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File: Gnoll.png (117 KB, 516x660)
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>Thread Question: What are some particular customs for each of the races?
>Thread task: Write something about the different sentient races in the setting.
>Another thread task: Complete the unfinished nation's lore and maps.

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

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

How can I help expand 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
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Previous Thread: >>86504173
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I never entered these threads, does the lore have cute monster ladies? (definiions of "cute" may be relative)
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>>86662523
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>>86662532
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>>86662538
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1 - https://suptg.thisisnotatrueending.com/archive/2022/84774616/
2 - https://suptg.thisisnotatrueending.com/archive/2022/84847594/
3 - https://suptg.thisisnotatrueending.com/archive/2022/84864673/
4 - https://suptg.thisisnotatrueending.com/archive/2022/84877899/
5 - https://suptg.thisisnotatrueending.com/archive/2022/84890048/
6 - https://suptg.thisisnotatrueending.com/archive/2022/84918731/
7 - https://suptg.thisisnotatrueending.com/archive/2022/84930206/
8 - https://suptg.thisisnotatrueending.com/archive/2022/84943450/
9 - https://suptg.thisisnotatrueending.com/archive/2022/84963046/
10 - https://suptg.thisisnotatrueending.com/archive/2022/84990296/
11 - https://suptg.thisisnotatrueending.com/archive/2022/85001905/
12 - https://suptg.thisisnotatrueending.com/archive/2022/85025361/
13 - https://suptg.thisisnotatrueending.com/archive/2022/85034498/
14 - https://suptg.thisisnotatrueending.com/archive/2022/85074457/
15 - https://suptg.thisisnotatrueending.com/archive/2022/85181021/
15#2 - https://suptg.thisisnotatrueending.com/archive/2022/85273765/
16 - https://suptg.thisisnotatrueending.com/archive/2022/85357735/
17 - https://suptg.thisisnotatrueending.com/archive/2022/85442583/
17#2 - https://suptg.thisisnotatrueending.com/archive/2022/85499731/
18 - https://suptg.thisisnotatrueending.com/archive/2022/85554910/
21 - https://suptg.thisisnotatrueending.com/archive/2022/85580942/
22 - https://suptg.thisisnotatrueending.com/archive/2022/85686282/
23 - https://suptg.thisisnotatrueending.com/archive/2022/85775039/
24 - https://suptg.thisisnotatrueending.com/archive/2022/85865971/
25 - https://suptg.thisisnotatrueending.com/archive/2022/85981957/
26 - https://suptg.thisisnotatrueending.com/archive/2022/86150840/
27 - https://suptg.thisisnotatrueending.com/archive/2022/86258892/
28 - https://suptg.thisisnotatrueending.com/archive/2022/86355397/
29 - https://suptg.thisisnotatrueending.com/archive/2022/86504173/
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Google Doc Link for the timeline. As updated as it can be.

https://docs.google.com/spreadsheets/d/1Weiu2IWHLvwzuWaCnggBT0nYVzJvvHEeD0ec3KB16WI/edit?usp=sharing
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>>86662108
>In my mind, I imagine the NKE was mostly a façade put by the Khenomeric Empire, and that they were much more independent that they let on. Only when that façade was no longer useful, did they declare full independence.
Don't quite follow.

Are you saying the northern part of the KE was de facto independent long before the actual NKE (which lasted less than two centuries) was formed?

>>86662373
>The timeline mentioned in this >>86638164 is not the same as what was mentioned afterwards. Which one is correct? What kind of timeline could work here?
It looks like the same guy wrote both, but changed his mind from his original proposal.

The original proposal made more sense in my mind then the end result. The trick is that there is over 2000 years of history to fill between the purge and the formation of Greater Elanxa. Probably better just to let the NKE split off very early, but go through alternating periods where it is joined with the SKE, it is independent, and it has completely dissolved except perhaps a small rump state around Old Elanxa. Faarowt and Florinth should be independent early on and left alone, but otherwise the territory can fluctuate a fair bit.

>>86662516
We have hags, witches, harpies, mermaids, various anthro races, various centaur-like creatures with different lower halves, etc. There are some pictures scattered around but it isn't really a focus of the thread.
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>>86663316
>It looks like the same guy wrote both, but changed his mind from his original proposal.
Yes, that's what happened. I thought it would be a couple of centuries, half a millennia at most, but then I saw that the timeline said "Northern territories of the Khenomeric Empires split off and form the nation of Greater Elanxa", so I thought to adjust it.

I'm not sure if that date is one fixed by a lot of lore, of if it's one of the more random ones. I imagine that the problem would be that Greater Elanxa at some point jumped to expand to Zemyland (maybe to recover the Khenomeric colonies there?) due to population growth, and the timeline says that happened in 2177 ABE. Maybe we could write it so that the population growth only hit Greater Elanxa around that point, but I'm not sure if that would be breaking lore.
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>>86663316
>Are you saying the northern part of the KE was de facto independent long before the actual NKE (which lasted less than two centuries) was formed?
When it was formed, the Khenomeric Empire had no real way to enforce its will upon it. The Khenomeric Empire has never been a thalassocracy, they've always been a land power. They had no need (and thus no experience) about how to rule big chunks of land through ships. Adding to that thenorthern provinces weren't that loyal to begin with, and the only thing that stopped the north from declaring independence from moment one was fear of retaliation, a fear that dissappeared with time once the khenomeric decay set in.
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Wait, was Vandervax a good person?
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>>86666061
It's explained in the Okhost article.
https://crumbling-giantstep.fandom.com/wiki/Okhost?so=search
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>>86666003
Greater Elanxa is supposed to be relatively short-lived, so I wouldn't recommend expanding its timeframe to fill the gap.

Like I said before, if you don't want to go into the details, just gloss over it as a time where boundaries, rulers, and loyalties changed often.

>>86666019
>and the only thing that stopped the north from declaring independence from moment one was fear of retaliation, a fear that dissappeared with time once the khenomeric decay set in.
But the decay started not long after the purge, so it doesn't make sense for the north to stick around for nearly 2000 years before finally declaring independence after Nogar rebels.
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>>86666100
The decay started after the purge, but the empire did not crumble overnight. It was still a great power for a long time, and trying to rebel from a great power is a daunting task.

Still, I'd be fine with reducing the time the NKE survived, but then it'd have to prolongue Greater Elanxa's existence.
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>>86666127
>The decay started after the purge, but the empire did not crumble overnight
It kind of did though, see the Khenomeric Empire page. Magic was the backbone of their Empire, and without it they are just a mess of rival cultures hoping to use the Khenomeric Empire name to hold together smaller Empires.
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>Alliance of Blesire States

>History:

In ancient times, the region was home to primitive fishermen, herders, and farmers loosely allied with fey. However, like the Westerlings on the main continent, they never fully became absorbed into the fey culture.

As the Azan Empire expanded, many of the fey banded together to form the First Elven Empire, and the Belsirya region grudgingly became a member province. But the people always had a strong independent streak, and for thousands of years the region (or parts of it) shuffled between independent states, and being a part of (or at least allied with) the Azan or Elven Empires.

After the Elven Empire was finally driven out of Scimitaria for good, the Kingdom of Belsirya was created to serve as a vassal territory to the Azan Empire. It was allowed a fairly high level of autonomy, and its strongly anti-fey noble houses often created tensions with neighboring vassals Calcabra and The Domains (Sea Elves). During this period many fey affiliated folk left for The Domains and some to Calcabra.

Belsirya was then briefly conquered by the drow of the Second Elven Empire, but once Azan went back on the offence, the occupiers stretched themselves too thin and the Belsirya region was able to rebel.

Unwilling to give up independence again, the various rebel leaders instead split the region between themselves, and it was many centuries before it was once again under one government, the Second Kingdom of Belsirya.

However, the increasing centralization of power within the kingdom caused unrest, as did the growing use of slavery by some of the wealthiest noble families (the anti-slavery movement had two main motives, one was that slavery reduced salaries among free folk, the other was the increasingly popular anti-slavery teachings within the New Azan Faith).
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>>86666242

However, it wasn’t until about a century ago that the tensions finally exploded into widespread violence. Worried that the ruling family would use recent major gold discoveries in the Highlands to cement their power, much of the north rose up in rebellion following a worker’s revolt in a major gold mining town.

The four rebellious northern Lords Paramount and their vassals formed a coalition known as the “Alliance of the Blesire States” and succeeded in driving out the southerners, but attempts to form a unified kingdom fizzled when no one could agree who would rule. House Bolivard ruled the Aurous Highlands where much of the new gold was found, but it had no heirs, and the other three Paramount Houses burned bridges with each other trying to jockey to replace them. In the end, a lesser House (Guivarch) was able to claim the Highlands due to family ties and well placed bribes, and the four states went their separate ways, though agreed to defend each other from southern aggression.

Guivarch was the only Paramount House to maintain its power. In the other three states, the old landowning noble class faced increasing pressure to modernize by the powerful urban bourgeois class of the three main cities. In the end, one was demoted to a ceremonial role, another was overthrown, and a third was essentially absorbed into the other two after a string of incompetent leaders. The three cities became republics, absorbed some of the surrounding duchies, and formed a council with the leaders of the rest.

