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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/
74 - https://suptg.thisisnotatrueending.com/archive/2023/90871350/
75 - https://suptg.thisisnotatrueending.com/archive/2023/90944099/
76 - https://suptg.thisisnotatrueending.com/archive/2023/91020650/
77 - https://suptg.thisisnotatrueending.com/archive/2023/91093365/
Google Doc Link for the timeline. As updated as it can be.

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Ok, so in the last threads, we wrote the general summaries of four of the five continents, and only Giantstep proper remains. Also, we still need to explain how the gods work, as it is an important bit needed for the mechanics of the world. After that, we could continue with a special item list, with both named and no-named objects and such, since we have so few of those. And of course, finishing the lists of cities and named characters.
Giantstep is one of the five continents of the world of Giantstep (as the step receives its name from the continent itself). The continent of Giantstep is by far the biggest and most populated of them all by a considerable margin, and it also holds the biggest political powers in the step. The continent of Giantstep borders Scimitarian in the west through the Scabbard’s Range and in the northeast through the Faarowt Isthmus. It is also surrounded by the Treasure Sea, the Sea of Wraiths, the Okhelian Ocean, the Leviathan Gulf, the Sea of the End, the Sunset Ocean, the Sea of Dragons and the Sea of Merchants, as well as many other minor seas and bodies of water.
>Divisions of Giantstep
Due to the size and variety of landscapes, climates, biospheres, nations and demographics, studying the continent of Giantstep as a whole is complex. It is instead better to divide the landmass into areas that share similar traits.
I've tweaked a bit the divisions map. A bit more reasonable in the west-north to use the Glass Mountains as a natural border, and the Sea of the Dead Pirate in the west-south.
>Western Giantstep
Western Giantstep includes the westernmost lands of the continent of Giantstep. It includes many different areas, bordering the Glass Mountains and the forests and meadows bordering the Domain of the Bog Witch, the Lands of the Hedge, the lands of Azan up to the plains west of the Bone Lakes, the Din-Milong Plains up to the outside Handprint Mountain Range and up to the Sea of the Dead Pirate. Western Giantstep borders Scimitarian through the Terusia Isthmus.
>Geography of Littlestep
Western Giantstep can be divided into three great areas. Between the Glass Mountains and the Baalp Mountains there lies the Hedge, which are themselves divided into the Lands Behind the Hedge (including the territories of Elfwood, Windwillow, Hereby, Thereby and Whereby) and the Lands Beyond the Hedge (including from the lands of the Manogres to the Evergreen Pastures, the Forest of Sunflowers and the Swaying Meadows). West of the continent, we can find the Firebird Archipelago. The lands have a mild weather, with sunny but mild summers, moderate winters and frequent rains. The landscape is varied, but it is dominated by prairies, rolling hills and forests. Some areas can tend towards swamps, like the regions around the Moin Digua Lakes, but in general, the region has been described as “idyllic” by many, with plenty of fey influence all around.
South of the Baalps, we can find the lands of Azan and its historical vassals. This includes the core empire of Azan, the lands of Oront, the mountains of the Gomorrah Breach and plains east to them (the division between west and central Giantstep in this area is murky due to the flatness of the land, though most expert establish the dividing line across the witchelven hargens of Qolamin and Yelnorin), the Wailing Desert and the Troll Wastes, the Yamantai Cape and up to the northwestern shores of the Sea of the Dead Pirate, as well as the Great Peninsula of Cemak I. This also include the archipelagos of Druwin, Seabee, Oroma, Inselsënn and Siuverland.
This area is historically influenced by Azan and azanese culture, despite the progressive secessions the empire suffered. The regions are wildly varied, ranging from the deserts and wastelands between Azan and the Gomorrah Breach, the mountainous ranges of the Pommel Mountains, Oront, or Morgull’s Mountains, the fertile lands along the furlaniyan or the changrilese rivers, the swamps and dense forests at the core and south of the Peninsula of Cemak I… Many of these areas are also very rich in minerals, though rarely to the extent to something like the mineral wealth of Scimitarian.
>Demographics of Littlestep
The lands of Western Giantstep are some of the most populated in the world, with the Azan Empire and the Changrilese Empire being the most populous nations in the world. The dominant species in Western Giantstep are humans, with a wide variety of ethnic divisions, though it depends on the region. Above the Baalps, the longstanding fey influence actually makes humans a minority in the Hedge, as halflings like hobbits, gnomes, and brownies dominate the region, with important minorities such as animalkin, elves, humans and goblins. We can also find populations of beastfolk (mostly she-eep and mastodon, but one can find small groupings of harpies, satyrs, deertaurs and centaurs as well), fairies, dryads and even some dwarves. The population tends to be distributed in rural towns and small coastal cities, with the hobbit and human cities being the biggest populations. In general, however, populations are often far from one another, and in many occasions the species in question prefer to live in nature, either in the mountains, the prairies or the forests.
South of the Baalps, humans are the considerable majority, with many big cities and towns across the land. Azan and Changrila alone handle more than half of the human population in Western Giantstep, and while the population of Azan is more evenly distributed throughout its territory (mostly in the core provinces), the population of Changrila revolves around their rivers and the shores, particularly alongside the Hiuan Tsi River, as the fertile lands around it are able to generate immense amounts of agricultural wealth. Many other areas also hold considerable amounts of population, like the furlaniyan city-states, the cities along the northwestern shores of the Great Peninsula of Cemak I, or the dwarven holds in Gäutland. However, there are also areas with very low population densities like the Stymphalian Swamps, the Wailing Desert and the Troll Wastes and the borders between the Witchelven Empire and its neighbors, not to mention the nearly abandoned lands under the Gomorrah Breach and the Magpie Nesting Grounds. Non-humans in these areas can form considerable minorities, in particular the tieflings and the dwarves, living in Azan and azanese-controlled territories. Ogres, goblins and trolls can also be frequently found, though mostly in empty areas, or at the outskirts of society. Another interesting case are the joos, who are most of the time nomads, often travelling from place to place, though there are small communities of settled joos in many cities across the region.
*Giantstep. My bad.
>Regions and nations of Littlestep
Azan Empire
Azhar Nar
Big Rock Candy Mountain
Castle Durnhold
Evergreen Pastures
Glass Mountains
Golden Hills
Golden Skulls Knightlands
Hasteria Province
Jibaro Wetlands
Kingdom of Lorient
Kresteneg Breeding Grounds
Lands of fake Humans
Lemon Kingdom
Magpie Nesting Lands
Maneater Islands
Mastodon Isles
Memory altering Statue
Most Serene Republic of Kalydon
Mostnoblest noble Kingdemocracy of the Civilized Trolls
Nasr Satrapies
Oroma Islands
Stymphalian Swamps
Succubus Breaches
Sunflower Forest
Swaying Meadows
Terusia Isthmus
The Baalps
The Lost Isle
Troll Wastes
Wailing Desert and the Jooish Clans
Witchelven Empire
Ögchuk Fiefdoms
Also, now that I'm re-checking the physical map, we really have to add names to many islands, as well as to name the unnamed ones...
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Giant Sunflower Bee
>Northern Giantstep
Northern Giantstep includes the northernmost lands of the continent of Giantstep. It includes the lands from the Manogre Princedoms to the Forest of Getting Lost, as well as from the archipelagos in the northern seas to the swamps that conform the Domain of the Bog Witch.
>Geography of Northern Giantstep
Northern Giantstep can be divided into three different areas. The first area of note are the lands within the Glass Mountains, from the Manogre Princedoms to the Laurentian Crusade, as well as the Land of Windmills and the Fairy Woods to the east and the Zapalovach Archipelago to the nort. These areas have a very humid climate, with very frequent rains and often fog, cold winters and mild summers. This allows the presence of a landscape dominated by very tall grasslands and dense forests, and in many areas, these woods devolve into murky swamps. The population often take advantage of this, with husbandry being a very profitable activity. The geographical location of the area, especially across the waldemarian coast and the Zapalovach Archipelago, is optimal for trade, as the vessels from the east and the west need to stop here first before continuing their voyage.
East of that, the amount of humidity and rain reaches critical levels, impeding proper drainage of the water and allowing for kilometers and kilometers of dense swamps. This massive sprawling swamp is mostly dominated by the Bog Witch, who rules most of the swamp in the region, and within it, a hellish and mysterious realm where few actually go and even fewer come back from. The Bog Witch does not rule the entire swamp, however, as the areas north of the Green Mountains are mostly free from the Bog Witch’s influence, though clashes are frequent.
North from that, one can find the divine realms, areas where the influence from the gods is palpable and visible, from Glutton Island, the Nes Archipelago and the Island of the Volcano God. In these places, the geography is bizarre in nature, following the desires of the deities whose influence governs them.

