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/tg/ - Traditional Games

File deleted.
>Thread Question: How can we summarize the existing lore into a more manageable format?

>Thread task: Check the compendium files and abridge the info there.


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/
78 - https://suptg.thisisnotatrueending.com/archive/2023/91159667/
79 - https://suptg.thisisnotatrueending.com/archive/2023/91224988/
80 - https://suptg.thisisnotatrueending.com/archive/2023/91291528/
81 - https://suptg.thisisnotatrueending.com/archive/2024/91353551/
82 - https://suptg.thisisnotatrueending.com/archive/2024/91432606
83 - https://suptg.thisisnotatrueending.com/archive/2024/91525253
Google Doc Link for the timeline. As updated as it can be.

>ai slob coomer pic
Dude just let this thread die and make a legit one afterwards.
There has been good OC stuff posted last thread see:
Use one of these pics instead and maybe people will actually contribute. You're killing the project with all the shitty ai art only vaguely related to the actual lore.
See you in the next one.
>cries about AI art
>You're killing the project
bunkertranny mods have killed the whole site
every single board is flooded with spam
mission accomplished
It's not only ai "art" it's shit ai art by someone who can't into prompting.
Kill yourself, slopspammer.
>it's shit art
Now that's a better reason.
Lmao this retard thinks art means anything. People shit into Mason jars and display them in galleries. That's what art means.
Has anyone been able to figure out what's wrong with the latest archived threads in suptg? I'm keeping the latest thread saved as PDFs just in case, but I'd like to keep the archives in good condition and accessible to all.
brainlet cretin
>OP pic
>no fetishes/coomershit
>shitty ai art is killing the project
Weak project then.
>retards exists
>that's why I've decided to be a retard too
Retard. But what else can be expected from a slopnigger.
Ok, so I'm reading now the Isle of Wizards' loredump. A couple of things:

>The Ancient Order of Practical Wizards as an "all male order"
It's mentioned in the wiki page that this was only initially, and that they relented: "Initially, the Order did not allow female wizards, but they eventually relented, though female members of the 1.000 need to live even stricter lives."

>[Charemnon] belongs to the “Egoist” faction of faerie lords
What factions? Where is it mentioned?

This reminds me we could probably could write about some of the most important characters of the current Practical Wizards.

>whoever is currently heading the order (The Grandmaster).
Didn't that role belong to the Council of 100, instead of a single head of the order?

>The Lich Queen
I would move the date of the "Lich Queen" being defeated further, as I imagine necromancers partially unravelling the secrets of lichdom taking longer (as per the necromancy lore, the only true lich is, even to this day, Vandervax).
>only my definitions count
And you call others retarded.
>It's mentioned in the wiki page that this was only initially, and that they relented
I am sticking with the original lore on this one. The wizards were meant to be all male all human gandalf (but weirder) types, but your entry blurred the lines between the Ancient Order and other organizations on the island, so I created the concept of En'Sages so that some of the region's uniqueness is retained and it doesn't just become a generic magocracy

>What factions? Where is it mentioned?
Six of the main fey factions, including the ones mentioned on the Isle of Wizards entry, are outlined on the Whereby page. I may eventually get around to describing faerie lord politics in more detail, but for now I am leaving it ambiguous so I have lots of flexibility while writing fey stuff

>Didn't that role belong to the Council of 100, instead of a single head of the order?
A grandmaster was mentioned in the Fortress Island entry, so I just ran with it. They probably don't have that much power really given the disagreeable nature of most En'Sages

>as per the necromancy lore, the only true lich is, even to this day, Vandervax
There are a bunch of different liches mentioned existing in different regions and different eras, including pre-Khenomeric
All of this is near incomprehensible. There's so so so much stuff and no way to determine what's relevant and what isn't. There's no focus to this tumor of a setting.
I think it would do you people good to sit down and try to outline a few things that a newcomer would absolutely NEED to know about the whole shebang.
That's what the compendium is for, anon. We're working on it.
Good luck, then.
So how would the En'Sages work within the Council of 1000 and the Council of 100?

>A grandmaster was mentioned in the Fortress Island entry
True. Though I imagine "grandmaster" could be just another title like "archmage", or it could be a temporary charge when a high ranking wizard is sent to a mission. That way we can keep the more decentralized structure of the order.