The territory ruled by this council eventually brought back the name “Alliance of the Blesire States” to distinguish themselves from the Highlands and South Belsirya. After a rough start, its council has developed a highly competent reputation, and the region is also well on its way to developing a distinct national identity based around cooperation, pragmatism, and equality.
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>>86666263

>Government:

The Alliance consists of three large republics and five rural duchies, who send representatives to the ruling council.
Once upon a time, the region had three Lords Paramount, ruling over thirteen duchies, who then ruled over thirty-three counties, who ruled over seventy-five baronies. But now titles above Duke/Duchess have been abolished and the number of lesser noble families with hereditary fiefdoms has decreased significantly.

The council has authority over a wide range of matters including military, foreign trade, and most legal codes, but the component republics and duchies still have a large amount of autonomy.

>Economy:

One of the main sources of wealth in Blesire is Blesire Iron. This blackish colored iron is unusually tough and lightweight when forged properly, and is popular with many mercenaries and elite formations.

Other exports include wool, other textiles, hunting dogs, whale oil, coal, and beer.

The commonfolk are relatively well off and make a living farming, herding, fishing, crafting, and mining.

Wealthier folk include merchants, bankers, master craftsmen, scholars, mine owners, landowners, investors, and old money nobles. The middle and upper class in Blesire have a reputation for being wealthy but relatively restrained and frugal. Lavish spending and debauchery are frowned upon in favor of stilted manners and dry intellectual discourse. However, there are still some outlets for those who want to show off their wealth like expensive balls, collecting rare items, or buying purebred animals. Likewise, each city has at least one district that bends the law a bit while catering to wealthy irresponsible youth.
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>>86666293

>Foreign Relations:

Kingdom of South Belsirya – The two nations generally dislike each other, as it is known that South Belsirya hopes to one day reunify their kingdom. However, thus far the South has yet to contest Blesire directly, and instead tries to promote political strife. One of their favorite proxies are anti-elf and anti-dwarf factions in Blesire. Sometimes escaped slaves from South Belsirya end up in Blesire.

Kingdom of the Aurous Highlands – The two nations have a lot in common culturally, and also have a defensive pact against South Belsirya. However, some nobles remain resentful they couldn’t get in on the gold rush.

Grand Duchy of Calcabra – Calcabra has some influence over Blesire due to its status as a major trading partner, but this works in reverse as well as the Blesire is both a trading partner and major investor in Calcabra.

Sea Elves – Are another major trading partner of Blesire.

Earldom of Chrysovica – A moderately important trading partner of Blesire, and also a nation with whom they have many cultural traits in common, however, Chyrsovica remains resentful that their fellow human nations don’t do anything to support them against the Sea Elves.

Isle of Wizards, Arangea, Bumi, Mountain Hobbits – Blesire and other Northern Scimitarian nations have a defensive alliance with them against the drow, but Blesire only does relatively small amounts of trade with these nations.

Drow City-States – Like much of North Scimitaria, Blesire sees the drow as the biggest potential threat to their well-being. However, Blesire is located far from the border as is therefore almost never raided.

Azan Empire – Despite rebelling against them long in the past, Blesire generally views Azan positively these days due to trade and shared values.
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>>86666312
Terpysythea/Hithlone – About as far south as ships from Blesire typically go, Hithlone is a moderately important trading partner, trading whale oil and wool for dyes, silk, wine, pearls, and other luxury products.

Moreelse – Moreelse is disliked due to it being the source of White Death, but White Death has never really caught on in Blesire like it has in some other nations.

Cocoon Islands – Ships from Blesire avoid the Cocoon Islands.

Scarred Phantoms – Although many in Blesire consider themselves tame and civilized compared to most nations, occasionally government spymasters or ruthless nobles and merchants will seek out the services of the Scarred Phantoms.

>Geography/Locations:

Blesire is known for its rugged, windswept terrain. Although it has few mountains, the soil is thin in many areas, and rocky hills and ridges are common. Such land is mostly used for grazing and mining. There are many valleys and some low-lying areas where the soil is thicker, which is mostly used for farming, but many woodlots and some protected forests can also be found.

The southwest coast is warmer, but also drier, and is more suited for vineyards and fruit farms.

Buildings are mostly made with stone and tile or wood roofs, but half-timbering is used in a some areas. The southwest coast often uses the white plaster and terracotta tile method that is popular in Azan and Terusia, among other areas. Away from the cities and valley, buildings are often spaced far apart, and there are several famous paintings depicting a small castle, manor, church, or farmstead sitting on ridge surrounded by vast expanses of rock and grassland.

The three city-states republics are known as Ship’s Haven, Sharpton, and Porthaethwy, while the five duchies are Northbury, Travercraig, Haedleigh, Findocherry, and Farnfoss.
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>>86666323

>Demographics:

- Humans – Most folk in Blesire are humans from the westernmost branch of the racial grouping known as Westerlings, which includes many folk in the nortwest part of the world. Some humans from other racial groups can be found as well.

- Fey Remnants – There are a few pockets of hobbits, sea elves, and true fey like fairies and nymphs left over from the First Elven Empire, though a few have also immigrated more recently.

- Other Non-Humans – Mostly dwarves, half-drow, half-elves, or half-sea elves. Most are merchants, sailors, and craftsmen that settled in Blesire, but some are escaped slaves from South Belsirya. Some of the slaves were criminals or political prisoners, others bought from drow (secretly), Three Sisters, or Morelse.

- Unknown – There are a few areas in Blesire that are considered haunted, but sources conflict whether it is undead spirits, rogue fey, demons, or something else.

>Religion:

By far the most common religion is that of the Nine Saints. Once a wilder religion more in line with those of other fey influenced Westerling cultures, it was heavily influenced by the values of the Azan Faith, and more recently the New Azan Faith.

There are still some followers of the Azan Faith in Blesire, specifically the New Azan Faith (the Blesire churches are subordinate to the Patriarch in Calcabra). Religious tensions sometimes occurred due to theological differences or politics mixing with religion, but generally the two get along, to the point where Alara, the founder of the New Azan Faith, was adopted as a Saint of the Nine Saints Faith.

The religions of the Lady of Lake (more common in Chrysovica) and Irem (more common in Arangea) are not unheard of, nor are certain non-human faiths like Caijin and the Moon Goddess.
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>>86666346

>Military:

Blesire’s military is fairly standard for a modern human nation, with gunpowder weapons becoming more popular, but pikes, swords, and crossbows still considered essentials.

Blesire soldiers tend to wear dark colored clothing and armor as a tribute to the military importance of Blesire Iron, which is also naturally darkish.
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The Mumak and BBD lore confuses me
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>>86666216
But the true fall of the Khenomeric Empire was during the war of the gnoll, millennia after. They resisted all the way to that.
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Where is the lore map?
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>>86662491
Wow, It sure is great reading all about the in-depth mechanics that people have planned out for this game that the people in this game will run because they play games!
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>>86666783
I am going to do BBD next.

It looks like the Mumak anon missed or tried to retcon a few things, I will try to balance out the different perspectives.

>>86667825
By the time the gnolls took them down they were a rump state smaller than the current gnoll empire, and had been that way for a while. They didn't get that small right away, but they would have lost large blocks of territory right away, then gradually shrank for a while, with the occasional period of expansion when they got a particular good ruler.
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>>86669546
Maybe we can reach a middle point? Maybe the NKE could have gone through different periods of independence and joining back to the empire, and every time it joined, it was smaller, until the final time it seceded, it was basically just Greater Elanxa and a couple more places. Would that work?
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>>86669646
Sounds good
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>>86670351
Ok, then I'll rewrite that part later.
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>>86669232
the only conceivable reason for you to be crying about a worldbuilding thread on /tg/ is that you're envious of other anon's creativity
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>>86670476
Yeah, it has nothing to do with it being off topic or redditors using /tg/ as the dumping ground for all things fantasy and sci fi related.
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>>86670623
no doubt
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>>86670476
Seconded anti worldbuilding fags have always been the absolute worst on /tg/.
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>>86671395
worldbuilding isn't /tg/. At best it belongs on /lit/, but because /lit/ would(rightfully) tell you to fuck off you take your failed writer's club here under the pretense of it being for a hobby that you have no participation in.
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will do some of the nature lands around Azan next
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>>86671395
>>86671630
You responded to yourself you sad fuck.
Worldbuilimg always belonged to /tg/ it's the setting and games /tg/ made it's known for.

Hence the now long defunct catchphrase "/tg/ gets shit done".

It's you 70 IQ consoomers who circlejerk each other in generals who don't belong. You cowardly vermin affraid to go in a normal thread in fear of hearing of a new system are what does not belong on 4chan let alone /tg/.

It's sad you Reddit rejects made this your place of exile, but it's outright insulting that you pranz around pretending you are the ones who built it while you're tearing it down.
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>>86671948
>calls other people 70 iq
>worldbuilimg
>calls other people redditors
>reddit spacing
holy projectoly
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>>86671932
The Jibaro or Gautland?
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>>86670438
>>86670351
Ok, I've rewritten the last parts. I'm starting from "this caused quite a conundrum for the eastern provinces". Also, typo corrected.