>Demographics of Northern Giantstep
The westernmost areas of Northern Giantstep were once part of the outskirts of the Western Elven Empire, but mostly inhabited by humans. With the progressive decay of the WEE, these human population eventually began creating their kingdoms, with Zapalovach and Waldemaria rising to become the biggest nations in the area, and many smaller towns and city-states around. That is not to say there are only humans in these areas. Fey influence still lingers in many places, especially in the lands of Sniden and the Fairy Woods, with many populations of fairies, halflings, dryads, elves and other minor fey, while the Manogre Princedoms are dominated by ogres.
In the swamps and marshes to the east, the populations vary wildly. The Dominion of the Bog Witch harbor the biggest variety of sentient species in the entire world, with many communities only present within the bogs and swamps, all trying to survive within the strange and complex society under the watchful eye of the Bog Witch. The minor swamps are much less populated, with humans being predominant in most of them (safe for the Fungest), with strange communities such as the witches at Zyla Gora or the mushroomites of the Fungest. Other species that can be found are fairies, dwarves and minor fey.

In the divine realms, the lands are mostly uninhabited, as reaching the lands of the gods is left to Their purview. Only the people that are allowed into the Kingdom of Nes and Fitt or the Glutton Island (or those who are forcefully brought there) can arrive safely. The one exception being the Island of the Volcano God, where a couple of thousand of its followers fight to survive the inclement weather of the frozen island.
>Regions and nations of Northern Giantstep
-Bayukmen Marsh Kingdom
-Bog of Eternal Stench
-Crag Island
-Dominion of the Bog Witch
-Fairy Woods
-Forest of Getting Lost
-Former Kingdom of Waldemaria
-Glass Mountains
-Glutton Island
-Harpies Peak
-Island of the Volcano God
-Laurentian Crusade Fortresses
-Platanus Bog
-Petty Manogre Princedoms
-Swamp of Sadness
-Zapalovach Republic
-Zyla Gora
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Moss Mammoth
>Eastern Giantstep
Eastern Giantstep includes the easternmost lands of the continent of Giantstep. It includes a great portion of the continent, from the Faarowt Isthmus to the eastern shores, and all the way to the Moat Gulf and G’ar Gor’um to the Dogrillú Plains.

>Geography of Eastern Giantstep
Eastern Giantstep covers a great amount of land, but geographically speaking it can be divided into three areas, divided by the Forest of Getting Lost and the eastern shores. Between the norther half of the Forest of Getting Lost and the northern seas, the lands are flat for the most part, either covered by forests, natural wheat or poppies. The climate allows cold but not freezing winters and mild summers, with enough rains to maintain all this vegetation. Other areas, like around the Peaks of Fate, are more mountainous, and some even have a reduced volcanic activity. The presence of many rivers that flow into the northern seas does allow for considerable agriculture, and the irregular shape of the shores allows for bays where shipyards and docks can be built. Closer to the Forest of Getting Lost, one can find wilder forests, affected by magic long ago unleashed, as well as the famous Bladegrass Lakes and the Thornwood. This area limits with the jungles of the Goddess of Harmony, a massive forested area greatly influenced by the divinity, and used by its followers as a route to enlightenment.
East of the Realm of the Goddess of Harmony, we find the eastern shores of the continents, which go from the Peninsulas of the Saints (Saint Annell and Saint Thinerio) all the way to the Ivory Peninsula. Many of the regions in this area were under the control of the Merfolk Empire, and as such, the divine magic of the Curse of Uun has transformed many areas, giving them unnatural properties that serve as torture for their inhabitants. Beyond the lands influenced by the Curse of Uun, one can find areas such as the nearly barren lands around the Izar Peninsula, the grasslands of the Mataandura Haishü, the Great End Peaks, the Forest of Bloody Vengeance within the Pinewood Peninsula, the ashlands of the Runaan, the arid lands of the Vodyanik…
South of the Forest of Getting Lost, we find the inner lands of Eastern Giantstep. An area dominated by the Great Central Prairie and the Cobblestone Badlands, these areas have a harsher climate, with hot summers, cold winters and occasional rains. The land is covered by forests and badlands, many of them at considerable altitudes, with most of the territories capable of decent agriculture located near the southern shores. Nowadays, the expansion of the Gnoll Empire has caused the land to be abandoned, becoming wild and feral. There is little information about the way the gnolls and the ogres are transforming the landscape of their empire, but from the account of some escaped slaves, many areas have been retaken by nature, whereas others have been haphazardly stripped for wood or other resources needed for the gnolls’ growing needs. South of the shores, the volcanic Okhost Archipelago are areas covered in such a dense cloud of ash and cinders that no sentient species can live in most of the land, becoming the domain of Vandervax the Vile, the most powerful undead in the world.
>Demographics of Eastern Giantstep
The demographics of Eastern Giantstep are a very complicated subject. While before the fall of the Khenomeric Empire it was clear that humans were the clear dominant species in the region, the fall of the khenomeri at the hands of the gnoll and their quick conquest of most of the southeast has made it difficult to evaluate. Nowadays, it is clear that the biggest power in terms of sheer numbers is the Gnoll Empire, but the numbers of actual gnolls and ogres living at any moment in the empire is simply impossible to calculate, much less differentiating them between civilized gnoll, wild gnoll and the not yet fully matured gnoll. And of course, the presence of wild gnoll, and even gnoll in the form of armed bandits and mercenaries, outside of the borders of the Gnoll Empire is a well known phenomenon, though they are considered a pest and treated as such pretty much everywhere. Outside of that, humans dominate the lands north of the Forest of Getting Lost, as well as the eastern shores. Human populations tend to concentrate near the coast, with many of the capitals being coastal cities. Most of these human populations are of khenomeri descent, either as people conquered and colonized by the empire or khenomeri who settled in other areas of the region. Still, the history of the Khenomeric Empire shows that many of its provinces resented their rule, and pushed to keep many of their cultural and political elements, shaking khenomeric influence at the first opportunity they got. The other big human group used to be those from the Merfolk Empire, but the curse of their previously benevolent god turned many of these people into shadows of their former selves, either condemned to eternal torture, brought into barbarity or turned into non-human shapes.
Other groups of humans in the region include the drunig living in the lands of Izar, an arid badland that was of no interest for either the khenomeri or the merfolk, and the ketlovians, cursed into a strange form of therianthropy, and conquered into vassals of the Gnoll Empire.