>There are a bunch of different liches mentioned existing in different regions and different eras
Where is it mentioned that there were liches before the BoE? All mentions I can find are either after or at unspecified dates.
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Mercenary crest of the Horror Hunters
I would like to know the prompt, personally.
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Mercenary crest of the Black Lances
based mods
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Ok, so the compendium file is still underway. It is going to take a while to fill everything, especially since we do need many images, and summarizing all of the nations/regions is going to take a long time, but we are indeed in the right track. Also, we're adding the wonders/horrors to the list, since that still wasn't described up to an acceptable level.
I'm trying to make more of these, but coamaker.com only does so much. Any other free tool to make these?
>So how would the En'Sages work within the Council of 1000 and the Council of 100?
Council of 100 - are all En'Sages (as are all archwizards on the island)

Council of 1000 - Would include all the En'Sages, plus large delegations from organizations strongly affiliated with the Order like the Pedants, plus smaller delegations from other allied organizations, plus some unaffiliated magic users willing to abide by the rules

>True. Though I imagine "grandmaster" could be just another title like "archmage", or it could be a temporary charge when a high ranking wizard is sent to a mission
I think there should only be one at any given time, but it is mostly a prestige post and it changes frequently

>Where is it mentioned that there were liches before the BoE? All mentions I can find are either after or at unspecified dates.
The Khelek one is definitely pre-BoE, though perhaps could be written off as a legend

The Terusia one could also be pre-BoE since it is lurking in the ruins of a forgotten civilization

I got it from the slop thread so maybe asked there and see if the original poster is still around

I did a few with the heromachine 3 debug tool, but it is finicky and takes a while to learn
>The Khelek one is definitely pre-BoE, though perhaps could be written off as a legend
I do think Vandervax should be the only real true lich in the setting, both for building up the BoE and Vandervax. The previous mentions can be either rumors or unperfect liches. I imagine Vandervax's lichdom nature as something that inspires immediate dread, as those who look at him instinctively know he shouldn't be alive, and yet here it is. A bit of uncanny valley mixed with the fear for the millennia-old undead vampire hunter.

>Council of 1000 - Would include all the En'Sages, plus large delegations from organizations strongly affiliated with the Order like the Pedants, plus smaller delegations from other allied organizations, plus some unaffiliated magic users willing to abide by the rules
I like this. Basically, there are women allowed in the council, but they are not given the rank of En'Sage (a bit of fricction within the order can be useful for storytelling).

> did a few with the heromachine 3 debug tool
I'll see what I can do.
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Finally got to make the Gokmavi map.
Armoria is decent. It's from Azgaar
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Fixed the misaligned layer.
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Ok, it actually works really well. I'll see what I can do with this, though I probably have to generate some of the more specific ones.

Also, I remade the mercenary crest of the Hurrge Lodge, didn't like the end result of that one that much.
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Mercenary crest of the Xu-Yu Daggers, with the dragon emblem warped.
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Mercenary crest of the Gladiatorial Arsonists
This goes hard
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Mercenary crest of the Drinkers of Screams
Finally got to make the Ogabo Ice Palace lore.