This caused quite a conundrum for the eastern provinces. On the one hand, they did not want to break their ties to the western provinces of the Northern Khenomeric Empire. They were the biggest producers of food for the region, and a breaking of relations with them would clog the economy. They were also needed to push for more independence and rights from the central government, the western provinces alone couldn’t really influence khenomeri politics, even with the creeping crisis. On the other hand, the eastern provinces had no qualms about their distrust of wizards, seeing them as a potential political threat in the making. They wholly agreed with the official banning of wizards, participating alongside the government of Khoraqualumum to round up wizards in hiding. Plus, many nobles and aristocrats had made a name for themselves as wizard-hunters, some doing this for generations, and they were quite powerful and influencing. They saw the western’s love of wizards as an irresponsible choice that could lead to disaster, turning into an uncontrollable force that would seek vengeance for their previous persecution.
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>>86672307
Having to choose between the two sides, neither one really beneficial to their interests, they supported a very tepid independence. Support for independence had little enthusiasm in the east due to the implicit wizard support, and many nobles and officials kept secret ties to the Khoraqualumum government just in case this situation was temporary. This would turn out to be a wise decision, since the western and eastern provinces of the Northern Khenomeric Empire would end up fighting each other immediately after, since the west’s push for more wizard’s rights was utterly rejected by the east. To avoid a long, civil war, the east argued with the Khenomeric Empire for support against the wayward western provinces, which they granted.
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>>86672319
This began a pattern in the Northern Khenomeric Empire: every century or so, the region would push for independence from Khoraqualumum, and then the internal fight between the west and the east would end up with the nation rejoining the Khenomeric Empire in search of stability. This cycle would repeat itself many times, and every time this happened, a part of the Northern Khenomeric Empire would not rejoin, becoming fully independence. All of this happening while the central government was becoming weaker and weaker, reaching a point where even the eastern provinces of the Northern Khenomeric Empire began seeing it as a burden more than help to control the wayward provinces.
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>>86672334
In 1.933 ABE, the House of Doroseck of Nogar managed to earn a great victory against the Khenomeric Empire. Against all odds, they had managed to push back the khenomeric armies repeatedly, forcing Khoraqualumum to offer them independence before it extended to other regions of the empire, busy that they were with goblins, gnolls and other rebellions. This, however, caused a ripple effect within the Northern Khenomeric Empire. This massive admission of weakness would mark deeply the Northern Khenomeric Empire’s opinion of the Khoraqualumum’s government, and this time, they were the ones who began arguing for independence. And this time, the Khenomeric Empire was not rich enough to sway their leaders, nor powerful enough to intimidate them into submission. In 1.940, the Northern Khenomeric Empire declared its independence from Khoraqualumum, and this was answered with silence. The Khenomeric Empire had to recognize a fact that they could no longer conceal or counteract. However, by that time, the Northern Khenomeric Empire barely included the territories from Elanxa to the eastern side of the Kingdom of Tarot. Even then, the divisions were too great, and in 2.094 ABE, the Northern Khenomeric Empire was dissolved, leaving Greater Elanxan as its heir.
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>>86672348
Looks solid, thanks.

For the map though, just keep in mind that Faarowt and Florinth shouldn't be part of core territories for KE or NKE going forward. Maybe vassals or allies at best, and even then only sometimes.
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>>86672319
>supported a very tepid independence. Support for independence had little enthusiasm in the east due to the implicit wizard support
I just realised how repetitive this sounds.

"supported a very tepid independence. The backing for this independence had little enthusiasm in the east due to its implicit pro-wizard nature."
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>>86672515
We should decide the dates of these cycles, to help making the historical maps. How many of those there were? And which parts of the NKE went away each time?
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>>86671932
FYI, there is a short summary of each of them in the thread 23 Azan Empire geography update that didn't make it to the wiki
>>
>Crumbling Giantstep
Is the wiki called that because the great empires of the world keep crumbling, or is this a coincidence?
>>
>>86672582
You mean the posts after the Azan map?
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>>86672555
over 2000 years there was probably quite a few cycles, not sure if we really need to capture them all

the NKE didn't trend downwards as hard as the southern part, they probably had multiple cycles of strength and weakness

like I said before, Faarowt and Florinth should be left alone, but during periods of strength NKE could have extended into golden sea of wheat, littlestep, or even small holdings in zemyland (but likely not all at once), while during periods of weakness could have been reduced to just the area around Old Elanxa
>>
Added this >>86672582 to the wiki.

Also, where is Thedgraek? I can't find it on the map.
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>>86672606
An early idea for the world was that it was just one of many worlds in a staircase that a celestial giant was climbing and that's why the handprint desert exists. So the wiki was made at that time but that idea has been pretty much discarded
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>>86672625
yes
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>>86672765
next to the Terusia Isthmus (southwest corner)
>>
How many dissappeared states we have so far?
>1st Elven Empire
>2nd Elven Empire
>Drow Confederation
>Northern Khenomeric Empire
>Greater Elanxa
>Arkadiya Empire
>Khenomeric Empire
>Old Hyperborea
>Etera
>Merfolk Empire

Is there any more I've missed?
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>>86676559
Thuleas
Lesandros
Qadash
Vestan Empire
Ellesis and colonies
ogre puppet kingdom in bog-witch lands
various minor dwarven and human nations in the area around Azan
various successor states to Greater Elanxa
nations completely absorbed into Avangar
lots of nations on the map were made from small nations being merged together
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>>86669232
Make the game then
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>>86672833
No it wasn't?
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>>86676811
>ogre puppet kingdom in bog-witch lands
That'd make for an interesting tale, how the ogres managed to momentarily the swamps to the Bog Witch.
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Where is the lore map?
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Somebody needs to make a bigger version of this.
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>>86680595
other compass for reference
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Is there anything written about the Zulutaurs yet?
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>>86680630
Nothing beyond what's in the wiki page. The south in general is the least written region of the setting.
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>>86680595
rule34 on the florinthian noblewoman please
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So would the Ra look like Larry the Lobster, or more crab-like?
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Anyone down for one of those collective story writing things?
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>>86680785
That's what this thread is.
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>>86680914
I think he means collectively writing a story that takes place inside of this setting. Like the bobbit thingy
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>>86680973
>>86680914
I could dig that. About what?
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>>86680619
>>86680595
Would this template work?
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>>86672833
I still think we should keep that idea.

The world being flat plays into how I write it's ecological history.

Like I was the one who wrote that unlike our planet (rock with water on top of it) Giant step is the reverse (soil floating on top of ice/water)
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>>86676811
The Trocish Commonwealth

The Unified Kingdom that split into the Orange Marques

The Drow Purpuran Kingsom
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>>86681867
I thought that the celestial stairway was a well establish bit of lore.
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>>86672582
>>86672032
Was thinking about the Jibaro and the Stymphalian Swamps, didn't know about the extra lore.
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>>86681882
>The Drow Purpuran Kingdom
The what? Source?
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>>86680138
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>>86681895
I'm >>86677522 and in case it's not clear I'm of the same opinion. The whole giant staircase bit is firmly rooted into the setting.
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>>86680785
>>86681573
>By grobianistic standards, Walburga wast an extra'rdinarily bright and cleanly young wench.
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>>86682133
>The lady wash'd h'rself once a month and wast able to calculateth how many pigs a farm'r with two pigs wouldst has't aft'r the soweth hadst given birth to ten piglets without even using h'r fing'r, which hath brought h'r quite a did bite of ridicule and malice from h'r pe'rs.
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>>86682160
>H'r most wondrous cousin and faithful companion wast a huge tameth boar hath called eb'rhard. That gent hath followed h'r ev'ry grise and at which hour the boys next doth'r did throw dirt and scraps of food at h'r that gent grunt'd loudly and did charge aft'r them, causing those folk to runneth as festinate as their sh'rt forks wouldst carryeth them. Howev'r, that gent nev'r s'riously did injure those folk because eb'rhard wast of a peaceful and frugal disposition and detest'd violence and bloodsh'd.
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>>86682133
>>86682160
>>86682178
https://lingojam.com/EnglishtoShakespearean
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>>86682178
One day, when she was doing the annual laundry (which was preposterous, of course, everyone knew that cleaning one's clothes would only make them lose their properties), she saw a strange feathered creature, with legs that of a rabbit, the head of a woodpecker and a strange top hat.
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>>86682215
Walburga was puzzled by the creature, and she approached it so see the critter closer.

"Goodness gracious" Said the strange being. "I'm going to be too soon!"

"Ex'use me, sir. Soon for wha'?" - Asked Walburga.
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>>86682215
>"What art thee doing h're, thee nasty dram bird?"
The lady asked directly, as wast h'r nature
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>>86682215
>>86682273
>>86682289
Eb'rhard just did look at the unusual scene and grunt'd in confusion.
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>>86682273
>>86682289
>"Too anon to planteth a stone in thy f'rehead thee no more brain than stone wench. T's not midsommar night yet. I shouldn't beest h're yet, but f'r some strange reasoneth i am. "
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>>86682357
>"How art thee talking to me thee malapert bird?"
Walburga hath asked a dram m're indignantly.
>"A stone? Stayeth hence from me, thee monst'r, I wanteth not stones in mine own f'rehead!"
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>>86682536
Now the creature wast silent, grinn'd and but soft beganeth to approach walburga with its raz'r-sharp woodpeck'r beak.
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>>86682562
"The stone is an illusion" Said the bird, with an ever changing voice and tune. "It is there to fill a void, so is its nature and duty. Though really, what is duty for a being such as I? Tell me, young maide, clay of the land, what is that you consider your duty?"