Eastern Giantstep has a great deal of non-humans. Gnolls aside, we can find a great number of ogres throughout the land, especially within the Gnoll Empire, where they serve as priests, herders and administrators, to the shock of the rest of species. Goblin nests are also frequent, especially since the fall of the Khenomeric Empire. Eastern Giantstep also has the few remaining colonies of ancient mermaids, survivors of the Curse of Uun who live near the shores spread throughout the coastline. Dwarves are present in some areas, particularly near the Bladegrass Lakes and the Kingdom of Tarot. Other species that can be found are the cowmen, the runaan, the vodyanic… while minor colonies of nymphs, elves and minor fey in certain areas.
>Regions and nations of Eastern Giantstep
-Land of the Astromancers
-Bhakkari Tribelands
-Bladegrass Lake
-Chill Steppe
-Circle of Scatology Wizards
-Cloaked Kingdom
-Cowmen Grasslands
-Dominion of Leng
-Dual Kingdom-Empire of Voita-Malagsh
-Empire of Elanxa
-Fehrum Edzulair
-Forest of Bloody Vengeance
-Forest of Getting Lost
-Fortress of the Night Rangers
-Frostlands of Khelek
-Frozen Lake and Isle of Cold
-Gnolls and the Gnoll Empire
-Golden Sea of Wheat
-Great End Peaks
-Great Floating Garbage Patch
-Heraldic Kingdom of the Otamlar
-Ketlovia and Setlovia
-Kingdom of Drunigzar
-Kingdom of Grobianismus
-Land of Kokaine
-Land of the Lord descended from the sky
-Lotus Islands
-Lucy's Land
-Lumberling Grove
-Lunatik Nine
-Remnants of the Merfolk Empire
-Realm of the Goddess of Harmony
-Runaan Ashlands
-Sealed Grove
-Seven Castles
-Squid Peninsulla
-Tenzin People
-The Land of Windmills
-The Sulfur Springs
-Uckerath Mountains
-Urine Woods
-Vodyanik Lands
-Warmog Forest
>Southern Giantstep
Southern Giantstep includes the lands south of the Moat Gulf and G’ar Gor’um to the source of the Tiyaii River within the Suritas Range, following the borders of the Red Sand Steppes south to the Onyx Mountains all the way to the Dsrvyth Peninsula. It is surrounded by the Gre’zha Sea, the Marisibu Sea, the Sea of Fog, the Sea of the End and the Sunset Ocean. Southern Giantstep is also the only place in the world with a land border with the edge of the step, located in the Zulutaur Peninsula, War-Wel Island the Eldritch Jungle.
>Geography of Southern Giantstep
The lands of Southern Giantstep enjoy a warmer climate than most of the step. Summers are hot to arid, while winters are very mild, with varying degrees of rain depending on the area. Typhoons can be common in some of the southernmost areas, and the presence of elements such as the Maelstrom in the Sea of the End can also result in powerful storms rocking the nearby coasts. In areas such as the Crimson Plateau, this translates in dense and dangerous swamps, where rains are extraordinarily frequent. Other areas, such as the lands within the north of Gilgemash and part of the surface in the Seguerial, are more barren and deserted. Between Gilgemash and the Dirihadarir Desert, different levels of humidity and soil quality present a more idyllic landscape, with lush forests and meadows, with the Sea of Fog often bringing mists to the nearby coasts depending on the winds. South of the snowy peaks of the Onyx Mountains, the land enjoys a near tropical temperature with gentle rains, allowing for the presence of very big flower fields. The Great Norossor Peninsula is surrounded by the Sea of Fog, the U’ritass Inner Sea and the Marisibu Sea, and yet most of the winds are blocked by the Cuprum Hills and the Weriest Mountains, letting the center of the continent as a harsh desert. Most of the winds leave the humidity coming from the east into the rainforests of the Terrania Freeholds or into the Eldritch Jungle. West of the lands of the Badgassi, one can find the Zulutaur Peninsula, occupied by an extensive savannah limited by the Azydiwi Mountains of the Azydiwi Peninsula and the Namabass Desert. North of that, the Dsrvyth Peninsula has a great amount of landscapes, ranging from glaciers to mountains to mangroves. The islands and archipelagos within the Sea of the End are covered in dense jungles and picturesque tropical beaches.
Of important note, there is the Squid Peninsula, a great portion of land previously islandic that became joined to the Crimson Plateau after an earthquake. The whole area is uninhabitable despite its dense and lush forests due to the presence of an extraordinarily dangerous fauna in the form of the hell ants and hell termites. The risk of these species spreading throughout the continent has forced the creation of the Great Wall of Fire, an enormous spell that covers the isthmus between the plateau and the peninsula, keeping the insects at bay.

>Demographics of Southern Giantstep
Southern Giantstep is one of the most diverse places in the world in terms of sheer variety of sentient species, with the Zulutaur Steppes giving even the Domain of Bog Witch a run for its money in terms of different species present. In particular, Southern Giantstep has a plethora of beastfolk of all kinds, including all species of insectoid beastfolk, all living around and within the Onyx Mountains. Despite this variety of beastfolk, the only truly dominant beastfolk species is the badgassi, who after warring against the zidazzi, managed to create a powerful domain of their own. The rest of the beastfolk live as small communities spread around or within small pockets of land. Humanity is still the most prevalent species, especially in areas such as the Blind Bastard’s Domain, the Mumak Mahûdom, the Asvaran Confederacy and Gilgemash. Other species of note include the domains of the moon elves south of Gilgemash, the chotë of the Terrania Freeholds and the Star People within the Desert of the Weriest, the only sentient species of alien origin in Giantstep.
>Regions and nations of Southern Giantstep
-Asvaran Confederacy
-Bakir Sahabaharadad Sultanate
-Blind Bastard's Domain
-Confederated Chiefdoms of Badgassi Mara Honi
-Dark Bog
-Eldritch Jungle
-Great Ra'ga
-Isle of untangled Tongues
-Isles of Hogmen
-Jeraxih Tribes
-Lands of the Star People
-Mona Ki Ngi Xica
-Misty Isle
-Moonlight Shores
-Moreaux Island
-Mumak Mahûdom
-Nosso Lar
-Rosmarinus Estate
-Seguerial Hordas
-Terrania Freeholds
-The Land of Changing Waters
-The Neeugs
-The Strange Meadows
-Zulutaur Steppes
Also, checking the pages I have to add the Owlbear and the ice wyrm to the bestiary, since they are mentioned in the Island of the Volcano God page and they weren't on the list.
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> Central Giantstep
Central Giantstep includes the innermost lands of the continent, from the western swamps of the Bog Witch, the plains near the Bone Lakes, the Handprint Mountain Range, the northern edge of the Namabass Desert, the steppes of the Gökmavi, the Suritas Range, the Kinga Badlands and the Ogabo Desert, all the way into the Cardammon Plateau.
>Geography of Central Giantstep
The main attribute of the lands of Central Giantstep. Due to the continental nature of this region, not that many winds with rain actually reach this place, causing a great dryness all around. The few areas with access to water are those near high mountain ranges, where the few snows and rains freeze and generate rivers and lakes. The other area that receives enough humidity is the western half of the swamps of the Bog Witch, as well as a few scattered rains within the lands of the witchelven, though it still makes their land quite arid in comparison to the west. Lands such as the Kinga Badlands, the Ogabo Desert and the Handprint Desert are some of the most arid places in the world, with the Handprint Desert in particular reaching extreme levels of dryness, as all the rivers from the Handprint Mountains flow outwards, not letting any water come in. The Snoloth Country has some humidity, but the water comes from within the earth, not from the atmosphere or rivers, and it carries such level of polluting and poisonous chemicals it would be suicide for anything but snoloths to drink from there. The climate is also affected by the continental nature, with no influence of the ocean to smooth the temperatures anywhere but on a small portion of the Sea of the Dead Pirate. In most areas, hot summers and freezing winters are the norm, and as such, badlands and deserts dominate the landscape. Some areas are able to retain more life, such as the lands near the Tooil and Tcheif Rivers, the lands of the Fallen Giants and the lands near the Bone Lakes.
>Demographics of Central Giantstep
The lands of Central Giantstep are some of the most barren in the world, and as such, the population here is quite small, mostly concentrated within the Witchelven Empire as their lands can actually sustain enough population, not to mention the high reproduction rate of the witchelven. Even so, witchelven do raid frequently to compensate for their limited resources, though that is often a bonus for their more usual slave raids. Humans mostly concentrate in areas east of the Witchelven Empire, particularly within the Gökmavi Khaganate. Other notable species within Central Giantstep are the automata from the Republic of Abandoned Automata and the bizarre snoloths from the Snoloth Country. The land also holds the Succubus Breaches, allowing for a relatively common presence of succubae in the area.
>Regions and nations of Central Giantstep
-Aquilea and Caprea
-Clockwork Castle
-Cursed Battlefield
-0gabo Desert
-Dominion of the Bog Witch
-Giant's Handprint Desert
-Kinga Badlands
-Republic of the Abandoned Automata
-Snoloth Country
-Succubus Breaches
-The Eternal Holy City of Tents
-Gökmavi Khaganate
-Urgun Plateau
-Valley of Fallen Giants
-Witchelven Empire
Ok, so I think this is enough for the continents. If someone wants to add something more, feel free to do so. In the meantime, I'll try to complete the newly added critters for the bestiary.
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>Ice Wyrm
Ice Wyrms are reptilian creatures that live in the Island of the Volcano God. These creatures live in the hidden peaks of the island, measuring up to three meters of length with a wingspan of five meters of wingspan. They have no arms or legs, having a serpentine body with two tails. Their elongated head is covered in horns, and their jaws hide razor-sharp teeth, designed not to tear meat from the bodies, but instead to cause massive bleeding. Indeed, ice wyrms are somewhat frail for creatures of their size, preferring to hunt their prey during the fog, and biting them while hidden. Then they will follow their wounded prey from afar while blood loss and frostbite do their job for it. Afterwards, they will take the prey with their tails and bring it to a safer area. Humans are a preferred meal for them, but their weapons are able to pierce the skin from their wings, leaving them vulnerable and helpless in the ground. As such, ice wyrms only attack humans when they are alone or in small numbers, actually picking them up with their tail and killing them once far from their kin.
Owlbears are a species of mammal that live in the Island of the Volcano God. These creatures are about 3 meters of height, with a body similar to a bear but with sharper claws and a bird-like tail. Their head is similar to that of an owl, with a short but strong beak and big eyes, capable of seeing through dense fog and snowstorms. It has no hair, instead having a dense coat of feathers that protect it from both the cold and humidity. Most owlbears are able to shed their feathers before the colder periods of the year, becoming near completely white, and helping them camouflage their bodies from their prey. Owlbears are very intelligent and patient hunters, able to stalk their prey until they are close enough to strike, as they are not particularly fast creatures. They have also developed the ways of scavengers, waiting for creatures to fall into geysers or boiling hot water to catch them once the body ends up at the shore. Some groups of hunters value these creatures a lot, as they seem to be extinct everywhere else but in the island, and are thus incredibly valuable. However, these creatures are dangerous to hold prisoners, as they are expert climbers, and their claws are so dexterous that some have even been seen opening the locks of their jails.
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Also, I just realized that the White Cave Wyrm image in the wiki has eyes, which the lore states it doesn't so I fixed it.
Ptericars are a species of reptile living in the areas across the plains around the Bone Lake. They are very big flyers, with a small but strong beak and very wide wingspan. They have long spindly legs and a long tail, which they use to cushion their landing. They have a small crest that they use to mate, flushing blood to make it bright red to attract mates. Ptericars are scavengers, being too weak to actually hunt or fish, as any impact would tear their frail wings or break their bones. They are so frail, in fact, that trying to hunt one alive is near impossible, as trying to capture one will inevitably led to broken bones. They can only survive due to their ability of staying in the air for days and days until they detect a carcass with their powerful eyesight, then they quickly go down and eat as much as possible before going back to the safety of the skies. Some witchelven have managed to domesticate them, often with a mixture of feeding them and torture. However, due to their frailty and lightness, they cannot carry a lot of weight on them. As such, ptericar raiders have to be particularly light themselves, and even then carry as few items as possible. Due to this frailty, using them as war mounts is often useless, as the creatures are smart enough to avoid danger, but they are perfect as scouts and messengers, since they can fly high enough to avoid detection.
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>Giant Eagle
Giant Eagles are a species of bird that inhabit the northern lands of Eastern Gianstep. Twice the size of a human, giant eagles are incredibly strong birds of prey, often living in the mountains or around the Forest of Getting Lost. These creatures are believed to be descendants of the faerie lord known as “the thunder bird”, and tales tell that they inherited its strength, but not its intelligence, being mere smart animals. Giant eagles have a wide variety of plumage colors, and most of them have a series of extra feathers across their legs. They tend to hunt big game, hunting down things such as cattle or deer, eating them and then flying away. Some have been seen hunting in the sea in search for marine monsters. However, the numbers of giant eagles is actually quite small, with the only place where they are somewhat plentiful being the Kingdom of Tarot. The reasons for this are not well understood, but one of the leading theories is that this is the result of competition with the other giant bird in Giantstep: the Giant Magpie. While Giant Magpies are half the size of the giant eagles, giant magpies are considerably more intelligent and often travel in groups, while giant eagles are solitary creatures. Some explorers and experts have seen murders of magpies harass giant eagles until they left the territory in question, and some have even been seen breaking the eggs or killing the hatchlings when the parents are away hunting. This is one of the possible reasons why giant eagles are so rare, while giant magpies seem to have spread around most of the continent of Giantstep.
Now that I think about it, should it have arms?
>Dragon Tieflings