>Ogabo Ice Palace
The Ogabo Ice Palace is a grandious construction located within the Ogabo Desert. The information we have about this mysterious structure is limited, as there are records of its existence all the way back in the days before the Battle of Empires. The tolbari people themselves ignore when it was created, as the folktales of the dwellers of the desert actually mention it was already there when the first Tolbari arrived to the Desert of Ogabo. The magic that brought the Ice Palace is incredibly strong, not only protecting the structure from the harsh sunlight and heat of the desert, but actually rebuilding any damages that the structure takes due to sand erosion or manmade damage. Because of these things, many wizards have come and gone over the centuries to study the magic of the wonder, though to this day, no one has been able to crack the secrets of the palace.
The origins of the Ogabo Ice Palace are surrounded in mystery. The closest thing to the truth may be the “Poem of the Djinn”, a folktale that the tolbari have passed over for generations. The story tells the tale of a powerful and proud djinn, so mighty that he was able to move the suns and the stars to his whims. However, like all djinns, he had been summoned by mortals to serve, and he had passed through many mortals over the centuries. However, it all changed when he ended up under the servitude of a young woman, a witch who had come from the frozen north, searching for the mighty djinn’s aid to bring back her lover back from the dead. These were the days before necromancy, and death was an impassable wall that not even djinn could cross unscathed. The witch and the djinn studied together for many decades, and the djinn ended up falling madly in love with the witch, but the sorceress only had eyes for her gone lover. Despite the attempts of gaining the heart of his mistress, the djinn was simply unable to sway her heart, nor were they able to bring the witch’s lover back from the dead. In the end, she decided to die peacefully by drinking a goblet of poison. The djinn pleaded to her, promising all the powers of the universe to dissuade her, but it was all for naught. Enraged, heart-broken and drowning in despair, the djinn broke his own physical container, unleashing the magics within. The tolbari tell that the results of the djinn’s death was the Ice Palace, creating a tomb of eternal ice just as the frozen north she called home.
The Ice Palace has a diamond design plan, with the lower levels covered with three pointed arches. The second level has a smaller diamond design, with a round tower that forms the entrance to the building, and connects it with the long set of stairs. The third level has a square plan, each wall with a massive vaulted space containing great geometric decorations. At the top of this structure we can see the massive pointed onion domes with elongated drums, all covered in beautifully crafted arches. Around this central body, multiple towers of different size rise above the different levels, all having similar onion domes. The insides of the building are covered in strange symbols and geometric patterns. The Tolbari believe these are, in fact, the memoires of the djinn, imprinted on the ice as it died. The icy structure also goes deep underground, where the temperatures go so low that even magical protection can only do so much. During the coldest nights, it is said that one can see the boreal lights above the palace, giving it an otherworldly look as the lights shine across the icy walls.
The Ice Palace is venerated by the coven of witches known as the Coven of the Frozen Djinnmaiden. They operate near the Ice Palace itself and seldom let anyone get close to the magical building. They see the Ice Palace as a holy and sacred place, and have dedicated their lives to the mastery of ice magic and the use of djinns. This grants them immense power, though their insular nature and dark deeds often make them clash with any who gets closer. Rumors circulate that the coven also practice rituals within the palace itself, though none have been able to discern what or why exactly do there.
With the Ice Palace done, I'm either going to do the Lindworm Bridge bits or the Florinth Tower. Any ideas for the latter?
>Florinth Tower.

it should be pre-Khenomeric

emphasize its beauty since it isn't that big
Any particular design? What was it made for?

I have the bit from the previous thread
>It was constructed by the third son of the founder of Florinth, to honor his father's legacy with a glowing beacon, to symbolize all that the city could be. It is three hundred feet tall and thirty feet in diameter, with a seventy-faceted sapphire the size of a man resting upon the peak of its conical roof. Each year, on the day that its construction ended, the light of the morning sun shining through the sapphire hits the statue that was once at the center of the city before it's great expansion.

So a glowing beacon (not literally, so not a lighthouse), conical tower, made by the descendants of the founder of Florinth. What else can we do?
Just sue paint and a page like http://heraldicart.org/
It has everything you need and is easy to do even if you have zero editing skills
*use lol
Gimp will work aswell
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Ok, here are a couple of attempts. I'm most fond of the first and the last. What do you think?
The crystal is technically too big and should have a conical roof, but it probably looks better that way anyways

Maybe the original creator is still around and can weigh in

there is an image of it on thread 16, but it is kind of meh
>should have a conical roof
if I add the gem at the top, it ignores the conical roof.

Here's the prompt if you want to try it.

