred in Zyla Gora, and its function and effects are much the same as The Festerroot Tree. But there are some differences. The Great Hollow is a massive oak tree with many interconnected cavities in its trunk, branches, roots, and in caverns below the surface. Within these are rare hallucinogenic mushrooms that are of much interest to those with divination abilities. The mushrooms are burned during Sabbath leading to some people getting visions of the future, or at least hallucinations they think are visions. So sacred is The Great Hollow that even the daughters of the Bog-Witch will visit it once every thirteen years. The Great Hollow sits on top of a plateau at the top of Mount Zyla Gora. The mountain has been called Zyla Gora for much longer than the wider region, which has had many names over the millennia.

The Old Sign Post – Zyla Gora is small and sparsely populated, which has led many to question why no one has ever conquered or purged it of trouble-makers. Aside from its long history of corrupting would be conquers from within, there is also the fact that those who travel into Zyla Gora looking to disrupt the activities of those dwelling there often come to very, very bad ends. For humans living in Chanterelle, the Papin Lighthouse incident is perhaps the most famous, but The Old Sign Post is also well known. This crude signpost of weathered planks nailed to a pole simply says “Keep Out”. Many of those who travel to Zyla Gora from The Fungest will come to a bad end regardless of whether they passed the sign on the way in, but travelling directly past the sign without some sort of invitation from the inhabitants seems to bring particularly bad luck. At least six people have been hit by lightning near the sign, and several caught fatal illnesses. A man who tried to set fire to the sign spontaneous combusted, and another who tried to chop it down embedded his own axe in his face. The most famous incident though was when a vigilante leader rode past the sign while chasing Zylani raiders back across the border. His eyes, teeth, finger bones, and testicles spontaneously exploded, and he died two weeks later with a constant parade of large centipedes magically crawling out his urethra.

The Wee Lad and the Buxom Lass (The Crossroads Statues) – Two cultists from Florinth were travelling from Tawni Town to Emberhelm to attend an orgy there when they had the misfortune of crossing paths with a bored witch travelling south from Uilideadha. The man was turned to stone urinating against a tree, while the woman was petrified fleeing. Since then several more travellers have been petrified here under unclear circumstances. On the plus side, the statues serve as a marker for the side trail to Uilideadha, which is often hard to find in the dark.

Uilideadha – This village isn’t particularly noteworthy other than it is one of the ones where the Choinnigh culture is the strongest. Several large battles were fought here during the Khenomeric invasion, and a few ruined fortifications can still be scattered around. It is otherwise a pretty “normal” Zylani farming community, with a particular emphasis on goats.

Violca Peak – This isolated peak is mostly famous for being the lair of an unusually large and long lived harpy that has been kidnapping people for centuries.

Yaoghaire – This village has a long and convoluted history. It was originally a settlement of the Choinnigh culture, and was one of the first places where Khenomeric explorers got a taste for what this region had to offer. For about a century, the Khenomeric Empire lost settlements and exploration parties along the coast of what is now Zyla Gora. Local authorities in Mareador were infuriated by the losses and sent thousands of conscript soldiers, slaves, indentured laborers, and convicts to establish coastal colony (known as Kinotep) through brute force. Eventually a number of coastal settlements were established, some of which grew to the size of towns and lasted nearly a century. The last settlement, and most westerly, was Yinhar, built on the ruins of Yaoghaire only a few months before the Battle of Empires. However, the dark forces of the region hadn’t given up, they merely changed tactics. Endless nightmares, bouts of madness, pestilence, and famine rocked the communities again and again while Gogothan cults wormed their way in, and tribal raiders and unseelie fey continued to fight with brutal terror tactics. Yinhar was seen as particularly cursed, as many of its leading inhabitants were Gogothans right from day one. Most people would have left if given the chance, but the local Khenomeric authorities were too stubborn to be driven out no matter how wasteful the colony became...
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Yaoghaire (continued) – It was only when the aftermath of The Battle of Empires forced the Khenomeric Empire to abandon many of their frontier regions that the dark forces of the area showed their true power. The Choinnigh tribes struck in large numbers, backed by unseelie fey, swamp ogres, witches and hags. Secret converts in positions of authority managed to get several communities to surrender without a fight, while in others they stirred up strife and confusion. Even where people managed to flee they often found they had nowhere to go as no nearby ports wanted anything to do with the “cursed colony”. In the end, the colony was wiped out, with most ending up as slaves to the Choinnigh tribes, or brought to what would eventually become the Dominion. “Yinhar” returned to being Yaoghaire, and most evidence that the colony existed was deliberately erased. Nowadays Yaoghaire is a small fishing village where most people descend from fugitives from the Marquisates. Inhabitants tend to be low energy and chronically depressed or disgruntled. It has been noted that inhabitants age quickly up until they reach forty or so, but slowly after that, with some living to over a hundred. This phenomenon has been seen occasionally in other villages as well, but it is most pronounced in Yaoghaire. Yaoghaire’s other claim to fame are the elaborate Khenomeric style hieroglyphics found in a hidden cave temple to Gogotha which dates back to the Khenomeric occupation period. Only a few other such sites exist in Zyla Gora, all of which are in much worse shape.