Dragon tieflings claim to descend from the offspring of humans and “good divine dragons”, also known as “aezars”. It is unclear if they were true offspring, or created indirectly somehow like demonspawn or dragonspawn gnolls. There have been no credible records of any new dragon tieflings being created since pre-Azan Empire times. All dragon tieflings since then have been the offspring of dragon tieflings and other races.

According to ancient legends, theology, and the best efforts of archaeologists, the dragon tieflings had their own distinct nation in what is now the Heartland Region of the Azan Empire, though they were a minority even in this nation. Directed by guidance from a series of prophets, with Aza being the final and most important, they joined forces with neighboring human nations and defeated a number of ancient evils.

During the First through Third Dynasties, they were seen as semi-divine beings and enjoyed high social status. Eventually most of them ended up repeatedly marrying high status human families, resulting in all the main “dragon tiefling noble houses” being increasingly human. Some families took drastic measures to restore useful traits to their bloodlines, including inbreeding, mating with powerful fey, and demonic pacts. This led to a significant drop in the social status associated with the dragon tieflings by the end of the Third Dynasty, though it did enjoy a number of comebacks in the millennia that followed.

Despite this drop in social status, the dragon tieflings continued to prosper, as by this point nearly all of them had either been elevated to noble status. The remainder had their bloodlines diluted to the point they were indistinguishable from humans and their lineages forgotten.

By the time of the early Fifth Dynasty, the noble houses of the Azan Empire had split into the four unofficial castes that still exist today:

The “Pure Bloods” prioritized preserving their bloodlines above all else and began to see themselves as the only true dragon tieflings. Although they would sometimes marry off a lesser member of their house for political gain, only individuals with the purest bloodlines are true members of the house. The “Pure Bloods” go to great lengths to emphasize their heritage, including developing new fashions, architectural styles, and languages drawn from their ancient culture.

The “Old Money Houses” are those that became immensely wealthy during earlier dynasties and have managed to preserve that wealth. They marry either dragon tieflings or humans depending on which is to their advantage, and are generally considered dragon tieflings by all except the Pure Bloods. Although some have become aloof and out of touch, they remain the most politically powerful faction.

The “New Money Houses” descend from prominent merchants, officers, and bureaucrats who managed to claw their way up into the nobility within the past few centuries. A few may eventually become Old Money Houses, most fall into obscurity. A key milestone in becoming a New Money House is marrying a (generally minor) member of an Old Money House, so in theory all members of New Money Houses are also dragon tieflings, though in truth few have dragon traits and can present themselves as humans or dragon tieflings depending on their preference.

The “Southern Houses”, generally defined as those with roots south of Terusia, have far less dragon tiefling blood regardless of the age, wealth, or status of said house, due to the long distance from the homelands of the dragon tieflings. Some, like the Changrilese, greatly value even the smallest amount of dragon ancestry, though very few have traits associated with being a dragon tiefling.

At times, there was a fifth faction of houses, those with fey origin as well as dragon origin, though this controversial even during its peak during the Third Dynasty, and has become very rare since then.

These four castes have had their ups and downs over the millennia. Unlike in many other parts of the world, there has never been a truly successful revolt against the Azanese nobility, with the majority of houses managing to survive each major social upheaval. However, the importance of having dragon tiefling traits has fluctuated greatly over the millennia. During some periods, having even some dragon tiefling traits was immensely prestigious, leading to the Pure Blood and Old Money Houses being dominant. At other times, such traits were viewed with indifference, or even suspicion, leading to more power for the New Money Houses and the Southern Houses.

In modern times, dragon tieflings are rare even in the Azan Empire, but continue to be very wealthy and politically powerful. Small pockets can be found in former Azanese holdings.

In terms of physical traits, the original dragon tieflings resembled humanoid dragons, though these traits faded with time, and perhaps not just because of increased human admixture. Some believe that the divinity of the dragon blood has also faded with time. Individuals with a strong resemblance to dragons were rare even by the time of the First Dynasty, and almost unheard of by the time of the Fifth Dynasty.

By modern times, even “Purebloods” were happy to have all of the following traits; patches of scales, oddly shaped pupils, and small horns. Having large horns, claws, fangs, tails, or wings is usually seen as being either of exceptional pedigree or being touched by the divine. From roughly the Fifth Dynasty onward, having just one minor trait plus noble status was usually good enough to be seen as a dragon tiefling. Dragon tiefling traits don’t seem to transfer like human traits do. It is common for a particular trait like golden eyes to disappear for many generations before suddenly reappearing. However, certain traits have become associated with certain families, mostly thanks to a certain amount of inbreeding.

For many, the most valuable dragon tiefling traits are longevity and magical aptitude. The original dragon tieflings could sometimes live for centuries, though these days most are happy to just live twice the lifespan of a normal human. Innate magical ability has also dropped considerably, though many dragon tieflings still seem to have a knack for elemental magic and/or enchantments. During the Second and Third Dynasties, some dragon tieflings houses went to great lengths to try and regain the longevity and magical aptitude they once had, but by the Fifth Dynasty, most had accepted such abilities were permanently reduced from what they once were.

Even in modern times, having dragon tiefling ancestry is seen as having divine ancestry, however, the doctrines of the New Azan Faith have entrenched the notion that even those with divine origin have free will, and are therefore fallible. Such notions have at times been popular in the past, but have never been as central to church doctrine as they are now. Despite this, dragon tieflings retain high social status in modern times, though this often has more to do with wealth and power than it does with the lingering respect for those of divine lineage.
>Demon Tieflings

It is said the first demon tieflings were created as a dark mockery of the divine dragon tieflings, though a few iconoclasts believe that Althazzar has always taken dragon form and he only saw it as natural for his own servants to have dragon forms as well. Like most demon blooded races, as well as likely the dragon tieflings, the first demon tieflings aren’t the result of direct offspring between demons and humans, but rather a sort of magical transformation. There are a number of myths and dubious historical records of such individuals fighting to undermine Bronzar’s followers throughout the ages, but most demon tieflings trace their origins to the two time periods preceding the two Great Tiefling Purges.