>High quality sequence made using the sfumato technique of a great lighthouse, mix between art nouveau and gothic style, spiral stairs to the top, colossal proportions, multiple sections of different design, colored glass (vibrant shades), blue geode resting on the peak of the conical roof, city near lakes, conic spiral roof, atlantis, aerial view, venetian renaissance city background, oil canvas art
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Mercenary crest of the Tartugai Raiders
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Mercenary crest of the Poisoned Arrows
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Ok, after a bit of tweaking with photoshop, I think this can work for the tower of Florinth.
What even is the order of pedants? Also, if there is a Hall of Astromancy, there needs to be a Hall of Alchemy.
If Renni is the head of the Red Circle and Billi is the head of the Blue Circle, who is the head of the green one?
Also, I'm surprised there is no "Circle of Teologic Studies" that studies what gods are and so forth. The Hall of the Gods seems more a temple than a place of study.
>Quartz Tower of Florinth
The Quartz Tower of Florinth is a massive construct located within the city of Florinth, near the shores of the Sherillu-Ium Lakes. It is used as both a lighthouse for the ships navigating the lakes and as a symbol of the history of the city. Indeed, the tower has been built and rebuilt over and over from millennia. The building is located near a great hill within the city, a strategic place for a defensive position. Indeed, historical records tell of a fortress located in the area before the khenomeri first arrived to the lakes, albeit a crude one. The Khenomeric Empire rebuild the settlement as the city of Sherilalia, and they built another fortress on top of the old fortification. Over the centuries, the tower had to be rebuilt multiple times, both during a fire during the War of Supper and during the fights of the Sherillu-Ium Lakes and the Green Order against the Northern Khenomeric Empire during the First North Khenomeric Civil War. After the druidic victory and the later founding of the League of Florinth in 1.611 ABE, the fortress was rebuilt as a lighthouse, though that also needed to be taken down and be built back due to problems with poorly made foundations. It would be the third and youngest son of the founder of the League of Florinth who would begin the construction of the current structure. The construction began in 1.635 ABE, and was finally done in 1642 ABE. The last addition, the “Star of Florinth” is a gigantic blue quartz geode found at the bottom of the sea, a gift of the royal authorities of the Merfolk Empire to the new nation. A jewel near the size of a small house, it was decided to be put at the top of the tower, with its conical spire taken down to accommodate the giant geode at the top of the building.
The structure has changed a lot over the years, with most of the current look being from the latest reforms during the 17th Century ABE. The tower reaches almost 100 meters of height, having a circular plan. It connects to the rest of the city with a long road of stairs in the shape of a spiral around the hill, and continue all around the tower itself to the top of the building. The tower is surrounded by beautifully maintained greenery, with many fountains and statues all across the stair path. The tower itself is needle-shaped, with many stained glass windows made out of the finest glass in all of Florinth, often shown to the apprentices of the glassmaker guilds as a show of what they ought to achieve. The design of the tower forgoes the use of straight lines, preferring to have organic shapes, with mild curves and arches that imitate sea waves. At the top of the building, a small lighthouse is stored, illuminated the city during the night as well as making sure the ships reach the shores safely. At the very top, there lies the “Star of Florinth”, the massive sapphire-like quartz crowns the entire tower, having been worked into a 70-face polyhedron by the finest artisans of the old Merfolk Empire, and put at the very top of the structure. Indeed, the geode is kept at the top by complex engineering and magical measures, as the weight of the rock is tremendous. During certain moments of the year, the light of the suns shine through the Star of Florinth, covering the city with blue light. It is said that those couples that are hit by the blue shades are blessed with fortune and eternal love by the gods.
Arrows should be green or purple imo
>there needs to be a Hall of Alchemy
there are lots of other halls too
>Also, I'm surprised there is no "Circle of Teologic Studies"
there are lots of Circles and Orders other than what was described
>who is the head of the green one?
I didn't specify one

When I do these write-ups I try to tie together some bits of existing lore, and expand on others, but I also leave some plot hooks deliberately, and also prioritize having a believable level of complexity instead of keeping things simple but easy to explain

>What even is the order of pedants?
A bunch of scholars from many different disciplines who believe Celin had the answer to everything. For those with magical talent, it is one of the more common ways to become an En'Sage
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>A bunch of scholars from many different disciplines who believe Celin had the answer to everything.
Considering how scientific the Order sounds, a bit weird to see Celin becoming a figure of near religious adoration.

>I didn't specify one
I'm saying it because I had in mind to write about some of the important members of the order once I finished the wonders and such. I even had the images made and all, but you beat me to the punch here. I'll have to rethink or do some new to the new characters you wrote.
>republic of Venezia as a basis

Unfathomably based, a slaver and naval/marine infantry mercantile nation is never truly scratching that merchant of venice itch I've had
>Considering how scientific the Order sounds, a bit weird to see Celin becoming a figure of near religious adoration
It is not really a religious thing, it is more like finding proof that Celin had thoughts similar to yours on some niche argument is a big deal for the Pedants

Also, aligning yourself with Celin's philosophy is the only way to get into the En'Sages and gain access to considerable resources and protected knowledge