Yoski – Most of the time this location is nothing but a few fenced in enclosures along a muddy stretch of trail, but on the rare occasions that Plantani merchant caravans do the asfd-Kilfort-Lonburn-Yoski route, this is the final stop before reaching the relative safety of the Platanus Bog. For one night a small community of tents forms for the merchants to relax after a long day on the trail.
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We are going pretty well. We still need to add descriptions to the monster list and continue adding details to the different bits, but we're progressing at a decent pace.
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Ok, so I'm going to try to think about cities and towns to add to the zulutaur peninsula. Before I start, can you recall any already existant population in the lore? I can only remember the town near the opal caves, and that's not exactly a place to put a factorial company in...
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So would this amount of cities be allright for the zulutaur steppes?
seems a bit excessive, the Steppes are supposed to be primarily tribal nomad land

maybe downgrade big cities to small cities, and small cities to trading posts, which would be more in line with the original descriptions found in the "economy" section of the Steppes page
Fair enough. Though the thing is, if the coastal cities are so important for the southern world trade route, they ought to be big cities. I can take all small towns and just say they are resupplying outposts or resting places for the caravans.
The city of Meferesh is the oldest of the Zuluaur’s coastal cities. Founded back in the days of the ancient war between Azan and the Western Elven Empire, it was the result of an elven fleet that ended up stranded ashore after a storm. Isolated from their kind and without any recourse to fix their ships, they decided to build a fort using the wood from their destroyed ships. Months and years passed, and the crew realized there was no way back for them, as the route back though land was in azanese hands, and any hope for a rescue fleet from the Western Elven Empire was long gone. Thus, they decided to settle permanently in the area, attracting many of the local populations such as servalala joos, desert dryads and humans. By the time an azanese exploration team discovered the place, the war had long ended, and the original fort had grown into a considerable town. The single survivor and her children were brought to the Western Elven Empire, and the imperial authorities allowed helping the fledging town, investing in its infrastructure and bringing many settlers to the city. However, azanese diplomats were sent to the Western Elven Empire to stop this move, as the expansion of the elven nation towards the Zulutaur Steppes so shortly after the war was seen as an aggressive move. In the end, Azan and the Elven Empire signed a series of deals that made all further growth towards the region stop, at least overtly. This turned the city of Meferesh as a neutral grounds of sorts, getting trade from both Azan and the Western Elven Empire, and growing accordingly. After the centuries, however, Meferesh has decayed considerably due to the growth of other cities along the coast, competing and creating different routes through the steppes.
Most of its original population consisted of elves, mostly drow and a couple of colonies of sea elves, though nowadays the human population has surpassed the elves, as both foreign and local humans married and settled in the city. Most of the architecture of the city comes from elven designs, though done with poorer and humbler materials, and nothing that could reach the peaks of elven architecture back in the day. The local leadership has become decadent and vain, with most of them dedicating most of their time in the city’s arena, betting enormous quantities of money in the gladiatorial rings, where slaves and mercenaries fight to the death. The factorial companies located around the city are encouraging this behavior, as it gives them more and more power to fight for total control over the local economy.
Cities don't get big just because they are on a trade route, they get big because lots of wealth and power are concentrated in one location