The older stock of demon tieflings trace their origins back to Siuverland during the late Third Dynasty, when proximity to the Ancestral Breach allowed the establishment of many cults of Althazzar. The Adrianids had many other problems at this point, and were only halfhearted in their efforts to suppress the cults. Leovus I is far more assertive, but it was his heir and grandson Leovus II who carried out a massive purge of the demon tieflings regardless of religious affiliation at the behest of religious hardliners.

The newer stock also descend from Siuverland, but during the time period when the Empire was at is peak, prior to major defeats for Azan by the drow and witch-elves. These demon tieflings were seemingly defeated in a pair of crusades (sometimes confused for one of the purges, which it essentially was), but instead went undercover and began infiltrating Azanese society from within. Eventually though this was also discovered, leading to the Second Great Tiefling Purge.

There were also several smaller, though still quite powerful, cults of Althazzar throughout the ages who produced demon tieflings, particularly during the lawless period of the later Fifth Dynasty.

Nowadays, demon tieflings can be found in a number of tolerant nations, including Terusia, Gvilderstaaten, and Hereby, though even in these nations they are few in number. New demon tieflings are still sometimes created among the followers of Althazzar, but given the dark nature of Althazzar’s cult, are hunted relentlessly, particularly in Siuverland.

As beings of demonic origin, demon tieflings are often discriminated against by even the most tolerant of individuals. And even the most unbiased of researchers have noted that demon tieflings have natural tendencies towards having short tempers, sadistic impulses, paranoia, and strong feelings of resentment and bitterness towards others. As a result, most demon tieflings end up forming close knit communities with each other, or become loners. However, although they are proportionally much more likely to become criminals or cultists than most other races, the majority of them are law abiding citizens.

Although some demon tieflings have a strongly draconic appearance, most resemble modern dragon tieflings, particularly if they were specifically created to do so. The most obvious trait that can give a demon tiefling away is red eyes, which some demon tieflings have, but dragon tieflings never do (except a few with drow ancestry who in modern times are often seen as demon tieflings anyways). Demon tieflings are more likely than dragon tieflings to have large horns, tails, and claws, but less likely to have scales. Demon tieflings with prominent horns and tails, but no scales, are also sometimes mistaken for certain fey or demons. The easiest way to tell the difference between a demon tiefling and a dragon tiefling though is context. Dragon tieflings are almost always wealthy and well connected, while demon tieflings are often middle class at best, the few who become wealthy who are generally well known locally. Those with a particularly strong need to tell the difference between a demon tiefling and a dragon tiefling (like the priests of Siuverland) can also use one of several invasive and/or magical procedures which are fairly foolproof.
Nice. With this we actually have finished the sentient species, and now we can actually work on the compatibility list. Thanks.

A couple of questions:
>In terms of physical traits, the original dragon tieflings resembled humanoid dragons, though these traits faded with time
How much of "like a dragon" are we talking about? Are we talking full argonian from Skyrim, regular human skull with a couple of patches of scales, or a mix between the two? How much does that change when they are pureblood?

>“Purebloods” were happy to have all of the following traits; patches of scales, oddly shaped pupils, and small horns. Having large horns, claws, fangs, tails, or wings is usually seen as being either of exceptional pedigree or being touched by the divine.
Are dragon tieflings' tails prehensile? Can dragon tieflings with wings fly? And if so to what extent? Don't all dragon tieflings have scales and claws?

>though these days most are happy to just live twice the lifespan of a normal human.
So about 130-160 years at most?

>Although some demon tieflings have a strongly draconic appearance, most resemble modern dragon tieflings, particularly if they were specifically created to do so
So the only physical difference between dragon tieflings and demon tieflings is that the latter always have red eyes?

>Demon tieflings with prominent horns and tails, but no scales
Are they mistaken for people with demonic contamination?

We could use some visuals to make this more concrete.
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Also, about the bestiary, we have only a handful of critters' images to add.
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Well, this is going to be long. For now I'm marking the only ones that are not compatible with anything but themselves, and starting with the humans. As they are going to be the ones most compatible, they are the ones that need most attention.
Emerald Islands' Venom Lizards
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>How much of "like a dragon" are we talking about?
Dragonborn/argonian tier, though there are many different types of dragon back then, so appearances varied. Keep in mind those types of dragon tiefling are long gone by the modern era

>dragon tieflings' tails prehensile?

>Can dragon tieflings with wings fly?
Not without magic

>Don't all dragon tieflings have scales and claws?
Most of them are pretty much 99% human these days

>So about 130-160 years at most?
Usually, a few can still live longer due to strong heritage or magical assistance

>is that the latter always have red eyes?
It clearly says that only some demon tieflings have red eyes. Most demon tieflings were created so that they could impersonate dragon tieflings, the red eyed ones presumably descend from those who chose to become demon tieflings for other reasons

>Are they mistaken for people with demonic contamination?
The last paragraph in the demon tiefling section talks about this a bit. Basically the easiest way to tell the difference between a demon tiefling and a dragon tiefling is that dragon tieflings are almost inevitably wealthy and well connected. If you see a rich dude with horns or weird eyes in the Azan Empire, it is probably a dragon tiefling. In Terusia or Gvilderstaaten, it could possibly go either way, but the locals generally know which families are which

>We could use some visuals to make this more concrete.
Attached is one of the images I used in the past. I also used another which is fairly similar. Someone else posted an anime style dnd tiefling somewhere but I am too lazy to go looking for it
So trying to differenciate two tieflings by physical traits is extremely difficult, unless the red eyes? It seems like draconic tieflings tend towards the dragonborn/argonian look but very mixed with humanity, while the demon tieflings are closer to the dnd tiefling but with a more reptilian look.
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Ok, so for now I have this with the compatibility list.
For now a couple of conclussion:
-MUshroomites,wolbede, ra, kresteneg, squidfolk, kobalins, snoloths, star people, gnoll, automata and umuncle either reproduce asexually or are so radically different to anything else that any interbreeding is possible.
-Human x Elves are perfectly compatible with the exception of human X wood elf, as due to the seed reproduction of the wood elves, it needs a male elf and a female human to work, and it can't the other way around.
-Human x Fairies is not possible at all due to the sheer size difference.
-Human x Halflings are possible in most cases. Human x Hobbit is perfectly compatible, I imagine human x gnomes is at least plausible, and human x brownie is impossible for the same reason as fairies.
-Human x Dwarves is perfectly possible, as well as human x orcs and human x animalkin.
-Human x Goblin is only possible with male goblin and female human, as female goblins lay eggs.
-I know there are human x ogres mentioned, but I imagine only female ogre and male human would work, if it was the other way around the pregnancy would probably kill the mother.
-I don't think human x troll is possible, though if it's mentioned somewhere we'll have to consider it.
-Human and beastfolk is complicated. I imagine humans can breed with most of the humanoid ones (like the tieflings and the joo), but what about the mermaids and the centaur-like? What abouth those that lay eggs? Do we apply the same logic that with the goblins?
-Also, no human x insectoid beastfolk.
-Human x Facedancers is probably possible, as facedancers are shapeshifters, but I imagine there could be complications.
-All elves can perfectly interbreed with each other, with the exception of the wood elves, for the previously mentioned reason, so only male wood elves could interbreed with other elves.
-Wood elves and dryads CAN interbreed, as they are quite similar in their reproduction and physiognomy.
-Fairies are mentioned to have a "general ability to reproduce with each other with little to not repercussion", so I imagine they can reproduce with each other. The problem is the size difference, so I'm not sure if the bigger fairies can reproduce with the smaller ones.
-Fairies and brownies are perfectly capable of reproduction, though I imagine the bigger fairies will have problems.
-Gnomes can reproduce with each other with no issue.
-Nymphs are mentioned to need reproduction with other species, as they are universally female, so I imagine they have to be completely compatible with most humanoids (humans, elves, halflings, orcs...), with the end result always producing a nymph.