>I even had the images made and all, but you beat me to the punch here
Probably for the best, the wizards of the Isle of Wizards were supposed to be their own highly specific thing and not just the generic mage faction

A lot of these images would work better as top tier mages from around the world and many different organizations
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Mercenary crest of the Hougo'iashen Agency
Also, with the Florinth tower done, I'll move to the Lindworm bridge. Still no idea what to do with the Nanakinor Palace, though.
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Mercenary crest of the Orators
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Mercenary crest of the Brustovv's Hired Guns
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Mercenary crest of the Carnival Witches
By the way, once we finish with the mercenary crests, we probably ought to make images for the monster catalogue. We need to check the wiki page and make sure those without image have it in one of the previous threads. If not, we can probably make them.
>Lindworm Bridge
The remnants of the Lindworm Bridge are a series of ruins located across the waters between Uska Island and southern Zemyland. Its relatively recent discovery and lack of any information about its origins makes it one of the biggest mysteries in the world. The bridge bits were first discovered in 2.905 ABE by the Princedom of Platinum, back when they started to explore the islands of the pondlings. Between the major Uska Island and the zemylander shore, there were spots of incredibly dense fog that were known by sailors as death traps, with no one who ventured in them ever coming back. However, an exploratory expedition to the Uska Islands ended up swept by the currents and going in these centers of fog. It is here when they were attacked by feral harpies, a seemingly impossible development due to not being any land from which to launch their raid. The result of this was soon discovered, as the ship first saw through the mist what they thought were mountains, but then turned out to be a massive bridge. Managing to arrive to Uska Island with their ship nearly derelict after crossing the rocky waters, they told their discovery to the Princedom’s authorities within the island. An expedition was sent to the region, with enough wizards and mercenary mermaids to be able to navigate through the unnaturally dense fog, and it was then when the discovery of the Lindworm Bridge was confirmed. The remains of this colossal bridge were then named after the captain who first discovered, Vyzal Lindworm.
Trying to study these mysterious remnants is a near impossible job. The waters surrounding the bridge are treacherous, with jagged rocks and wreckages from ages and the blinding fog making navigating the waters a death sentence. If one is able to reach it, then is also forced to fight the savage harpy tribes living within the remains of the bridge. Despite multiple attempts of establishing contact, they refuse any diplomatic overture, and thus they have to be driven back by force. Their language, tribal markings and behavior are unlike any other harpy tribe in the world, increasing the mystery about the place. Once this last obstacle is surpassed, one can arrive to the massive pieces of the bridge. These rose up hundreds of meters from the surface, with their foundations being all the way at the bottom of the sea, indicating a truly titanic size. The bridge is made out of a strange rock, which has been named “lindwormite”, not seen anywhere else in the world. The bridge has strange carvings that have been interpreted as tribal scripture, though there have been no advancements towards their translation. At the top of the bridge, an entire ecosystem has flourished, with a vegetation similar to the Uska Island, albeit much more reduced in size and density. There are two major pieces of the bridge, the biggest one being of about a kilometer in length, and half a kilometer in width. The harpies are able to use the air currents to move from piece to piece, though the distance between the bridge and the mainland is too big to do so.
There are many theories about the origins of the bridge. One of the leading hypothesis is that the bridge was made by the same civilization whose remains are found deep within the swamps of the pondlings, though the markings and iconography do not match each other. Another theory is that the bridge was made by the elder giants, though there is simply no proof to this discovered as of yet. Whatever it is, it is ancient enough to be even older than the earlier settlements within Zemyland, adding another layer to the mystery.
With the bridge done, I'll move on to the Qadash Pyramid. I imagine this is a relatively simple egyptian style piramid, though Qadash and the men of bronze are more mesopotamian in nature, so maybe we could use a step pyramid?