"I havet'h no idea what ar' yu talking abut, puzzlin' bird" Said Walburga after a pause.
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>>86682587
The being grinn'd coequal wid'r now. T wast so closeth yond the wench couldst seeth an insane twinkle in its eyes.
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>>86682536
The wench did stare in h'rr'r at the h'rrible figure at which hour suddenly behind h'r th're wast a rustling and cracking hurtling as eb'rhard did disappear loudly into the nearby f'rest. The soundeth j'rk'd h'r out of h'r panick'd rigidity.
>"If even eb'rhard is afeard, this thing wilt beest very much dang'rous"
The lady bethought.
>"Oth'rwise t's just not his way to alloweth me down liketh yond".
The lady tooketh h'r forks in h'r hands, alloweth out a sh'rt, shrill screameth and ranneth as festinate as the lady couldst, following eb'rhard, into the dark, ov'rgrown f'rest.
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>>86682655
T wast dark and e'rie in the dense thicket, th'rns scratch'd h'r arms and sharp branches t're parts of h'r robes to shreds as the lady ranneth through the f'rest screaming in panic f'r h'r unfaithful wild boar.
>"Eb'rhard thee idiotic pig, thee shouldst protecteth me and not runneth hence liketh a scaredy-cat!"
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>>86682796
"Oink, oink"grunted Eb'rhard.
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>>86682816
But unfortunately the girl couldn't hear him, he had run too deep and too fast and had lost his master and faithful friend. He had deserted her and could no longer pick up her scent.
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>>86682796
There was no trace of Eberhard. Walburga became more and more exhausted, finally stumbled over a large gnarled root and lay there, breathing heavily. It was quiet in the forest. She listened and stayed for a while. It seemed to her as if she had left the hideous creature behind. When she looked around, however, she noticed with horror that she no longer knew from which direction she had come. She got lost in the forest. She was all alone now and soon the sun would set.
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>>86681633
I don't see any reason why it wouldn't work.
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>>86681993
Grobianismus also got a loredump recently.
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A bit of a quick lore dump for the Realm of the Goddess of harmony.

>History
The history of the realm of the Goddess of Harmony is a complicated one. The region has always been inhabited by the followers of the goddess, usually forming small communities that moved from one place to another. The region ended up absorbed by the Khenomeric Empire, who allowed the region a great deal of independence, as long as they paid their due taxes. The Khenomeri, as powerful as they were with magics, were not really interested in angering a god. They knew how powerful those beings could be, seeing that the Merfolk Empire lived in opulence and power thanks to the designs of Uun, and if the Goddess of Harmony opposed the Khenomeric Empire, it could let to unavoidable ruin. As it was typical for the followers of harmony, the realm was the birthplace of some of the greatest administrators and bureaucrats the empire ever saw, though it was always one of the least populated regions in the empire.
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>>86683740
After the rise and fall of the Magoclergy, the province began increasing its population. Many of the people whose lives had been ruined by the crisis that shook the empire during those days moved to the worship to the Goddess of Harmony, beginning the southern pilgrimage routes to the Temple of Contemplation and Peace. The birth of the Forest of Getting Lost and the Northern Khenomeric Empire also brought a lot of debate within the realm. The treatment of wizards was something quite discussed by the priests of harmony: as attuned with nature and the world around them as they were, the wizards had caused a great deal of chaos in the world. Not only by the chaos and suffering the Magoclergy had caused, but also by the tainting of the forests into the Forest of Getting Lost.
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>>86683754
As such, the leaders of the cities within the realm aligned with the anti-wizard factions of the Northern Khenomeric Empire, though they never participated in persecutions. They also offered refuge to wizards, so long as they abandoned witchcraft and embraced the worship of the Goddess of Harmony, into monkish ways of life. This would be quite a success for the cities within the realm, as they would grow quite a lot over time, becoming renowned centers of healing and recovery. This would end up distancing the cities of the realm with the rest of the anti-wizard faction, which would cause the cities to become independent from the Northern Khenomeric Empire, dissolving their imperial administration altogether and becoming decentralized cities. The rest of the Northern Khenomeric Empire could do nothing against them, since, like the Khenomeric Empire before them, they feared divine retribution if the personal realm of a god was attacked. And considering that they had seen the Merfolk Empire crash and burn in a single day after the whims of its protecting god, they had no wish to try their luck.

The Realm of the Goddess of Harmony has been an independent entity ever since, with each of the cities and towns that compose it ruling themselves without a real national structure.
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>>86671948
>worldbuilimg
>consoomer
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>>86671948
lol, lmao even
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How would you run this in gurps?
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>>86682865
She was now all alone in the forest. In the distance an owl screeched. "Don't lose your nerve!" she thought. "At least the monster can't harm me anymore." After she had recovered from the initial shock, her digestive system kicked in. Furtively she glanced left and right, lifted her skirts, and relieved herself in the forest, as was the custom in Grobianismus. However, just as she was about to finish her business, something strange happened...
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>>86683740
What's up with the other temples along the pilgrim's path?
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>>86681906

https://desuarchive.org/tg/thread/85981957/#q86040759


Backstory to the Azan Empire
Was one of the many Drow Kingdoms that were the predecessors to the modern city states .

Fought in the Pennisular War against the Second Azan Dynasty
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>>86684740
10 seconds on MsPaint
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>>86688375
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>>86688375
take your medication
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>>86687922
What do you mean?
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>>86687922
in the map there are things like "Calmed Mind", "Pure Soul" etc
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>>86690093
Those are the main cities in the realm. The biggest city is the one around the Temple of Congregation, which if massive as it is (not to mention in constant expansion). The cities are pretty independent from each other, but they share culture and beliefs.
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>>86671948
okay
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>>86687955
Is this all in the wiki? I swear, azan and the drows have the most amount of lore unarchived out of all of the nations of the setting...

Which reminds me, do we need to update the timeline? Keeping it updated is the best way to avoid mistakenly stepping over each other's lore when writing.
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>>86681993
Why isn't the Zulutaur steppe marked?
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>>86692586
Because it barely has any lore.
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>>86692650
Oh so the ones with the orange lines already have more lore? I've gotten that wrong me think.
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>>86692701
The ones erased have a lot of lore, or at least an acceptable amount. The ones marked in orange have plenty of lore, but are still lacking in important areas. The ones unmarked are the ones that still need an in depth writing.
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>>86692765
Thanks for the clarification.
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I'd love to read more about biblion.
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A bit of lore about the Cloaked Kingdom.

>History
The history of the cloaked kingdom starts at the arrival of the Khenomeric Empire to the region. The area was a wide prairie, mostly plain, perfect to develop agriculture and husbandry in. The region was barely inhabited by some tribes of hunter-gatherers, who offered little to no opposition to the great khenomeric armies. The area was shared between many of the retiring generals and soldiers, some of the oldest and most veteran individuals of the army, as a reward for their long service. This guaranteed a well defended area in what was at the time frontier territory and greatly gratified the army, motivating them to continue. Named as the province of Nitarisha, it became quite prosperous under the empire’s rule, with great cities popping up and a bustling economy. It also grew a very martial culture, due to the great influence of the army in the region: it produced some of the best generals and soldiers in the entire empire (not to mention becoming an artisanal center of weapon production), and its martial traditions were highly lauded by the rest of the Khenomeric Empire.
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>>86694037
However, things started to change with time. The weight of magic as a weapon of war was well established, but this caused many of the highest officials of the nation to be sidelined, seeing them as somewhat outdated forces only needed to support the wizard spearheads, and to defend the land once conquered, instead of them being an essential part of the khenomeri war machine. This became even worse with the arrival of the Magoclergy, with nitarishans becoming some of the most hardened and public detractors of the new regime. This meant that the Magoclergy pushed hard against the province and all its inhabitants, which caused the birth of many guerrilla groups swearing to take the wizard government down. These guerrilla groups spread throughout the empire, and with their hardened military customs and experience working effectively against the wizard authorities. To avoid detection and recognition, many of these groups began wearing highly elaborated masks, to serve as both a hiding mechanism and a symbol of hope and resistance. They used subterfuge and stealth to sabotage and assassin local Magoclergic officials and forces from within, only to then hide back to the shadows, to the cities’ underworlds or the many forests within the empire.
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>>86694048
This would have serious consequences for the province of Nitarisha. The Magoclergy, knowing where the source of rebellion came from, pushed hard against the region, taking away many of its rights and ended up ruled by the Magoclergical authorities directly. Population was forcefully rounded up and moved to other regions of the empire, secret police wrought havoc upon the inhabitants, heavy taxes and obligations strangled the economy… The once prosperous region became a backwater, with an ever-increasing hatred for all things magical. The fall of the Magoclergy after the Khenomeric defeat in the Battle of Empires and the royal revolt was received with rapture in the province, who swore undying loyalty to the royal house. The Nitarishans recovered their freedoms, and became the most hardened wizard hunters in all of the empire. To honor the freedom fighters that fought the Magoclergy, it became a habit to wear masks in public, sort of like wearing hats in other regions of the world.
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>>86694056
The exodus of the wizards after Kyle I’s banning of magic in the empire was received with gusto, becoming the spear tip of the persecution, having great success hunting down some of the most powerful wizards of the time. However, that happiness turned into despair quickly, as the growth of the Forest of Getting Lost resulted in a severe blow for the empire. The Nitarishan authorities lost quite a lot of territory to the enchanted forest, with many towns and cities engulfed by the woods, sometimes without enough time to help the population escape. The Nitarishans sent many patrols to the forest, but even they couldn’t counter the mystical properties of the Forest of Getting Lost, losing many of the most experienced witch hunters in the process. They decided to change their strategy, creating many great fortresses and watch towers around the borders of the woods, sometimes even burning or salting the lands around them to try and slow down the growth of the woods. Once the Forest of Getting Lost stabilized and occupied its current position, it stopped growing, allowing a more organized defense of the borders, which was needed, since the political situation had changed dramatically.
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>>86694074
The province of Nitarisha was now part of the Northern Khenomeric Empire, a special administration of the empire created by the division of the nation in two halves. The Nitarishans were some of the most loyal subjects of the Khenomeric Empire, but over time, they became outnumbered by the many other provinces who pushed for more independence, and even secession. They pushed against this, but in reality, they needed the richer eastern provinces’ support to quell the pro-wizard sentiments in the west, something they utterly loathed and fought with great vigor and determination.
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>>86694088
In 1.555 ABE, a great drought desolated the province of Nitarisha. Near an entire year without significant rains caused untold devastation upon the land, and not even the presence of the Bleidiann River and the Hayakker Sea could compensate for the loss of precipitations, becoming diminished themselves. The population starved, and disease became rampant upon the province. The help of the other provinces tried to mitigate the disaster, and even received some patronage from the Khenomeric government itself, but it simply was not enough. The population languished, abandoning the lands with due haste, or died trying to preserve their lands. The situation looked like would spell the end of the province altogether, and many Nitarishans began increasing their praying efforts, calling to whatever divinity could free them from this predicament. After nearly a year of droughts, the regional authorities began daily praying and public efforts to bring back the rains. And it seemingly worked, bringing back the rains to the region. Joy for salvation would turn sour, however, as it became public that the Nitarishan authorities, in their desperation, had consorted with wizards to create an incantation that would end the drought. This betrayal was received with utter revulsion, since there were already rumors that the drought had been caused by rogue wizards as punishment for the persecution. This devolved into a bloody civil war that tore the already damaged region apart.
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>>86694099
The brutality of the conflict took everyone by surprised. The panicked masses, not knowing who could be a wizard or a collaborator in disguised, committed unimaginable atrocities against each other. The local government and administration was impaled and put in display on their palaces, and afterwards, those who committed the deed were impaled in turn, accused of just trying to hide their ties to the damnable wizards. Order disappeared from the land from nearly two years, and anarchy reigned supreme. The other regions of the Northern Khenomeric Empire were too afraid of even intervening: the western ones saw the maddened Nitarishans as monsters that would butcher them alive, and the eastern provinces did not consider saving the place as a worthwhile investment anymore, since the region had crumbled away after the drought. Thus, in 1.558 ABE, the Nitarisha region was set free by the Northern Khenomeric Empire, and the land became abandoned to its luck.
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>>86694114
The land became lawless, with gangs fighting for scraps of whatever could be salvaged from the past. The cities became abandoned graveyards, and the population shrank once again, with the crops left abandoned. Warlords, who twisted the ancient military traditions of the Nitarishas into brutal barbarity, occupied the previously regal and spartan fortresses. Murder was the only law of the land, the strong preyed upon the weak, and it seemed like any civilization would end up disappearing from the land. This situation would last for near a century, until a mysterious figure would gather a great deal of forces and beat the other warlords and gangs into submission. The figure, cloaked in heavy leathers and coats, named itself the Monarch, and declared the creation of the Cloaked Kingdom. He ordered the population to go back to the ancient tradition of wearing masks, and reignited the hatred for wizards and magic within the land.