In this case, the wealth mostly ends up in Azan, Changrila, BBD, etc. The factors are by definition middlemen who work for someone else
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Something like this?
Looks good, thanks
>Thread Question: Who are some important characters living by current year (3.161 ABE)?
I went through a bunch of nations and noted the following characters with names, or at least some level of a description aside from just noting someone exists who holds a particular title
Azan – two conflicting accounts of the Emperor and his family, also four senior advisors named (none of these are on the wiki page)
Zapalovach – the prince, nine of the boyars, and a powerful lich are named
Faerie Lords – There is a lot of them scattered across many different nations, they fall into a grey area between individuals and gods
Also a few dragons
Zyla Gora has at least three named characters
At least eight named characters in the Dominion aside from the Bog-Witch and her daughters
King of Florinth
Four characters of note in Poker
Queens of Gold, Silver, Copper, and Crimson, king of Hyperborea, prince of platinum
Elanxan Emperor
Witch-Elves – Morwenna, 7 concubines, 6 other named leaders
Changrilan Emperor
Renne of the BBD
Triarches of the Three Sisters
Puppet High Earl of Chrysovica
Lady Paramount of Aurous
Puppet ruler of Bumi
King of South Belsirya
Self-proclaimed king of Waldemaria
Three main rulers in Land of Windmills
2 named goblins in Felovik
sunflower knight
4 named rulers in dsrvysth
2 named gokmavi khans, plus the magic users from the recent thread
merchants from recent threads
The Mageseeker of Aquilea
Automata – 3 named inhabitants
Halstan of the Cursed Battlefield (and his apprentices elsewhere)
3 leaders in the Maneater Islands
King Troll and family in Kingdemocracy
How many of those actually have descriptions? I feel we have many royal titles and charges, but few actual names.
The city of Idonum was born during the settlements of the Azydiwi Peninsula. Back during the days of the 7th dynasty of Azan, the grave crisis that the empire had to grapple with during those years caused plenty of unrest. Between the wars with the witchelven and the drow (and the eventual civil war), there was a great deal of social and economic instability, and that had resulted in a great amount of tension and protests. Many groups, often from the areas most affected by the war with the drow like Gvilderstaaten, Siuverland, Northern Scimitarian, and Wanaidheain, fled from the empire. The reasons from this varied wildly, from people fleeing from the bloodshed, refugees who had lost everything or just people running away from the levies or as deserters. Seeking to run away from everything, they went to the one place they believed to be far enough from the wars to be safe: the wild lands of the Zulutaur Peninsula. As Azan had invested in many small outposts that had grown into trading posts or even cities, there were enough links to the mainland to accept the newcomers, though the fear of bringing the war to the south was an ever-present threat. Most of these ended up in the small cities of the Azydiwi Peninsula, which would end up becoming its own entity, with a strange and confusing relation with Azan. The city of Idonum, however, was mostly founded by deserting soldiers and their families, and wanted nothing to do at all with Azan anymore, and as such, the slim ties between the growing Asvaran Confederacy and Azan were too much even for them. As such, they cut all ties from their western neighbors, adopting many elements from the local populations to differentiate from themselves.
Nowadays, the city of Idonum has healed many of the wounds and resentments from those days, though they still keep themselves at a distance from the peoples from the Asvaran Confederacy. As one of the cities with the least amount of ties with the old powers, they are one of the smallest and poorer coastal cities in the Shores of Gold. This results in a smaller amount of factorial companies vying for power and influence, allowing the local city council to organize the city more freely. However, as a city founded by soldiers, the city has developed into a martial entity, keeping peace and order within its walls with considerable brutality. The population often serves as bodyguards and explorers, even for caravans organized by other cities. Recently, the city council has been opening more diplomatic ties with Changrila, as due to an incident with a group of members of the Red Lotus cult has made the council worry of a possible spread of the faith across the Zulutaur Peninsula.
Wait, I fucked up. The wars were around the 20th century onward with the 8th-9th dynasty. The reforms that made Asvaran were done during the 7th, which is around 7th-13th century. Fuck. Now I need to rewrite this, ignore this. My bad.

Also, Reading about the Asvaran, we probably ought to update its lore, as it is not clear whether it's a part of Azan outright, a special area like Gvilderstaaten, a separate nation with strong ties to Azan, or something different.
Ok, so according to the Asvaran wiki page

>The Azan Empire has had colonies in the region on and off for millennia, but it wasn’t until the late 7th dynasty (roughly two thousand years ago) that large scale colonization efforts began in order to support the new southern trade empire it was forming around the city of Moridan.

So what exactly were those reforms? I cannot find that bit...
Everyone on that list has either a name or a (usually very short) description. Most have both

Asvaran is a special territory of Azan. Azan sends governors for each of the city-states, but some of them are basically figureheads, and others sometimes become hereditary positions for a few generations. It is kind of like the relationship between Britain and Australia/New Zealand in the 1800s. They are too far away for Azan to maintain a tight rulership, but the people there still identify as being part of the Empire so they generally support the Empire's decisions while still handling local decisions themselves

The word "reform" isn't anywhere in that sentence. Roughly 2000 years ago is when Azan set up a colony in what is now the BBD, and they also started colonizing Asvaran to support that effort
>Most of the colonists were from Gvilderstaaten, Siuverland, North Scimitaria, and Wanaidheain (now the Isle of Wizards) due to political and economic reformations that were occurring there at the time.
My bad, didn't copy the entire bit.