Also, still no idea about what to do with the Nanakinor Palace. Any ideas from the people who worked more with Azan?
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Mercenary crest of the Copper Axes.
What places are still in need of maps?
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Mercenary crest of the Casantieen's Corsairs
Grobianism for example
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Pyramid of Qadash
Bruh, the axes are not even out of copper
It doesn't look as good in orange.
>Pyramid of Qadash
The Pyramid of Qadash is a monumental construction located at the center of the ruins of the city of Qadash, within the Handprint Desert. It is one of the oldest still-standing buildings in the world, believed to be built around the 25th century BBE. It was one of the great works of the Queen-Priest Ish-Shimnash Mahind to turn Qadash into the most powerful of the cities within the desert. The many complex works of irrigation and water preservation during a time when the desert was drying up at an alarming rate made Qadash the biggest and most influential population center, bringing untold riches to their inhabitants. The Pyramid of Qadash was one of such works, meant to be a tribute to their gods.
The Pyramid of Qadash is a stair pyramid, and has a square shape plan. Each of the ten sections was made of white marble and crafted with intricate reliefs telling the history of the Men of Bronze, but due to erosion and time, the majority of these crafts have been lost. Connecting the floor with the entrances, one can find four massive staircases that go all the way to the upper section of the building. The upper half consists of a single piece of solid gold connected to the rest of the building, a shockingly advance feature of metallurgy and engineering difficult to imagine even in current times. It is believed that the priests directed the religious rituals from the top of the pyramid, with the rest of the population looking at the shinny golden reflection. The depths of the pyramid are better preserved, having many inscriptions and hieroglyphs telling the history of their gods and the growing adoration of water. These drawings also make archaeologists think that the pyramid was covered in greenery to show their prowess in handling water, though if that was ever true, there are no remains left of it.
Beneath the pyramid, a complex series of tunnels, canals and waterways connect it with the rest of the undercity. During Qadash’s later period, life in the city became more and more subterranean, as it was much easier to keep the moisture in sealed tunnels than irrigating the scorched land. However, investigating these tunnels is incredibly dangerous, as of this moment a map of the underground has not been found, and thus travelling through the dark is simply suicide.
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With the pyramid done, I'll move to the Leng Labyrinth, it had an image already in thread 16.

Also, still no idea about the Nananikor Palace.
Aether elemental.