The rule of the Monarch is seemingly uninterrupted since then. To this day, no one knows whether the ruler of the Cloaked Kingdom was the same being who took down all other barbarians and brought order to the land, or if it’s an uninterrupted line of heirs, always keeping their identity hidden to cast fear into the population.
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Do Stymphalia and the Jibaro Wetlands belong to Azan technically?
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>>86694593
i think there are small azan settlements in jibaro wetlands at least
dunno about ownership/administration of the region
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>>86694593
>>86695199
They are both special territories of Azan, home to small numbers of partially assimilated swamp dwellers. Both were probably too dangerous and too worthless for Azan to colonize in large numbers even at their peak.
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>>86694593
In theory yes, but they are pretty much abandoned/underpopulated
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>>86690199
that really wasn't the main idea of his post bro, nice concession
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>>86694126
More stuff about the Cloaked Kingdom.

>Society and culture
The Cloaked Kingdom is still marked by the anarchy it suffered after the “Great Betrayal”. Almost a century of lawlessness in a land that had suffered plenty already made the region a notoriously dangerous place, a nest for gangs, bandits and evil cults to do as they wished, for there was no one that could or would care to stop them. The cities had become barren wastelands, burned and looted over and over, the only places that survived in any meaningful capacity were the strongholds and fortresses the Nitarishans had built so long ago. Crops had been, for the most part, abandoned, with the remaining agricultural centers guarded by the gangs and worked by prisoners and slaves. Any trace of law or a complex economy long abandoned, as the law of the strong reigned supreme.
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>>86700486
This was the state of affairs the Monarch found when it took power. The Monarch used brute force to take down every single one of the many mobs of the land, bludgeoning into submission those who would surrender and turning into examples those who wouldn’t. The Monarch would promise the gangs certain freedoms to run their territories as they saw fit, just as long as they respected the rule of their overlord. Once the land was under a singular rule, the Monarch began its great reforms, with the aim of returning the Cloaked Kingdom into a state of somewhat normalcy: agricultural projects were incentivized, cities were rebuilt, roads were guarded and protected, trade was reestablished… It seemed that civilization would come to the land once again. And yet, it still keeps many of the brutal customs adopted during the anarchic days. Agriculture has been restored, but the lands are usually worked by slaves or captured enemies from rival gangs. Cities were rebuilt, but they became little more than production centers for arming and keeping the gangs that controlled them. Roads were guarded against robbery, but if traders and passersby didn’t pay for a generous fee, the patrols would not guarantee that “accidents” wouldn’t occur.
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>>86700491
The society of the Cloaked Kingdom is based on the gangs, who still rule with an iron fist, often fighting against each other, but always under the grip of the Monarch. They decide most of the laws, organize tax collecting and mobilize most of the defenses. There are hundreds of gangs of all shapes and sizes, from regular bandits to murder cults, but only a couple of gangs have major influence and direct access to the Monarch. In general, the gangs are allowed to fight each other for power, prestige and fortune, with slave raids being quite an important element for the kingdom. Gang wars are a common sight, and often a relief for the rural areas, since if the gangs are busy fighting in the cities for control and prestige, they are too busy to bother the countryside (unless they are fighting for control of the agricultural areas, which also happens frequently). Some gangs have so much power they control multiple cities and fortresses, working as a state within a state of sorts.
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>>86700502
Despite this, no one doubts that the true power behind them all is the Monarch, who rules the land with an iron fist. Its personal fiefdom, at the borders of the Forest of Getting Lost, is the biggest and most populated of the kingdom, and its forces dwarf the gangs both in number, power and organization. The armies of the Monarch have evolved from above average bandits and murderers into a competent army, harking back to the days of the Nitarishan’s martial prowess. Its seat of power resides in the biggest fortress of the kingdom. Once called the Fortress of Saint Kath, now it’s just known as the Mountain, due to its height and its solid defenses. It was built to look over the Forest of Getting Lost, with the assumption that a wizard invasion would be seen from the high towers of the fortress, an invasion that never arrived. Time has eroded the once mighty building, however, with many cracks and crumbling walls dotting the structure. The Monarch, once it took the place from a particularly powerful warlord, ordered to rebuild the redoubt as much as possible, but after so many decades of chaos, the pool of talent it had available was not enough to heal the fort fully. Around the kingdom, rumors spread about the Mountain. Some say it’s a place where foul things happen, even by the savage standards of the Cloaked Kingdom, though no one that had no permission to enter has gone in and come out alive.
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>>86700512
The ancient traditions of the Nitarishans have been twisted into almost being unrecognizable, but there’s still one that still stands: the wearing of ceremonial masks. Each and every single individual has to wear a traditional nitarishan war mask. These masks are done by great artisans, highly respected by the local population, so much that not even the gangs would mess with them on purpose. Each mask is crafted with different patterns and colors, so that there are not two identical masks. The masks are given to each individual, men or women, once they are 10 years old, and it’s their duty to keep it in minted condition until the day they die. Failure to do so results in the culprit to lose all recognition of being a human, and can be targeted by other with no repercussion. As a counter to this, a man that targets other man's mask is considered a foul thing, and every other man is obligated to take him down as cruelly as possible. As such, no matter how violent gang wars can become, usually attacks to the head/face are out of the question, safe for the most life or death situations.
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action 1 red x wood cutter
action 2 yellow x monument

tech a) slave economy/army - slave soldiers to standing force

policy 1 --presence research with iso
policy 2 --production --wood ++bows
policy 3 --wealth ++pop cap
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>>86701068
What is this?
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>>86698835
It would've looked a lot less pathetic if you just accepted your loss and moved on.
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We need to get some drawfrens on board.
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>>86702243
wrong thread
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>>86704375
Agreed. I'd love to see some accurate drawings of some of the species of the setting.
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>colonists in the golden hills
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>>86705035
Pretty. Is this original or AI?
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I made a wojac of the Khenomeric Magoclergy.
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>>86708315
Didn't load. Here it is.
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A bit more lore about the Cloaked Kingdom.