Also, I'm not sure how compatibility would work with most of the species in the bogs, and with the beastfolk.
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Ok, I've tried to get some ai images according to the description, ranged from barely reptilian to clearly reptilian (I've rejected the ones with actual lizard heads, as fully draconic tieflings are long gone). Which one of this would be more accurate?
Also, made a couple for demon tieflings as well (I know you described them as nearly identical to dragon tieflings, but the moment I added the horns prompt AI changes the figures completely. That and the red eyes).
The thinking here seems good, the only thing I would add is troll x orc is known to be possible

The images all seem plausible. In terms of scale coloring, tieflings are diverse
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>troll x orc is known to be possible
Added. The question now is the big majority of the bog species and beastfolk. For simplicity's sake, I'd say the centaur-like are only able to reproduce with their own species, that would help explaining the rarity of some of those species. Seguerials only being able to reproduce with each other also makes sense, as they are a hive species. As for the bog ones, I'm not sure how to add them.
Scourge of the Seven Seas. The last image did not convince me.
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Also, since tieflings have interbred so much with humans, I assume their compatibility with other species is similar to that of humans? Probably less, as in "any mix between a tiefling and a humanoid results in sterile spawn"?
tieflings have had offspring with drow and hobbits, who have had offspring of their own, so I figure anything humans are compatible with, tieflings are also compatible with
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Ok, so I think this is all, as logical and lore accurate as I've been able to. If anyone sees any issue, please tell me, but for now I think this is done. I'll write the specifics for this tomorrow.
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Also, reminder we still need to fill the list of cities (I have to still add those of Azan and the witchelven).
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Now that the compatibility list is pretty much done, I'll expand upon Elanxa a bit more.
What are you writing about right now, anons?

>Provincial Administration of the Empire of Elanxa
The Empire of Elanxa is divided into four marquisates, which originated during the period between Greater Elanxa’s fall and the rise of the picaean magpie emperors. The four major provincial administrations are the Grass Marquisate, the Marquisate of Thorns, Marquisate of Clay and the Lapiz Marquisate, plus the island of Picaea, directly administered by the emperors themselves. The power of the high nobility that marquises come from has been steadily limited by the emperors, as they see them as a threat to the all encompassing magpie emperors, as well as to the church. Thus, the marquisate structures was subdivided into counties, whose governor was chosen directly from Picaea. These counts often come from the ranks of the nobility, though there have been exceptions to that, and always after spending a long time serving in the army. The weight of the marquisate structure over the different counties is steadily weakening, and nowadays the title of marquisate is just a show of favor with very little increase of power, as counts have little power over their fellow counts. This is to the point of marquisates not having a fixed capital, instead that being the capital of the county most favored at the time, and even then, the marquis has to collaborate with said count for government. And all this is before taking into account the weight of the Church of Elanxa within the administration, as well as the control many of their lands, which is organized with their own set of rules and laws, only below the imperial authority itself, and their weight within bureaucracy and law enforcement.
Despite the backwardness of many of the institutions and forms of government in Elanxa, the magpie emperors have developed a very competent tax administration, commonly referred as “the magpies’ treasurers”, which are in charge of watching over both the nobility and the church to pay their due to the emperors. This body has a lot of power within the country, answering only to the emperor. While the Church of Elanxa does have certain privileges in regards to the ways they pay their taxes, the nobility in Elanxa has an unusual amount of taxes, as paying taxes is seen as a pious act, at least publicly.
>The Grass Marquisate
The Grass Marquisate is the northernmost province of the Empire of Elanxa, occupying most of the Saint Annell Peninsula. This area produces the weight of the agricultural produce of the empire, and as such, its economy is geared towards food production, as well as some cash crops such as strawberries, olive trees, vine trees and almonds. The population is predominantly farmers and herders, often under a strict system of serfdom led by the local nobles. Most of the nobility enjoy large estates, which can encompass one or two entire villages’ worth of people. The local nobles administer justice and administer taxation to their vassals, though they are always under the watchful eye of the magpies’ treasurers. As elanxan nobles have to pay a considerable amount of money to the emperor, elanxan agriculture is actually quite advance, generating a lot of surplus, though the lack of hunger does not mean people live in opulence, as the majority of the population lives in considerable poverty. Exporting food is a very profitable enterprise in the area, particularly after the rise of the Kingdom of Drunigzar, whose increasing demand of food has brought a lot of quick wealth to the area. Many nobles are dedicating their profits in pursue of creating holiday palaces and lush gardens. Many nobles also have mercenary bands of ogres and half-ogres, keeping a watch on the peasants and preventing revolts.

>County of Beans: Pemob
>County of Peas: Deurpe
>County of Lentils: Enaxa
>County of Chickpeas: Exalania
>The Marquisate of Thorns
The Marquisate of Thorns is the westernmost province of the Empire of Elanxa. The lands of the Marquisate of Thorns used to be a very conflictive area during the days after the fall of Greater Elanxa, as many tribes in the region, as well as those in the lands that would be swallowed by the jungles of the Realm of the Goddess of Harmony, entered in a cycle of constant infighting. These clashes ended up throwing the region into near chaos, and it would be the coastal towns and tribes, with the help of the magpie emperors, who unified and pacified the region. The support of these populations to the magpie emperors resulted in them gaining a lot of privileges, becoming strongly tied to the elanxan army. The region has many of the imperial barracks and training grounds for the nation’s infantry, cavalry and even some of the more mystical members of the imperial army. The lands of the Marquisate of Thorns are not particularly rich, most of them unfit for agriculture, though they are frequently used for transhumant husbandry, especially for the breeding of horses, which make the bulk of the empire’s cavalry. The lands near the River of Harmony do allow for better agriculture, which concentrate a great deal of small towns around them. The Marquisate of Thorns is also important due to the establishment of the Blessed Elanxan Sisterhood. The quick growth and wide reach of the organization’s powers make it extremely important, which resulted in the emperor granting them the same powers and authority of that of a county to the lands around the Tower of Amethyst, which is quickly turning the region into the richest zone in the empire outside of Picaea.

>County of Buckthorns: Mershyiea
>County of Quince: Tacaea
>Tower of Amethyst: The Tower of Amethyst (region ruled by the Blessed Elanxan Sisterhood)
>County of Olives: Oli
>Marquisate of Clay
The Marquisate of Clay is the southernmost province in the Empire of Elanxa, occupying the lands crossed by the Saint Mirabelle River. This river is vital to the region, as most of the land is quite poor, and as such, the importance of the massive Saint Mirabelle River cannot be overstated. The river also suffers great floods during summer, which often inundates the nearby lands. This has resulted in the need for great earthworks, to prevent the destruction of the fertile lands. The need for constant construction around the Saint Mirabelle River has produced many great artisans and engineers, working with the muddy lands around the river and turning them into usable arable land. This also attracts a lot of wizards and astromancers, resulting in the creation of many golemancer guilds. These golems are produced for the elanxan army, and while they pale in comparison to the golems in ancient times, their numbers can be quite intimidating. They are also used to guard the southern borders of the empire, as goblin infestation are frequent, as well as raids from Grobianismus’ raiders, often needing to only appear to dissuade them from advancing into the empire. However, due to the pressure of the nobility, the lands around the rivers are mostly owned by feudal states, and those in the Marquisate of Clay are particularly harshly governed. This has resulted in many people seeking to move to the mining areas of the province, as the Marquisate of Clay is rich in mineral reserves.

County of Porcelain: Poulan
County of Adobe: Dobea
County of Burnt Clay: Katarinialand
County of Kaolin: Chechuxa
County of Stoneware: Blite
County of Talc: Est
County of Dark Sands: Fipixea
>Lapiz Marquisate
The Lapiz Marquisate is the easternmost province of the Empire of Elanxa, located in the Saint Thinerio Peninsula. The region is famed in the empire for its dense forests, such as the extensive Grey Woods at the north or the jungle within Dragonfly Island. The rich soil and good weather allows for decent agriculture, but unlike most of the empire, the urban artisan guilds have a considerable weight within the region, as the Lapiz Marquisate holds some of the most important shipyards, used to both build and maintain the elanxan navy. These ports also have a great deal of trade, developing a higher than average urban middle class, though their weight on actual politics is negligible, which results in considerable tensions. The islands west of the Saint Thinerio Peninsula relatively poor, mostly used as watch points for the shipping in the area. After the fall of Greater Elanxa, the islands quickly severed all connection to the continent, and by the time the magpie emperors began unifying the nation, the islands had to be purged of pirates. To this goal, the magpie emperors made a deal with the order of dragonfly knights living in the Dragonfly Island, conceding them important privileges and riches. Combining the magpies’ fleet with the dragonfly knights, managed to retake the other islands. The presence of dragonfly riders is frequent in the marquisate, though the limited access of the giant purple berries make their spread difficult without a lot of preparation.