>Asvaran is a special territory of Azan.
So would it be more or less ruled by Azan than Gvilderstaaten?
The city of Angoule was the first city founded in the Shores of Silver, on the eastern side of the Zulutaur Peninsula. Back in the days after the wars between Azan and the Western Elven Empire, the routes to the east were mostly done by caravans, crossing the long journey to the eastern nations, crossing the zidazzi hives and the lands under Gilgemash, all by land. However, the travel was quite slow and still underdeveloped, with not enough trading posts or resting places for the caravans to resupply. However, it all changed when a series of azanese explorers, alongside their servalalan guides, found a natural port near three small hills and close to a forested area. The conditions of the area were ripe for building a city, and preparations started immediately. However, the many treaties and accords between Azan and the Western Elven Empire limited their expansion in the area greatly, and building a city there would be under clear violation of the terms. As such, they resorted to more underhanded ways: they slowly but surely bribed many nomadic servalala clans around the area to begin settling down in the region, so that they could claim they were not colonizing the region. Once an outpost was established, Azan began establishing diplomatic ties with the town of Agoule, promising them help building their dockyard and their infrastructure if they were given special privileges. Despite this, the growth of a decent dockyard in the Shores of Silver caught the attention of the Western Elven Empire. Negotiations ensued between the two powers, and in the end, the city was left as an independent population, with Azan losing their privileges to keep the peace between.
Nowadays, the city of Agoule is still an important dockyard, one of the main places where ships from the Sea of the End can be built. While the local forests are not that plentiful anymore, the factorial companies in the city have pushed greatly for acquiring wood from all available shores, and even then, the vessels of the Sea of the End are considerably smaller than those in the seas outside, with the only exceptions of the dismantled ships that arrive through Sho-Too. However, this condition as one of the main dockyards of the Sea of the End also attracts a lot of attention from pirates from Ortuga, which tend to kidnap their vessels to demand a ransom for them. The city also holds a great amount of servalala clans who have settled in the area throughout the centuries, making up for most of the populations, though the aristocratic families are still from azanese or elven origins.
Ok, I've reworked the previous lore, so it can actually fit with the story.

The city of Hedeyjya was born during the days of the azanese wars against the witchelven and the drow. The grave unrest and destruction caused in azanese territories caused many to start thinking a way to exit the empire. The lands within Giantstep were threatened by deep witchelven raids, the lands of Scimitarian and Wanaidheain were threatened by the drow, and that was before the beginning of the Azanese Civil War. Many groups, often from the areas most affected by the war with the drow and the witchelven, began escaping from the empire. The reasons from this varied wildly, from people fleeing from the bloodshed, refugees who had lost everything or just people running away from the levies or as deserters. Seeking to run away from everything, they went to the one place they believed to be far enough from the wars to be safe: the wild lands of the Zulutaur Peninsula. As Azan had invested in many small outposts that had grown into trading posts or even cities, there were enough links to the mainland to accept the newcomers, though the fear of bringing the war to the south was an ever-present threat. In fact, the azanese colonies from the Asvaran Confederation, who were already using many technicalities and pretexts to avoid entering the wars, altogether refused the entrance of most of these refugees. As such, the coasts of the Zulutaur Peninsula began receiving a great deal of refugees that nowhere else to go. However, the strain that caused on the local area, combined with the fights with the local population and the inevitable infighting resulted in many of these settlements becoming abandoned, with the fates of many of these refugees being unknown. One of the few places that actually managed to prosper was Hedeyjya, as it was founded mostly by deserting soldiers and their families, and had the discipline and the organization to establish a stable settlement.
Due to their past as defectors, Azan declared the city as a whole as “turncoat”, and promised retribution, a punishment that never came due to the rebellion of Changrila. The ties between Hedeyjya and Azan were only reestablished many centuries after the end of the Azanese Civil War, when the exhaustion from the wars surpassed the resentments of the past. Nowadays, the inhabitants of Hedeyjya have adopted many elements from the local populations to differentiate from themselves from Azan, and especially from the Asvaran, towards whom they have a particular hatred due to their rejection during the wars. As one of the cities with the least amount of ties with the old powers, they are one of the smallest and poorer coastal cities in the Shores of Gold. This results in a smaller amount of factorial companies vying for power and influence, allowing the local city council to organize the city more freely. However, as a city founded by soldiers, the city has developed into a martial entity, keeping peace and order within its walls with considerable brutality. The population often serves as bodyguards and explorers, even for caravans organized by other cities. Recently, the city council has been opening more diplomatic ties with Changrila, as due to an incident with a group of members of the Red Lotus cult has made the council worry of a possible spread of the faith across the Zulutaur Peninsula.
I changed the description from Idonum to Hedeyjya, as I want to tie the former's description with Asvaran somehow. I'll see what I can come up with.
is the content in these threads good for tt or would it suit a cyoa more?
>due to political and economic reformations
I don't know if I mention them anywhere else, maybe I will do something with it if I ever finish the Azan Emperor list