>Religion
The old Nitarishans used to share the faiths and beliefs introduced by the Khenomeric Empire. However, after the great anarchy, most semblance of a unified religious structure were gone. Each gang follows their own series of gods, which essentially are the same but called by different names so as to not allow the other gang any kind of religious leverage over them. The Monarch itself has stated that trying to keep a singular faith in the kingdom is pointless, and that they should compete as much with each other so that the strongest can thrive.
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>>86709219
One element that has popped up in the region more and more frequently are the death cults. It is believed they originated from gangs trying to intimidate their rivals by appearing brutal and monstrous, killing their prisoners in elaborately painful ways and then eating the corpse, but over time, they became an established religion in the Cloaked Kingdom. Many of those murder cults actively launch wars against other murder cults to try and get prisoners for their rituals, thinning each other’s’ ranks from the weak. This allows them to save resources that would be better spent in the stronger members, while also intimidating every other possible rival that could be a threat to them. However, these murder cults usually follow a series of rules. Attacking and sacrificing pregnant women is considered a taboo, and will make the cult who does it a particular target for other death cults. Likewise, artisans and people with difficult skills or experience to replicate are also kept safe, just because their loss would cause much more damage than the good that it’d bring. Attacking small children is usually seen differently depending on the group: On the one hand, hunting down a small children has little to no challenge for a full fledged warrior, so there is little point to do so, especially when they can just be enslaved and put to work in the fields. On the other hand, a kid with a dagger, a sling or a bow is equally capable of killing a man, so there should be no reason not to consider them fair game. In general, though, kids are spared, since they are more useful as slave labor or as future warriors for your clan. However, sometimes a kid will be publicly sacrificed to make a point, like a public declaration of war against another clan. This usually means a fight to the death, and the two cults will have to fight each other until one of them is eradicated, with the other bands not intervening, least they too become extinct.
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>>86709227
>Military
The Nitarishans have always had a proud and long history of military traditions, with many of the greatest victories of the Khenomeric Empire being entirely carried by their soldiers and generals. At their height, their military academies were some of the most admired and imitated in the whole world, lauded by their discipline and innovation. However, with the rise of the Magoclergy, the systematic targeting of the province of Nitarisha caused it to lose many of these institutions, though they still kept their martial traditions. Many of them were lost or twisted once the great anarchy set in, turning the honorable warriors of Nitarisha into barbaric gangs. Discipline turned into irreverence and inner fighting, and honor caved in to the law of the jungle, where the strongest rule and the rest obey or die. The only real military force are those of the Monarch, and even they are just enough to beat up the other gangs into submission, and are far from a true army capable of fending external threats. This doesn’t translate well for a military force, but it does make the land utterly unattractive for possible conquerors. After all, the resources and manpower needed to pacify the land are simply too many for whatever reward they could gain by conquering the Cloaked Kingdom.
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>>86709231
One thing still remains from the ancient times, and that is their hatred of wizards. The Nitarishans have been hunting down wizards since the days of the Magoclergy, and this tradition has continued to this day. Their techniques used to revolve around stealth, subterfuge and precision attacks, taking them down before they could use their magical arts against them. These stealth strategies still survive nowadays, being some of the few traditions that have outlasted the anarchic period after the drought. Though nowadays it’s common to see more brutal ways of fighting wizards, these are not that effective compared to the tried and tested traditions.
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>>86709237
>Foreign Relations
The Cloaked Kingdom is a brutal region nowadays, and since the disintegration of the Northern Khenomeric Empire, no other nation has tried to absorb it into them. The land was abandoned to its fate, and the nitarishans do not forget that fact. There’s also the fact that the Cloaked Kingdom is quite isolated, with the southern borders adjacent to the Forest of Getting Lost and the eastern and northeastern borders sidind the Bladegrass Lakes, both impassable areas for very different reasons, but the results are the same.

However, that doesn’t mean there’s no contact with the outside world. The Cloaked Kingdom has had plenty of deals with Florinthian traders, who will accommodate the brutal and barbaric nitarishans to try and get some cheap agricultural produce and livestock. In exchange, the florinthians will grant them those items and products that the region cannot create, like medicines, drugs, jewels… Raid attacks to Florinth are strictly forbidden by the Monarch, to avoid any disruption of its regime.
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Most /tg/ settings are massive shit. "Dude I'm being creative I threw together some random setting elements and DUDE BEAR ARMS LMAO." This is how this "Radon and Raiders" shit started, it was basically Fallout in Britain with some Arthurian legend shit thrown in. It's completely forgettable in every way. Nothing about it is interesting. Yet, because it is "original," we must all bow down and worship it. Yes, we must all bow at the altar of creativity, we must not give in to the temptation of hating what made /tg/ so good in the "old days." Except what /tg/ made was always shit. Very few of /tg/'s "original ideas" are any good. They are just random setting elements mashed together, with some random art found on some obscure blog, with nothing interesting to tie it together, just random flavortext. None of these settings are interesting enough to be worth developing or publishing for anything outside your own playgroup.

Stop posting this garbage.
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>>86709264
Imagine being this much of a faggot lol.
tl;dr btw
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>>86708319
holy based
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>boglin
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So when was the Circle of Scatology Wizards nation founded? It is quite complete and full of lore, but it doesn't have a clear date for that.
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Are the so called hermits of the Forest of Getting Lost the descendants of the Khenomeric mages? Also, what sort of creatures inhabit the forest?
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>>86711683
I think we haven't decided on that yet but it would have to be quite a while after the tarot kingdom was founded.
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>>86712118
A mix between them and the populations trapped by the forest's growth. Plus some ogres, I'm sure.
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>Blind Bastard’s Domain

>History:

The Aruanda region has long been a crossroads for trade, to the misfortune of its indigenous inhabitants. Foreign outposts were set up at various times by Gilgemash, the early Gokmavi, and the Khenomeric Empire, all of which raided the locals for slaves in addition to moving various trade goods.

The most powerful of these foreigners though was the Azan Empire, who first started exploring the area over 2000 years ago during the late 7th dynasty, and for much of the 8th dynasty possessed a network of trading colonies and vassals across the south, centered upon the city of Moridan, which in time grew to be one of the largest and wealthiest cities on the planet.

Following the Azan Civil War and the departure of Changrila, Moridan became increasingly isolated from the core regions of the Azan Empire. Always an extremely multicultural city to begin with, waves of refugees from the crumbling Khenomeric Empire and Gilgemash diluted the influence of the ruling Azanese minority and encouraged a lax, decadent lifestyle among the elite.

As the more pacifist philosophy of the New Azan Faith spread among the governing class, a number of lesser colonies were abandoned, leaving Moridan as a small rump state far from the rest of the Azan Empire. However, it continued to be a source of much prestige, and some of the trade goods from this region made key people back in the Azanese Heartlands extremely wealthy. Furthermore, Moridan remained a key cultural center for the Azan Empire, with an unusually high number of famous artists, philosophers, magical theorists, and historians dwelling there. Through Moridan, the Azan Empire was able to absorb many of the best ideas from the Khenomeric Empire, Gilgemash, and many others.
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>>86718787

The loss of Moridan to the rebel Renne and her shady allies was thus a major blow to the Azan Empire. The self-proclaimed exiled bastard daughter of the previous Azanese Emperor, she was able to marry into a small Gokmavi tribe, which she got exiled to Moridan. Here she convinced a range of rebel, criminal, heretic, and libertarian groups that she would be the ideal figurehead for a more decentralized state, with far less laws or moral restrictions, while simultaneously convincing the common folk she was their best chance against the ongoing gnoll raids at the time.

Once in power though, she managed to convince her backers that by working together they could pillage the region for their mutual benefit. The so-called Blind Bastard’s Domain has thus become a relatively expansionist and authoritarian government which has conquered a broad swath of territory previously held by Aruandans and orcs, regularly conducts raids on a dozen nearby nations, and has even made a few failed colonization attempts.

>Government:

Renne is the leader of the Domain, holding the title of Empress-In-Exile as well as Patriarch of the Faith. However, she relies on an unstable alliance of merchant clans, pirate admirals, mercenaries, slavers, magical organizations, and religious cults to stay in power. In addition, the rulers of the lesser cities in the Domain still retain a lot of power.

Despite this loose structure, the Domain has an expansionist reputation, and any sort of sedition is dealt with quickly. As long as campaigns and raids remain largely successful, the various power groups of the Domain will see the benefit of working together, or at least not sabotaging each other.
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>>86718815

>Economy (additional notes):

Aside from slavery, the Domain is a very wealthy realm with many different ways of generating income for the elites. It dominates the most dangerous section of the main south coast trade route, targets rival ships with piracy, engages in drug manufacturing, and is also home to many merchant clans that specialize in acquiring rare resources/items from the more dangerous parts of the south, as well as guilds specializing in alchemy and magical experimentation.

Common folk in the cities are typically fishermen, sailors, pirates, laborers, craftsmen, servants, etc., while those in rural areas are farmers, plantation workers, herders, woodcutters, etc. Many of the poorer common folk have seen their wages drop due to the massive influx of slaves filling many jobs previously filled by unskilled laborers.

>Foreign Relations:

Azan Empire (continued) – Although gaining her “rightful throne” is theoretically Renne’s end goal, no one in Azan takes her claim seriously. There is some dispute over whether Renne herself believes she has a chance, or whether this lofty goal simply provides motivation for her less educated followers. Either way, Azan features heavily in Renne’s speeches and propaganda. Azan meanwhile has taken Moridan’s loss poorly and hopes to reclaim it somehow, though this will be difficult as most Azanese loyalists were slain, enslaved, or fled during Renne’s rise to power.

Gnoll Empire (continued) – Although so far there has been few large scale interactions, Moridan was shaping up to be a major rival of the Gnolls even before Renne’s coup. Few realize just how many powerful magic users have taken up residence in Moridan, including exiles from the Khenomeric Empire, Gilgemash, Okhost, and even some from Changrila, Chakobsa, and the Moonlight Shores States. Together they may just come up with a solution to the gnoll problem, or at least stunt the growth of their numbers.
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>>86718831

Nosso Lar, Mumak Mahudom, Meteoritemen – These three regions are popular targets for Domain rains and as a result have formed an unlikely alliance of sorts, though interactions with the Meteoritemen remain rare. Azan provides support to these nations against the Domain when it can.