County of Opal: Onapalos
County of Emerald: Riaza
County of Hematite: Axalatos
County of Fishermen: The Hook
County of Agate: Agate
Hangman’s County: The Noose
>Imperial City of Picaea
The Imperial City of Picaea is the capital of the Empire of Elanxa. Located within the Saint Pitcasasti Inner Sea, it was the place of origin of the Magpie Emperors, and became the center of governance once the empire was properly established. The city occupies nearly the entirety of the island, with a couple of areas dedicated to gardens and agriculture in case of a storm blocking food supplies. The island is heavily defended, as it has been attacked by pirates in the past, and harbors most of the elanxan navy. Dense walls, originated from the days of the Khenomeric Empire, and reinforced every century, results in a triple wall capable of withstanding even modern bombardments by the sea. The city itself is dedicated near exclusively to the maintenance of the imperial family and the imperial administration, and settling in Picaea if one is not of either noble, part of the church or an important merchant or high rank public servant is actually quite difficult. As a result, the city is not as populated as one might assume, though it is still the biggest human concentration in the empire. The city itself was greatly reformed after the Magpies took over, with most of the old city being tore down and rebuilt, with spacious streets and bigger sewer systems (something that had been causing problems since ancient times, as the sea storms often brought disease with them). As a result of this, Picaea is considered as one of the most modern cities in the world, with buildings with a simple but elegant design, and due to the high standards of living, barely any poverty (as those whose fortunes turn for the worse are unsubtly invited to leave). The two biggest buildings in Picaea are the Elanxan Imperial Palace, a marvel of marble and lapislazuli that took more than 100 years to complete and is surrounded by the world famous elanxan imperial gardens, and the Elanxan High Cathedral, center of governance of the Elanxan Church.
I've tried to get some possible images for the elanxan imperial castle. Which one should we use as the image for the palace? I particularly like the first and the fourth.
based autism
way too colorful
How come some of the ai art for the bestiary looks kino while some other looks like some shitty 3d render?
Merfolkpalaces should be underwater.
We should put this on 1d4chan as a safety backup
The description of the stenchskipper says that it looks like a tropical fish:
>they are of vivid color, almost as if they were from tropical reefs

I use both Mage and Bing to get renders, since with the same description you get different styles and results. Just a bit of variety.

The Merfolk Empire were not just mermaids, there were humans for the most part.
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Updated the elanxan map.
I'm going to try doing the with Platinum and Avangar maps. I'm hesitant to start writing the "the gods and how the divine works in the setting" part, since I'd like to have a bit more feedback on this.
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Added the provinces. I'm not sure if the city of Alga and the Tower of Fire should be there, but as a crossing of rivers, it seems fitting. If someone can find in the lore a more precise place, please let me know.
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Just realised some cities are missing. Fixed.
>Administration of the Avangar Empire
The nature of the administration within the Avangar Empire is a complicated subject. As the nation’s roots come from the elyrian tribes, the meteoric rise into an empire was something many were not prepared for. Even the mythical founder of the empire, the mysterious Avangar, had trouble establishing a system of governance over the recently conquered territories. As such, most of the administration was built after his disappearance, organized by Empress-Regent Tamara and her advisors. To organize their domains and the recently added territories in Sitrai Martöflu, Tamara imitated the provincial divisions in the nearby kingdoms, particularly Platinum and Poker, but including many elements typical of elyrian culture. The land was divided into different provinces depending on criteria such as population, ethnic composition, geographic makeup and political and economical importance. Each province is ruled by an “avah” (meaning “servant of the light”), a pureblood elyrian ascended to the rank of noble, often coming from the ranks of the army or the Church of Avangar. These individuals have to be zealously loyal to Tamara, as otherwise they will not grant them her blessing and the power to rule. These avah rule the land, being in charge of both defense and taxation, as well as guaranteeing the adequate settlement in the areas that become clear of the swamps. The one exception to this system is the province of the Fire Zealot Ogres, as they are allowed a great deal of self-rule as per their peace terms during the elyrian conquest of the region.
>Province of Blessed Alga
By far the most prosperous and populated part of the empire, Blessed Alga is the province ruled by the imperial capital of Alga. Before Avangar, it was one of the most wild areas in the region, as the confluence between the waters of the Red Lake and the Iebrum River make for a great deal of humidity, with the land covered in near impenetrable swamps and marshes. However, Avangar saw the area as the perfect place to establish the Tower of Eternal Fire. As the magical flames cleared the land, the region became ideal for the new capital, which grew around the Tower of Eternal Fire. Even to this day, no building within Avangar is allowed to be taller than the Tower of Eternal Fire, not even the Imperial Palace, also in Alga. The region has become an extraordinarily successful farmland, allowing for an explosive population growth, both around the rivers (which needed great groundworks as to avoid the seasonal floods, now that the swamp were no longer blocking the waters) and in the capital itself. The province of Blessed Alga is under direct imperial authority, always guarded by the Urageen, the special elite troops of the elyrian army, dedicated to the protection of Alga, the Tower of Eternal Fire and the imperial family, and only allowed to exit the city during times of war or under a direct order from the emperor. Blessed Alga is also home to many wizard towers, though the dark wizards here are under strict surveillance by the imperial authorities, to avoid any possible threat to come to Alga.