>So would it be more or less ruled by Azan than Gvilderstaaten?
it is not really that black and white

Asvaran is a distant colony which tries to be like Azan

Gvilderstaaten is much closer to Azan physically, but see themselves as unique due to their cultural diversity and laissez faire ways. Many of the same powerful Azanese families that run Azan also run Gvilderstaaten though, so Azan has more economic control here, but less cultural
The city of Sho-too was founded during the azanese attempts of reaching the lands of the Great Norossor Peninsula. After the founding of the Kingdom of Nosso Lar as part of Azan, the needs to tie together that far distant piece of the empire with the rest grew considerably, especially since soon after Gilgemash managed to recover part of their territory, effectively creating an annoying, but costly, barrier to the goods of the east. As such, azanese explorers launched once again campaigns to connect the two sides of the empire. The exploration campaigns in the south finally managed to make a great discovery, the Sho-too Isthmus at the very edge of the world. While the strange nature of the world’s edge fascinated the men of science, the men of money and power saw potential in the isthmus as the shortest land road between the two seas. Thus, a city was quickly founded in the area, with many roads connecting the barely 40km between the two shores. The city of Sho-too was, in fact, two different cities, each on a different side of the isthmus, and rule by Western Sho-too. While it seemed as the perfect place for trade to go through, the reality of the matter is that it was only as effective as it sounded during periods of calm in the ocean. If the storms in the side facing the Sunset Ocean were strong enough, the long voyage through sea would force many vessels to stay in Asvaran for weeks, if not months, making the land route seem attractive by comparison. Still, the Sho-too has proved to be the most lucrative out of all of the cities in the steppes, despite how remote it is.
Sho-too has a great deal of influence around the area, as the relative small space they have to watch over and travel through in comparison to the others is remarkable. This allows them to set up a considerable amount of defenses around the area, with many watchtowers and outposts looking out for any trouble. Many of the local populations, especially those dedicated to agriculture and herding, find working around Sho-too quite profitable, as the city needs quite a lot of produce, and the protection from them makes sure the beasts are kept away. Sho-too also has one more unique quality, in that it is the only zulutaur city that is used to transport entire vessels from the Sunset Ocean to the Sea of the End. As piracy from Ortuga became more of an issue, some of the factorial companies sought to get more firepower against them, buying entire ships from the big powers from the west, disassembling them, shipping the pieces to the receiving city through Sho-too and then rebuild them there. The biggest ships in the Sea of the End arrived there through this system, though it is prohibitively expensive to build a fleet like that, only having 2-3 big vessels like that for city on the Shores of Silver.
Reminder we still need to add the tieflings' descriptions and the compatibility chart.
>the Sho-too Isthmus
Also called the Short Road, as per the map >>90882452
The city of Zarafarin was created during the chaos that the campaign of Hibila the Terrible caused to the zidazzi hives. The surprise campaign of destruction that the badgassi brought to the zidazzi forced many to run away for their lives. While most of them managed to flee north, a few of the hives near the border with the zulutaur lands were forced to cross the Namabass Desert and go south, alongside the coast. Dying of thirst and starvation, they were rescued by a local tribe of dryads, who helped them grow just enough flowers to be able to settle in, at least for the time being, alongside their dryad saviors. The running zidazzi began building a hive around the few flower fields they could cultivate. However, eventually the badgassi pursuers managed to find the settlement, and they sent a scout force to deal with it. While small, it was big enough to threaten the lives of all the people within. Seeing no way to defend themselves, the dryads went to the cities to beg for help to avoid a massacre, which they did manage to obtain. Preocupied that the badgassi would begin extending their influence across the Zulutaur Steppes, the mercenary forces from Meferesh, Hedeyjya and Agoule went to the zidazzi’s rescue, and managed to dissuade the badgassi from attacking, but by that point the flower fields were unsustainable and would die in short time. The mercenary forces promised to escort the zidazzi to the north, in areas near the Onyx Mountains where they could reunite with the rest of their species. This left the colony of Zarafarin completely abandoned, but the infrastructure built by the zidazzi had been solid enough for the other cities to begin occupy it, and soon enough, the city of Zarafarin was built on top of the zidazzi hive.
Zarafarin has grown quite a lot over the years, as Meferesh, Hedeyjya and Agoule are investing in its development so that they can control it from behind the scenes. Due to this, it is very common to see a local as head of the town, seeing as someone working by one of the three cities would cause quite a lot of tension between the factions. The original dryad population is still around, often taking care of the few agricultural plots around the city, though due to the harshness of the land and the growing number of people, most of the food comes from outside, as well as from its small fishing fleet. While Zarafarin is not particularly well suited as a dockyard, it serves as a resting point for the caravans that decide to go through the badgassi lands.
This reminds me we need to update the physical map.
A cyoa for this setting would be fucking sick!
Right now, what we have is setting. An absolute ton of setting, but nothing really solid in regards to campaigns or game mechanics.
To the anon that updated the wiki page of the azanese emperors, please remember that we have to put all the info in the threads first firs before adding it to the wiki, so we can discuss it if we need to (plus archival purposes).
it is stuff from threads 35 and 39#1 that never got posted
Oh, ok. Fair enough, I was confused for a moment.
The city of Idonum was originally part of the original azanese settlements which would eventually become the Asvaran Confederacy. However, the inhabitants of Idonum were never in harmony with the rest of the settlements in the Azydiwi Peninsula, as the leaders of the colony were set on becoming independent from the get go. Their attempts to rile up the other cities into rebellion led to disaster, as the other cities not only rejected their propositions, but they took their leadership down in a short but bloody war that nearly razed the city to the ground. The tension and distrust between Idonum and the rest of the cities of the region did not but grow over time, and this disdain was palpable in all levels of population. So when the envoys of Fenhu Xianhiao were sent to Idonum to gain their support in the coup, the local authorities gladly accepted. After the failed coup, the city of Idonum sided with Changrila, and began a war between the Asvaran Confederacy and Idonum. As Asvaran and Idonum were too far from the conflict, resulting in no aid coming from the mainland for either side. Despite the preparation and a quick lightning invasion by Idonum, the superior numbers of Idonum meant that after two years of conflict, Idonum had been completely taken over by the confederacy. The resistance against the Asvaran was bloody and violent, with plenty incidents of assassination and terrorism, and the repressions to the people of Idonum were given back in kind. After the Treaty of Nankin, one of the accepted accords was that neither Azan nor Changrila would claim ownership of Idonum in any way, resulting in the total independence of Idonum after decades of occupation by the Asvaran Confederacy.