Moonlight Shores States, Jeraxih Tribes, Bakir Sultanate, Terrania Free Holds, Land of the Changing Waters, Zulutaur Steppes, Isle of the Hogmen – Slavers and pirates from the Domain raid these lands on a regular basis.

Mona Ki Ngi Xica – The Domain has inherited the network of old Azanese/Moridanese trading posts that cross through these lands, which combined form one of the main land routes connecting the southern oceans. The Domain guards its assets here zealously.

War-Wel and Eldritch Jungles – The Domain has made failed attempts to colonize these regions in order to further loot their old ruins and jungles rich in rare alchemy and narcotic ingredients.

Changrila, Gilgemash, Gokmavi, Drunzigar, Asvaran, Leng, Anchovia – The Domain trades with just about everyone, but these are their main trading partners.

Okhost, Great Ra’ga, Leng, Gilgemash – The elite magic users of the Domain (and Moridan before it) have long maintained secretive connections with these nations. The common folk of the Domain are largely unaware of them, though such is the power of the shadowy Moridan magic using elite that Renne has forbidden her pirates from raiding these nations.
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>>86718840

>Demographics:

Humans – Make up the majority of the population, but many different races are represented including Aruandan, Azanese, Gilgemashi, Changrilese, Khenomerian, Gokmavi, and Drunig. Many folk are an admixture of two or more races. The various styles of light robes favored by the more civilized northern coastal Aruandan clans tend to be the most common style of dress, but Khenomeric styles remain popular as well, and some folk of other cultures refuse to entirely give up their style of dress, creating a wide range of potential fashions. Slavery has become quite common since Renne’s coup, most of them Aruandans who resisted the creation of the Domain.

Orcs – Most orcs live in the southern parts of the Domain, in the savannas, but even before the Domain was formed, orcs were not uncommon in the coastal cities. Since the Blind Orc Wars, orcs are common among the slave population.

Hogmen – Not uncommon, but almost always as slaves. Due to their semi-feral nature they are often used as arena fighters, military fodder, or laborers in the most dangerous areas.

Nchuandar – These drow-moon elf-human hybrids from Gilgemash are few in number, but are politically significant due to their powerful grasp of magic and technology.

Frog-men, Zebra-Centaurs, Gnolls, Ta’lunasir (moon elves), etc. – Many other non-humans from neighbouring lands can be found in the Domain as slaves, merchants, exiles, long-term communities, etc.

Miscellaneous Local Races – The wilder parts of the Domain are home to primitive races like coastal goblins, half-crocodiles, desert hags, animal kin, and harpies. Some are southern fey, while others are monster races from the southern jungles, generally believed to be part demon in nature.

Ogres and Trolls – Are popular in the Domain as fighters and laborers. Some are imported from abroad, others beyond to little known local subspecies.
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>>86718854

>Religion:

As one would expect from such a multicultural region, there are countless different religions, many of which have mixed together, making new syncretic branches.

The Azan Faith is technically still the state religion. However, the legalization of slavery and Renne’s decision to declare herself head of the faith in the region has led followers of the Azan Faith to be among the least loyal to Renne. To help prop up support, Renne relies heavily on factions that favor a syncretic version of the faith that mix Old Azan Faith beliefs with local traditions.

The Khenomeric Pantheon is also fairly popular, with Kagal being the most popular among magic users, and also Mg’umba and Uruc unofficially being quite popular in some quarters.

Local Aruandans often follow their own Pantheon, made up of a mix of animal spirits and demons, mixed with bits and pieces taken from other cultures.

The Gilgemash Pantheon is also quite popular, though many components of it are downplayed in the Domain as in Gilgemash, gods and demon lords are worshipped almost equally.

>Military (continued):

Unofficially the shadowy alliances of slavers, merchant houses, mages, and religious cults make up nearly as much of Renne’s strength as the official army and the officially recognized privateer fleet. Many of these factions have been creating trouble in the region for centuries before the Domain was even created, but have been drawn together by the threat of the gnolls and the opportunity to keep the Azan Empire out of their affairs.
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>>86709264
Ah yes how both Warhammer settings were made. What a looser
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>>86718787
>>86718815
A bit of a nitpick for the history of the BBD: The Khenomeric Empire never reached the land of the BBD.

https://crumbling-giantstep.fandom.com/wiki/Historical_maps_of_Giantstep?so=search#Historical_maps_Part_4._World_right_before_the_Battle_of_Empires._1_BBE

This map represents the maximum expansion of the Khenomeric Empire.
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>>86718831
>many powerful magic users have taken up residence in Moridan, including ... Okhost
>Okhost
Would Vandervax allow powerful undead wizards to abandon Okhost?
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>>86718840
>Drunzigar as trading partner
I would add that the relation between Drunigzar is one of love/hate. Drunigzar is always fighting piracy in the area, especially since the fleets of the BBD can directly block the drunig vesses from some of their most profitable colonies, the ones on the Terrania Freeholds. As such, they have reinforce the area with many of their powerful galeons, navegating in formation with the trading vessels in order to protect them from raids.

However, the BBD is also a very neat market to sell some of the most illicit products in the drunig merchants' catalogues.

Basically, the more noble and upstanding drunig trade houses would hate the BBD with a passion, but the more disreputable ones would find it a neat place to make business in.
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>>86718787
Is the Mumak lore in need of a rewrite (atleast concerning the history parts about the BBD's invasion)?
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>>86718787
So, the northern shore of Aruanda (Moridan) was in the de facto control of Azan for centuries and then it become semi-independent until Renne invaded?
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Is there a list of wiki pages that need pictures added?
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>>86720388
I imagine the region was quite independent for matters of necessity (it was the furthest territory of the empire, and near isolated once Changrila seceded). Something like the Northern Khenomeric Empire, perhaps?
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>>86720395
Not really. I thought the Fandom quick pages would have that, but it doesn't seem that way.
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>>86719716
I figure they had some minor trading colonies in the south at various points in their history, but perhaps not on the periods shown on the maps

>>86719749
What he doesn't know can't hurt him

>>86719776
Makes sense, though Renne has some control over who the pirates do and don't raid, which she can use as leverage for trading with the Drunzig

>>86720032
I left it ambiguous how Renne actually took Moridan since the BBD and Mumak pages clashed a bit. I figure both are true to a certain extent. Renne did drive out the gnoll raiders and became popular in certain quarters because of it, but first she unified a lot of greedy, criminal, or exiled factions to remove Moridan's existing government, then convinced these same factions to fight against the gnolls in return for being able to operate more openly afterwards.

And from a certain perspective Moridan could be considered an Aruadan city.

>>86720388
>>86721015
I figure family ties and shared religion kept the Azanese elite in Moridan fairly loyal to the Empire prior to Renne's coup.

Also, things like magic and flying mounts exist in this setting, so it probably much easier to transfer messages and key individuals over long distances than it was in the real world.
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>>86725382
>flying mounts
I would keep flying mounts and flying sentient species extremely rare. Otherwise they could break a lot of the powerbbalance between nations.

>What he doesn't know can't hurt him
A powerful wizard suddenly disappearing is hard not to notice.
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>>86720032
I edited the Mumak history page a bit to be more in line with the BBD lore
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>>86725477
Remember to post the edits in the thread before editing the wiki, please.
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>>86725438
Iirc the Gnolls have a very small amount of flying Gnolldragon spawn as elite forces

The Drow at one point used flying beetle mounts but that was milinea ago
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>>86730447
>Iirc the Gnolls have a very small amount of flying Gnolldragon spawn as elite forces
Yes, but they are too few and too unwieldy to make the gnoll unstoppable.

>The Drow at one point used flying beetle mounts but that was milinea ago
Those fey who use birds or insects to fly are usually fairies, gnomes or other very small species. They can't cover that great of a distance anyway due to their size, and their battle prowess is reduced anyway.
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Unsure on whether or not I should erase the Realm of the Goddess of Harmony so I'll let it stay as is for now.

I also erased the Forest of Getting Lost, even though someone else was suggesting on more lore regarding the fauna of the region or whatever.
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>>86731788
>More than half of the map erased
Holy shit, I'm so proud of you all.
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>>86719699
>looser
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>>86731788
What is left to add in the Realm of the Goddess anyway?
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>>86731788
The Isles of the Hog Men are also done.
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>Historical maps Part 6. Birth of the Orange Kingdom, 1.119 ABE

Here we have an approximation of the world's great powers right at the year 1.119 ABE.