The Province of Furuga is located west of Blessed Alga, and borders the Woodcutter regions of Brussgloff and Bründelbloff. The province of Furuga is also within the Green Oak forests, sharing both oak forest and swampland. During the expansion of the elyrians after the war with the Princedom of Platinum, the elyrians began colonizing this area, which caused a great deal of tension between them and the famously independent Woodcutter Cities, who saw the elyrian encroachment upon the forest as an eventual threat to them. However, the elyrian threat was too big for even an united coalition of Woodcutter Cities. With the Princedom of Platinum having just signed peace and not interested in starting a war soon, the woodcutters had to accept the slow encroaching of the elyrians, with many of them moving away from their lands before the invaders fully took over. Eventually, the Woodcutter Cities signed a series of deals with the Princedom of Platinum, promising intervention if they ever advanced any further beyond the realms already occupied. The threat of elyrian invasion has resulted in some of the Woodcutter Cities also paying occasional tribute to keep the empire from their affairs, something considered incredibly shameful, as the woodcutters have a great deal of pride for their independence. On their end, the elyrians have been heavily pushing the Cult of Avangar in the region, while also bringing a lot of elyrian settlers in the area. The elyrian advance only managed to occupy a settlement, the city of Furugdembërgg, renamed as Furuga by the elyrians, as the local population abandoned the city once it was clear no military aid was going to stop the elyrians on time. Furuga became the capital of the homonymous province, with an increasing elyrian presence as the local populations are discriminated and bullied into submission or exile.
>Great Lyria
The province of Great Lyria is located at the center of the Great Swamps of Eastern Littlestep. The region is where the elyrians established their homeland after their arrival from their ancient migration, and it is the region of the empire where the elyrians have the most history. It is also one of the areas less affected by the magic of the Tower of Eternal Fire, and as such, most of its population still lives like their ancestors did before the arrival of Avangar. Great Lyria has suffered a constant loss of population since the days of the death of Avangar. With the youth more and more ready to abandon the old gods and customs for the cult of Avangar, many elyrians have moved to the growing cities or to the areas that the empire is colonizing, leaving the harsh swamps of Eastern Littlestep less and less inhabited. Due to the great appraisal of old traditions, the elyrians in this area are the most opposed to the Cult of Avangar and to the authority of Alga, though they do not dare to do anything beyond praise the old days. This atmosphere of tension has resulted in the imperial authorities keeping a lot of soldiers in the province, to keep everything in check. Due to the near constant marshes in the region, Great Lyria is also the poorest province, incapable of developing any kind of modern economy beyond self-sustaining agriculture and hunting. The city of Lyria, named after the legendary tales about the elyrians’ origins, was built as a bastion for the troops that guard the region in one of the less swampy areas of the province, but even then its size is the smallest out of all provincial capitals by a lot. And many locals actually despise the existence of the city, seeing it as an imposition of the new ways over the old ones.
Also, now that I'm reading about Avangar, we really ought to adress the bits in the page that do not fit with the timeline.
We should decide on one style prompt for illustrations. Makes it look more professional ad high quality.
Considering how many images obtained from other sources we have used over the months, I do not think that is that big of an issue.
>Western Lyria
The province of Western Lyria is located between Blessed Alga and Great Lyria. This area of the swamps is quickly being affected by the Tower of Eternal Fire, with the swamp receding into forest and grasslands perfect for husbandry and agriculture. This has brought many people to the region, particularly to the lands around the Red Lake. Imperial authorities have developed a great deal of interest in settling near the Red Lake, as it can be navigated for most of the year, leaving a wide area near the imperial capital quite vulnerable to an invasion from there. As such, the empire has created a small fleet to intercept any attacks from that border. Both the Woodcutter Cities and the Princedom of Platinum have also prepared a fleet in case of elyrian invasion, though on their part of the lake the waters can freeze during winter, so they need to keep the vessels light enough to bring into quick dry dock. This is not a problem for the elyrians, as their side of the lake is affected by the power of the Tower of Eternal Fire, keeping the frost away. The city of Sidria was built as the main port for the elyrian fleet in the Red Lake, and while the ship designs are crude and the personnel on board are inexperienced in comparison to both the Woodcutter Cities and the Princedom of Platinum, the presence of dark wizards adds an unpredictable level of danger to a clash within the lake.
The province of Arafúu is located between Great Lyria and the border with the Platinum Princedom. The region saw some of the harshest fighting during the war between the elyrians and the people from the princedom, with most of the area becoming uninhabited. After the war, imperial authorities forced the creation of many watchtowers and fortresses, keeping watch across the border. However, the best defense of the region is the dense swamp full of dangers and diseases, keeping any would be invader on the other side of the border. The region also holds many communities of dark wizards who seek even more extreme forms of sorcery, which is frowned upon even among other dark wizards. Many wizard towers are hidden by the swamps, dedicated to their experiments, from curses to demons. This results in a lot of tension with the Princedom of Platinum, as some of these wizards running amock along the border is not uncommon. To avoid tensions with the Platinum Princedom, from time to time imperial authorities raid some of the most dangerous, though mostly those whose actions can actually pose a threat to Avangar, and leaving the rest alone, while acting like they take care of the border. The city of Arafú was built as a military fortress that grew into a city, though the peoples from Arafúu have more ties to the eastern provinces than to the nomadic tribes of Arafúu.
The province of Demular is located across the western border between Avangar and the Kingdom of Poker. The region was witness to many clashes between the poker and the elyrians during the war between the two nations, especially during the first moments of the war, when the poker tried to arrive to Alga to siege it. Nowadays, Demular has been used by imperial authorities as a place to bring many non-elyrian tribes, both from the Great Swamps and form the Sitrai Martöflu archipelago, as a way to acclimatize them to elyrian culture and to the Church of Avangar. This results in the presence of a great deal of members of the church, constantly practicing public showings of adoration to Avangar and to the imperial family, in which the settlers are obligated to participate. This does not generate a particularly warm opinion on either group towards the other, but this has been justified with the need to populate the southern flank of the empire, as well as to thin the ranks of non-elyrians and to work the fertile lands of the Iebrum. The treatment of these non-elyrians, from the masking edict to the forced worship of Avangar, has resulted in some of the more aggravated groups to try to run away into Poker, and from there escape to Easter Littlestep. However, the more Avangar’s influence grows within its vassal, the harder it is for these defectors to escape, and punishment can be severe. The city of Demulandes was founded by poker troops, using it as a base of operations during the war, and was repurposed by the Church of Elanxa to expand their influence over the area. As such, the place is covered in temples, statues and votive offerings, all while armed guards watch over the population.
>was repurposed by the Church of Elanxa
Avangar, my bad.
The province of Gladabar is located across the eastern border between Avangar and the Kingdom of Poker. The region saw much less fighting than the western side of the border, as the swamps were much denser over here, and still are. Gladabar was quickly settled by elyrian colonizers once the border was fully secure. It also became one of the centers of magical study in the empire, just behind Alga itself. The region is particularly notorious for attracting renegade wizards and demon summoners, which have created a strange community in the region, ranging from elyrians themselves to other groups that come from afar to study the demon summoning ways, such as drow and witchelven. There are rumors that even some gnoll mercenary groups have been seen in the region, though who they are or how they arrived there is a mystery. Like the non-elyrian humans, the non-humans within the empire are obligated to wear the masks, on the penalty of exile and eve death if they refuse to do so. Many wizard towers have been built across the province, and the demonic experiments that come from these places have occasionally wrought havoc upon the local populations. Often enough, the Church of Avangar is in charge of bringing these summoned beings back to their realm, which has caused severe tensions between the ecclesiastical authorities and the dark wizards of the region. The city of Gladabandes was created as the capital of the province by the Church of Avangar, hoping that controlling the center of political power would give them a leg up over the demon summoners, though this does not seem to be working.
The province of Amangoves is located at the northeastern river mouth of the Iebrum River. The near totality of the province is covered by massive mangrove forests, as the Iebrum Estuaries result in a great deal of sea water going inland, favoring the growth of the mangrove. Despite the attempts of both Avangar and Poker in clearing out the river mouth, the speed of the mangroves’ growth and the seasonal floods have made it impossible, and as such, few people actually live there. However, the area has a great deal of importance, as the quick growth of its trees and their natural resilience towards humidity made them perfect for the elyrian fleet. While nowadays their ships are build with wood from the Green Oak Forest, the fleet with which the invasion of the Sitrai Martöflu archipelago was made of wood from the mangroves. Amangoves is also inhabited by small tribes dedicated to fishing in the area, as the estuaries are full of banks of fish, which they can trade in the cities of the eastern shores. The city of Amangor was one of the earliest shipyards of the empire, since it received many of the engineers and craftsmen brought from Poker to work on the fleet, and since then it has grown into one of the biggest cities in the empire, with the near entirety of the population living in there.
The province of Oshores is located between Arafúu and Eneshores. Occupying the Northern Clean Fields, it once held many cities across the shores, established throughout a long time between the khenomeric and greater elanxan days. The annexation of these cities by Platinum was short-lived, as the terms of peace between Platinum and the elyrians granted control to the cities in the region to the latter. These cities, while not that big and populated as their northern neighbors, resisted elyrian rule, siding with the people from Tarot once the war between Avangar and Poker broke out. Despite this, the elyrian victory resulted in the Tarot army deciding to burn down the cities before leaving to keep the elyrians from controlling the eastern ports, offering safe passage to the population to the Kingdom of Tarot to protect them from elyrian retribution. Thus, most of the cities in Oshores’ coasts are of new construction, either completely new or built over the ruins of the previous cities. Very little remains of the original population, as the imperial authorities made sure that elyrians would be the dominant force in the area. Going inland, the region is covered by dense swamps, still far from the magical effects of the Tower of Eternal Fire. Thus, most of the economy is located around the coast, with many elyrians and vassal tribes working on the Clean Fields. While agriculture is not that productive compared to the territories under direct influence of the Tower of Eternal Fire, it does serve to maintain a growing population, being one of the fastest growing provinces of the empire. Unusually for Avangar, the number of wizard towers in the region is small, as imperial authority has worked behind the scenes so that no tower gains enough influence to disrupt the rich provinces of the eastern shores. T
he city of Oshor was notorious as the only city that was not burnt down during Tarot’s retreat, as a heavy storm saved most of the city from being engulfed by flames. While the city was still abandoned for the most part, it was safe enough to serve as the center of governance for the province, seeing as the rest of the region needed extensive rebuilding.
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Would this work as the Tower of Eternal Fire?
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Only a few creatures yet to get an image.
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Ok, so trying to get an image for the leviathan beaver, I got this. No idea why it did this, since it looks nothing like the prompt, but it looks neat, any idea for what it could be?
The province of Oshores is located between Oshores and Amangoves, in the eastern shores. The region held many cities of ancient origins, both from the khenomeric and the greater elanxans, though they never were as populous or as important as those south of the Iebrum or across Northern Littlestep. This area was always hostile to the elyrian takeover, and they resisted as much as possible, even when the Princedom of Platinum left the region after the peace with Avangar. Feeling betrayed by Platinum and disgusted by the barbarian elyrians, they received the armies of Tarot as liberators, and greatly helped them in their war efforts, though they could not make a difference in crossing the great swamps. After the defeat of Poker and the retreat of Tarot, the population was invited to come to Tarot to be safe from elyrian retribution. But while most of the population accepted fleeing, many decided to stay and fight the elyrians in a last stand. These battles marked the end of the war, and once the defenders lost to the elyrians, they burnt their cities to cinders themselves, martyring themselves to keep the elyrians from gaining anything substantial. The elyrians rebuilt the cities from the cinders of the old towns, and the captured prisoners were either executed or put to forced servitude until death. Nowadays, Eneshores holds some of the biggest docks of the Avangar Empire, as they were instrumental for the campaign against the Sitrai Martöflu archipelago. Eneshores holds most of the elyrian navy, as well as multiple wizard towers that train the battle wizards that serve under them.
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Lacrymose Leech

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