Nowadays, the people of Idonum try to distance themselves from their azanese roots as much as possible. This makes Changrila the closest power to the people of Idonum, and after a couple of centuries, changrilese nobility supplanted the local powers. This is not something widely popular within the local population, as they just saw it as another power (someone that they fought for more than a decade for) taking them over. However, the resentment against Azan and especially against the Asvaran makes them accept their rule, since without their protection and influence, nothing keeps the Asvaran from invading them once again.
Also, now that you mention revisiting old threads. Did we reach a consensus about the Tamara-Autar timeline problem in Avangar? It's mentioned in the thread #56-2.
These have advanced a bit since the days of THE SUN NEVER SETS ON NEW JHELOM and all the rest.
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I tried to redo the image of the Goddess of Greed with current AI.
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Reminder we need to complete the list of cities.
Ok, so with the zulutaur cities done, I'll start with the factorial companies.
>Starfall Caravans
Starfall Caravans are one of the many factorial companies viying for power across the cities of the Zulutaur Steppes. Starfall Caravans was the result of the Venufals family, an azanese noble family that had fallen in disgrace due to court intrigue. As such, their holdings in the mainland shrunk considerably, and to avoid their feuds to dwindle into nothing, they decided that only the firstborn would inherit all, with the rest of the sons and daughters would have to take their chances elsewhere. Picking a small amount of their much depleted fortune they could spare, the Venufals’ heirs went their ways to seek their own fortunes, something that most could not do in the end. However, the youngest daughter of the family, Medea Venufals, managed to carve a small niche in the city of Meferesh, investing in the caravan trade through the region. However, the local businesses did not take kindly to the stranger’s intromission, and they hired a wizard assassin to take her out. While she survived the attempt against her life, the curse left her completely mute, as well as bleaching her hair white. After the attempt, the merchants suspected of having concocted the plot died in mysterious circumstances during a banquet. From that point on, Starfall Caravans began taking over their previous competitors, as well as making deals with other businessmen open to agreements. Nowadays, the seal of Starfall Caravans is a frequent sight in many of the cities of the region.
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The current head of Starfall Caravans is still Medea Venufals. A woman of talent in sniffing out possible business opportunities, her initially innocent and naïve behavior crumbled after the attempt on her life. She is always accompanied by one or two aids that will help her communicate with others, as her muteness can be a difficult hurdle for business in such a cutthroat environment. However, she has proven to be ruthless and calculating, not doubting to drive other companies into ruin on the chance they might upset her gains. Her contacts with the rest of the Venufals company help her gain quite a lot support, as while poorer, the fortunes of the Venufals are slowly recovering. Also, after the attempt on her life, Medea Venufals has developed a hatred for wizards and magic in general, and she refuses to hire them even if it would benefit her business.
>Moon-Ei-Hii Factories
The Moon-Ei-Hii Factories are one of the many factorial companies vying for power across the cities of the Zulutaur Steppes. The Moon-Ei-Hii Factories were originally made by the Moon-Ei-Hii Syndicate, a group of aristocrats in Changrila who had very deep ties to crime rings in the city of Gururush. However, while they were to stay far from the authorities’ attention due to a great deal of bribery and intimidation, the arrival of a more unflinching and upright zhouwei as governor meant that there could be problems for their way of life. Due to this, the Moon-Ei-Hii scattered throughout the empire, keeping themselves and their criminal ties far from imperial attention. Some of the more unsavory and questionable members of the family ended up particularly far, such as the cities of the Zulutaur Peninsula. In particular, the Moon-Ei-Hii found in the city of Idonum a particularly fertile ground to prosper, creating yet another cover for their operations, and way far from any prying eyes from anyone who might be interested in pursuing their criminal ways. Nowadays, the Moon-Ei-Hii are reviled by the local factorial companies, but their frequent and onerous bribes to the local aristocracy keep them protected from the accusations of stealing, sabotaging and coercion.
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The current head of the Moon-Ei-Hii Factories is Ni-Sheio Moon-Ei-Hii. A woman who cultivates an appearance of a refined socialite to hide her brutish and cruel nature, she is currently in the process of taking over the entirety of the city of Idonum as her own fiefdom, separated from both Changrila and the rest of the Moon-Ei-Hii Syndicate. While this has caused her to gain a great deal of enemies, the fact that her family has to keep low profile until changrilese authorities can be suitably dealt with means their control over Ni-Sheio is quite limited. For the time being, she is hoarding an army of mercenaries and malcontents, in the case of she ever has to acquire her rule over Idonum by force.
>Kertadrass Joint
The Kertadrass Joint is one of the many factorial companies viying for power across the cities of the Zulutaur Steppes. The Ketradrass Joint was initially founded by old sailors and navymen from the Drow City States. Many of these individuals had either been expelled from the naval forces or had committed crimes serious enough to be exiled from Scimitarian altogether, and as such, many of these outlaws are often seen in the zulutaur cities as mercenaries and hired muscle. The Kertandrass Joint was born out of one of these groupins, initially offering their services to fight the pirates from the Sea of the End, as well as to defend the other factorial companies from their competitors. They became quite well known in the area as very efficient, if expensive, force, and would eventually grow to build their own fleet of junks and even one or two drow flute vessels. However, the Kertadrass Joing has traditionally struggled with keeping the loyalty of their ship captains, as many will end up being attracted by the piratic life they themselves fight against, and end up leaving.
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The current head of the Kertadrass Joint is Metheb “Half-Face” Sankan. A highly condecorated captain from the city of Yauntin, he was condemned to death for killing his superior during a duel, and had to flee for his life. Once he arrived to the Kertadrass Joint, he quickly rose through the ranks due to his successes against the pirates. However, during one such clashes, a cannon shot full of grapeshot hit him, tearing up half of his face, and scarring the flesh beneath. While he managed to survive the encounter, even miraculously saving the use of his left eye, he has sworn bloody vengeance against the pirates of Ortuga, promising to burning down the island and all of its inhabitants.
>the Kertandrass Joint was born out of one of these groupins,
within the city of Agoule.