We probably ought to start adding images to the monster list.
Air elemental
So, is suptg still not working in regards to 2024's archived threads?
What are you writing right now, anons?
Was there anything written about the Leng Labyrinths previously? I've checked the threads and I haven't found anything.
>Leng Labyrinths
The Leng Labyrinths are a series of intricate mazes that extend through kilometers across multiple areas of Leng Island. The complexes were started during the days of the Merfolk Empire, as the island had become the summer residence of the royal family, and as such, grew in importance over time. This saw the construction of multiple palaces, libraries and theatres, all made for the enjoyment of the nobility. It was then when one of the princes of the merfolk royal house decided to add a small but intricate labyrinth to his private residence in the island, starting a trend that led to all nobles within the island to start building their own labyrinths. Soon enough, what once was a fun trend quickly evolved into something much more complex, as labyrinths grew in scope, size and complexity, connecting with each other and ever going underground. This trend would last near two centuries until the merfolk emperor had to ban further construction of these mazes, as there were already talks of people becoming utterly lost and being unable to escape. After the Curse of Uun hit the Merfolk Empire, the damned inhabitants of the island started once again to expand the labyrinths, even when most of them went to the Dem Helidden Peninsula and became the ludenite ratfolk. The ones living in Leng today are the remnants of the cursed, mostly left alone by the new human inhabitants coming from Giantstep, both from the Khenomeric Empire and other nearby areas during the expansion of the gnoll.
The labyrinths have grown massively since the days of the Curse of Uun. While before the god’s treachery the merfolk labyrinths were already monumental constructs, nowadays the industrious lengites have made it so near a 7th of the surface of the island is completely covered in labyrinths, all interconnected through underground sections whose total size is unknown. Unlike other of the cursed inhabitants of the old empire, the Besshiru have actually kept a great deal of their mind and powers, though their shapes have been twisted into unrecognizable monsters. As such, despite being driven by the same laborious impulses that their ludenite cousins, the Besshiru can actually canalize these impulses into actually beautiful works of art, making the already gorgeous labyrinths into one of the most magnificent constructions in all of the world. This is considered as a curse by the Besshiru themselves, as their faculties have degraded just enough to not being able to enjoy their still marvelous creation, forever trapped in the expansion and defense of the labyrinths without ever being able to take joy in the creative process of it. Many of the better known parts of the labyrinths are explored by the new human inhabitants of the island, but going deeper they risk to fall prey of those Besshiru who protect the old merfolk treasures and secrets. The labyritnths have been raided multiple times, both by pirates, explorers and even the drunig merchants at the start of their economic expansion, but it is estimated that only a portion of the treasures hidden within have been discovered and successfully extracted.
The labyrinth is not just there to guard the secrets of the old empire, but also some of the more horrible creatures birthed by the Curse of Uun. The Besshiru know that these creatures, turned immortal due to the curse of their treacherous god, could cause horrible devastation if they ever escape, and thus they labor to keep them at the deepest parts of the mazes, where not even the Besshiru themselves can guarantee finding their way out.
With the labyrinths done, only wonders remaining are Etera, the Great Temple of Harmony, Fehrum Edzulair and Nananikor Palace. I'll probably go with either the temple or Etera next, since they already have plenty of lore describing them, it shouldn't take long.
Also, any ideas for the flags?
Actually, now that I check, the Temple of Harmony is pretty much done. It only needs an updated image.
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Current progress with the wonder-horrors.
Have you checked the google doc compendium files? Is there a way to add images with a caption text that does not break the formatting?
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Animated Skeleton
>The Temple of Contemplation and Peace
The Temple of Contemplation and Peace is one of the biggest religious buildings in the world. Located at the depths of the jungles of the Realm of the Goddess of Harmony, it is the biggest temple dedicated to the deity, and the most sacred place for its followers. Its origins date all the way to the days when the Khenomeric Empire claimed rulership of the jungles. Fearing offending the Goddess of Harmony, the realm was put under khenomeric protection, and the locals were able to rule themselves with a great deal of independence and minimal taxation. In exchange for this freedom, many followers of the Goddess of Harmony ended up working for the Khenomeric Empire as bureaucrats and administrators. It would be these people who would start the construction of the great temple itself. Many tales tell stories of their pilgrimage across the jungles to find the most sacred spot on the land to lay the foundations of the construction, and all the experiences and revelations they enjoyed. The construction itself has never stopped since those days, as the Temple of Contemplation and Peace keeps expanding even to this day.
The temple was expanded over hundreds of years, bringing some of the greatest minds at the services of the Goddess of Harmony. The architecture of the place is monumental, being able to see the highest spires and roofs from great distances. The temple covers a great area, many of the rooms and structures built over time with different materials and techniques, and yet somehow creating a sense of union and togetherness. Multi-tiered rooftops and towering spiral spires are joined together with great arches both curved and spiked at once; creating rooms open to the outside. These open spaces are then dedicated to gardening the thousands of species of plants brought from all over the world, which grow in wondrous patterns of shape and color. From many of these hang many beehives, that pollinize the tens of thousands of flower that dot the terrain. The columns are covered in geometrical and vegetal patterns, as well as showing many of the constellations that have covered the skies of the world at some point or another. At the center of the temple, a great golden bell tolls every day in a slow but precise way, never stopping, never ringing a moment sooner or a moment later. The followers of the Goddess of Harmony pray to that bell, considering it blessed by the goddess itself.
The road to that temple is an extraordinary hard feat. Many pilgrims who wish to go there to find inner peace have to walk over miles and miles of wild forest, avoiding all of the dangers within, both natural and unnatural. The Goddess of Harmony will test its followers along the way, creating situations that need the utmost strength of mind and determination to succeed. Many have compared this to the challenges put by the God of Action, both gods liking to test their followers in creative ways. Some of the recorded tests are looping sections of the forest that seemingly never end, creatures that follow the pilgrims and need wisdom and attention to deal with, chasing shadows that can be dissipated through meditation, puzzle-like blocks that need solving… All the different tests that the Goddess of Harmony creates are recorded in the temple’s archives, once the followers are able to reach it. After centuries of many pilgrimages, some cities have popped up along the way, serving the many pilgrims that go to the Great Temple and becoming prosperous centers of trade. These centers worship the Goddess of Harmony in its many aspects, with the streets covered in flowers and beehives. It is said that those who try to steal or commit a crime in one of these cities will be attacked by the bees.
Most of this is the loredump already in the Realm of the Goddess of Harmony page, since the place was already described enough.

I'm going to move to Fehrum Edzulair next, since Etera is going to be a bit more tricky to describe.

Also, until I have any idea of what to do with the Nananikor palace, I'll leave it to someone else to do it. If anyone is going to write about it, please tell me so we don't overstep each other.

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