my bad, forgot teh bit.
>Vrakrack Shipping & Building Company
Vrakrack Shipping & Building Company is one of the many factorial companies viying for power across the cities of the Zulutaur Steppes. The company was founded by Rackriak Vrakrack, an ecrkoecknoi raveller and explorer that had journeyed all across the south of Giantstep. He was a man who absolutely adored the sea, and in particular the art of shipbuilding. It was this passion that led him to work on many docks and shipyards, helping in the construction of many vessels big and small. His travels ended when he arrived at the city of Sho-too, the biggest shipbuilding city in all of the region. Due to the ever-present demand for experienced craftsmen, Rackriak quickly rose through the ranks due to his hard work and experienced, gaining a lot of influence within the local businesses. By the time he was a frail old frog, he had acquired a small fortune, which he used to invest in floundering shipyards, advising them on the correct way of building and repairing ships, as well as on the transport of dismantled vessels to the east. By the time Rackriak Vrakrack died, his heirs continued to grow the business, and nowadays, they are one of the most successful of the local factorial companies, focused on the production of quality ships.
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The current head of Vrakrack Shipping & Building Company is Croguff Vrakrack. As the grandson of the original founder, he continues the tradition of his family. A man of more merchant predisposition rather than direct artisan work, he is constantly travelling around both the zulutaur cities and overseas, pushing for the quality and the durability of their products. As one of the few major factorial companies without any political allies within the great powers, the Vrakrack family has needed to establish a great deal of partnerships with the local aristocrats and merchants directly, gaining a lot of trust from the local economy.
Also, do we have a list of complete maps to upload to the wiki?
Orange Marquisates – marquisates named – thread 1 and 23 and 31#2 and 33-35, apparently finished thread 41, minor update made thread 62
Dsrvyth – has maps with subdivisions, but no names (though has some names in text that could be matched to subdivisions) – thread 1
Felovik – various details – thread 5 and 6 and 26
Furlaniya – multiple maps showing different details – thread 11 and 14
Tarot – unfinished map with city names – thread 11 and 18, different map 66
Drunigzar – subdivision, city, and elevation maps – thread 14 (colony names on 17#1)
Lorient - 15#1
Nasr – subdivisions – thread 16
Drow City States – city names plus some other features - thread 21, also a more detailed elevation map on threads 34 and 41 and 43
Red Lotus – thread 22
Azan – thread 23 – many cities and provinces named, reposted thread 42
Changrila – thread 25 – cities and provinces named
Terusia – thread 28 – lots of details
Zapalovach – thread 28 – lots of details, also enhanced elevation map thread 71
Squid Island – thread 31#2
badgassi – threads 32-35, 41-42, 46, 49, 56, 60
Woodcutter cities – threads 34-35, 42
Scatology – threads 34 and 39
Cornfloor Peninsula (Kinnog, SonQo, Palm Groves, Purple Shell) – thread 44
Khenomeric Empire – thread 45
Dominion of the Bog-Witch – thread 53
Kingdom of Copper – thread 55
Luden – threads 55-56
Sea of Wheat – thread 59, 66, 67
Avangar – 64
Elanxa – 64
Faarowt – 64
Platinum – 65
Fungest – 67,68
Platanus Bog – 68
Nogar – 69
Witch-Elven Empire – 71
Zyla Gora – 74
Zulutaur - 74
Ok, I've updated the bestiary with all the images I could find. I've probably missed a few, but if not, we could make them on ai now that pretty much all creatures have decent descriptions.
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Ok, so it would be something like this. Unlike the other lists, not all places really need a map, but we do need to focus on the big powers and their divisions. Many maps do not have clear provincial divisions and descriptions.

Once they are done, we will add them to the wiki.

Also, not counting the Squid Island map as canon, if noone can set foot on the island without getting eaten by ants, how can we get such a detailed map of the region?
What are the critters that have no description yet?
>So would it be more or less ruled by Azan than Gvilderstaaten?
The Asvaran is a group of cities organized together in a confederacy for mutual protection. They are nominally subservient and pay tribute to Azan but, due to the vast distances, most of the day-to-day governing decisions are made locally by the Asvaran cities.
>They are nominally subservient and pay tribute to Azan
So they are not part of the empire, but a vassal estate?
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Let's complete the images from the bestiary.
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Bog Mudskippers
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Would there be camel artillery in the southern caravans?
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death blossom
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Death Divers
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Gem Beetle
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I've tried the Garl for a while, and this is the best I could do. No idea why it keeps giving me metallic textures...
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Gem Crabs
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Reminder that we still need to update the newer plants in the herbarium (plus adding images).
Is /tg/ working fine for everyone? It takes forever to load on my end...
Is /tg/ still down for everyone, or is it on my end?
Emerald Islands' Web Birds
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Fire Salamander
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Frghaa'l bat
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Gem Mites
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Giant Bog Catfish
I don't see anything gem about them
They are seen around gemstones, but they don't have them on themselves. As per wiki description:

>Gem mites are a species of insect that live in the Emerald Islands. They are minuscule, a couple of mm at most. They mostly live below the ground, digging through the land to find organic matter. They have developed a way to dig through some of the rocks of the island, seeking to find certain minerals needed for their metabolism. This has seen them across gem beetles and crabs, who inadvertently dig the minerals up and glue them to their backs. Once in the surface, the gem mites quickly exit and begin burrowing back, as they do not like sunlight. The gem mites leave behind a glittering trail of sparkling dust, which is highly prized by alchemists for its magical properties.
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Giant Dragonfly. I've tried for a while, and this is my best result, despite only having four legs.
Any ideas for the garl's prompts?
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Giant Dungbeetle
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Giant Seahorse
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Giant Fox
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Giant Rabbit
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Giant Sea Serpent
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Giant Corgi. Though I would like if the corgi were much bigger than in the image...
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Golden Trout
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Great Babirusa
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Great White Spider
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Greentail Swallow
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Hell ant
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Hell Termite
some of these turned out pretty nice
aren't the halflings the ones riding giant rabbits?
>has ears

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