The period of time that follows the beginning of the Khenomeric Decay is marked by a surprising amount of stability for most of the world. The Khenomeric Empire was too focused on solving its internal strife after the banning of magic and the growth of the Forest of Getting Lost to try to expand further. The creation of the Northern Khenomeric Empire special administrative division was the only real possible way to keep the northern half of the territories of the nation, but the region was rife with self-interest and internal power struggles, which made it harder and harder to control, going through many periods of self-government, independence and reunification with the government of Khoraqualumum. The Merfolk Empire, as was typical throughout its history, was content with just keeping their status quo, although they did started to take countermeasures to avoid the growth of the Forest of Getting Lost throughout their territory, in the area that would eventually become the Frozen Lake. The Western Elven Empire was focused on their golden age, enjoying a resurgence of arts, culture and economic prosperity, leaving military expansion aside.
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>>86736067
This left the Azan Empire as the one great power in the world with the resources and the interest to keep a constant expansion. However, the decision to where they should expand was a difficult one, since the options weren’t that alluring. Expanding towards the areas influenced by the Western Elven Empire would immediately start a war, something they wanted to avoid since the last great war with another empire. The lands between the Malagrite and Widow’s Lakes were swampy marshes with little of interest, difficult to maintain and too close to the Cursed Battlefield to be of comfort. Conquering the lands around the Handprint was an interesting proposition, since it would guarantee the control of some of the most important rivers in this side of the step, but the presence of the nomad warriors of the Gökmavi made a permanent presence difficult, due to the distances involved and the difficulty to defend it. Expanding down the Zulutaur Steppes was not a good option, their fame as strong warriors would make this choice a costly one. And so, the government of Nananikor decided to expand following the strip of land between the Onyx Mountains and the Meiel U’ush and the Great Salt Lakes. It was difficult due to the many hurdles (distance from the capital, low immediate profits, lack of people willing to settle in…) but it the rumors and stories of the locals were true, continuing ahead would give Azan access to the eastern seas, granting them an immense amount of wealth. The road to the east was long and slow, but azanese forces eventually reached the Strait of the Dead Emperor, called that because legends tell that the emperor who ruled at the time died of happiness once he heard the news. Though it would not be until around 1.300 ABE reached the Aruanda region.
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>>86736081
The most important event of this time was the sudden appearance of the Orange Kingdom. Gunther the IIIrd, also known as Gunther the Fat, rose to the throne of his homeland, and throughout the rest of his life, kept expanding his holdings in the lands west of the Great Peaks of Littlestep. By the end of Gunther’s life, it seemed as there would be another great power in the brewing, maybe one capable of expanding into the Green Oak Forest and further into Littlestep. However, this was not to be, as his many heirs began fighting for power and influence in the kingdom immediately after the Conqueror’s death. This would result in the eventual “Fracturing” of the Orange Kingdom, which would result in the birth of the Orange Marquissates.
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>>86735951
Did they get any lore? I must have forgotten about it
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>>86736081
I wonder if the switch of capitals had been given a date. From Essakor to Nananikor.
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>Jibaro Wetlands

>History

The Jibaro Wetlands have been a province of Azan Empire ever since it began expanding out of its original borders. Being generally fertile and home to many rivers and lakes, it was seen as an attractive place of settlement, although the Azaneese did wonder as to why there were no other human inhabitants in the region.

Unfortunately for them, they soon found out. Deep within the murky waters of the region a species of siren could be found, called "Jibaro", meaning "Swamp Demon" in a Dwarven dialect of Gautlan. These sirens were profficient in seducing wanderers (specifically men), luring them into the hazardous waters and then drowning them. The naked form of a Jibaro was seldom seen, as those sirens made a habit of wearing the gold of slain warriors as some sort of trophy.

The Azaneese called them greedy beasts that were only satiated by gold. The mad hermits that roamed the wetlands would claim otherwise; the Jibaro were not appealed by the shiny gold of the Azaneese, but were rather resentful and plummeted in hatred since much of their habitat was destroyed in order to make way for new villages and forts.

Nevertheless, Azan did hire mercenaries from Ampleazzo, Furlaniya and Gautlan in order to deal with this menace. This effort proved fruitless, however, as like a wild weed, the Sirens would retreat back to the marshes whenever one of them was slain and would resurface whenever opportunity once again arose. This made dealing with the Jibaro very difficult, as eliminating them or effectively culling their numbers was almost impossible. Because of that, Azan abandoned all efforts of colonizing the area, with the many forts and towns there still lying in ruin.
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>>86740324
Nowadays, the province is mostly used as a buffer zone between Azan proper and its provinces, with merchants and armies still using the roads that were built more than a millenium ago.

>Locals

The only inhabitants of the wetlands are a group of swamp dellers that refused to leave their homes all that time ago, instead clinging to their huts and queer customs. These people are by tradition known as fishermen and brickmakers, making their living excavating and firing clay. Scattered only around a couple of small hamlets, they have been minding their business and living in almost total recluse for generations. They are led by a mad elderly woman called Veska and it is said that the brickmakers offer sacrifices and tribute to the Jibaro in order to be left alone. Others say that they worship the sirens as dieties, although both claims are disputed to this day. Apart from humans, dwarves can also be found in these villages, perhaps descendants of the first dwarven mercenaries that made their way to this land.

>The Jibaro

The Jibaro are a species of siren that are native to these wetlands. Although there were records of them before the Azaneese expansion, attacks on humans and cattle were generally rare. Their appearance resembles that of a female woman, with long, black hair flowing down their shoulders along with pale skin. Very few encounters have been thoroughly recorded, but those we are aware of have stated that the Jibaro communicate in a strange language that's not coherent to humans, and sounds more like a series of long hisses and shrieks, opposite of the sweet mellow song they use to lure in travellers.

Making a habit of adorning the jewelry worn by their victims, many foolhardy warriors have fallen victim to the Jibaro in an effort to kill them and claim their gold. These sirens are not to be underestimated, as their sharp teeth and claws can easily deal a fatal blow, and their shrieks that come in the time of desperation can turn someone mad.
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>>86740398
The Jibaro are not alone in haunting these wetlands however, as many monsters, such as leechmen, eerie will-o-wisps and giant armored turtles can be found deep in the more uncharted regions of the region.
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>The Stymphalian Swamps

The region of Stymphalia was claimed by the Azan Empire more than a thousand years ago, being one of the last regions that were incorporated into the Empire before it reached its peak. Several outposts were built and the region served its purpose as a march between the Empire and the city-state of Daligrad.

The stationed Azaneese soldiers did not really bother with the local swamp people, and new farms or settlements did not really spring up, as the region was mostly covered in swamps and the soil was considered poor. Most of the outposts were abandoned following Azan's expansion eastwards and northwards, as they served no purpose anymore.

Following Azan's decline, many of its northeastern provinces were subsequently abandoned. Stymphalia, in particular, was in the plans of many Azaneese Emperors of the time, who wanted the swamps drained and the region turned into a lush fertile land. The loss of manpower and money, however, changed those plans, and the officials of Azan thought that the little tax they collected from the locals was not worth the cost of maintaining the province. Therefore, Stymphalia was only a province of Azan in name.

In the recent centuries, Azan began reclaiming their lost provinces around Daligrad and Hasteria, in part thanks to the rising threat of the Witch Elves to the east. The Emperor was not keen into turning Stymphalia into a farmland (as his predecessors were), instead planning into rebuilding the outposts and forts that were erected there when the region was originally claimed. His idea was that the unstable, swampy terrain of Stymphalia together with the addition of expertly trained soldiers would make these lands totally impassable for any Witchelven army.
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>>86740576
This was approved by the Emperor's advisors and an expedition was sent out, but fate had other plans. Upon arriving in Stymphalia, the Azaneese were hoping to be greeted by the local townsfolk and begin their construction work at once. Instead, all they found was abandoned villages and farmsteads, with no traces of cattle. The Azaneese thought that the swamp folk of Stymphalia had left them nothing behind in purpose, but the truth was even more grim than that.

As they were traversing the swamps, the Azaneese expeditionaries found themselves in a dark cave, waiting for a storm to pass. There, they were met by a tribe of swampfolk, and with the help of a translator they learned their side of the story. One day almost a hundred years ago, a flock of strange birds with a metallic appearance appeared out of the east and began attacking the populace. Even though many of these birds -appropriately named the Stymphalian Birds- were killed and shot down by the locals, many more appeared. Many of the swampfolk fell victim to their ferocious attacks, and those that hid in their homes soon found out that the dung of these birds was poisonous, so much that their crops and livestock started dropping like flies.

Being unable to efficiently hunt these birds down and facing extinction, the locals fled deep into the swamps, living inside caves and gathering what they could from the land, with the Stymphalian birds still roaming the region. In their hubris, the Azaneese thought that they could finish what these uncivilized swamp dellers could not, and sought out to face the deadly birds.

It's safe to say that the Azaneese expedition met its demise, with only a handful of soldiers returning home safely.
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>>86740576

The survivors did not think of the Stymphalian birds as natural and blamed this plague on the Witch Elves or even the Wizard of Kalydon; Archarom. Finding themselves in Azan, the surviving expeditionaries pleaded with the royal court that they could eliminate the Stymphalian Birds with a larger force and perhaps the help of a sorcerer, but the court did not want to hear anything of it, not wanting to spend even more manpower dealing with birds when the Witch Elves were at their doorstep.

Instead, only a small group of a few dozen volunteers was allowed to venture in Stymphalia, with the goal of acting as a guerilla force in case the Witch Elves invaded Azan through Stymphalia. These warriors, nicknamed the "Crimson Commandos" and their descendants can still be found in Stymphalia today, living with the locals and aiding them in killing Stymphalian Birds and other monsters found roaming in the swamps, as well as drilling them for combat in the case of a Witch Elven incursion.
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>>86740576
>>86740654
>>86740717
nice
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Bump
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Mint Bone Vines are a variety of plants native to the areas around the Greenspot Lake, and later imported to all areas under azanese influence. It has been harvested in the nation for many millennia due to two things: its leaves, once treated, can be turned into a very tasty beverage, very refreshing for the summer. And its stems can grow incredibly hard and sharp, and can be turned into very precise needle, mostly used by housewives to sew clothing.
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>Meanwhile in Grobianism
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>>86736067
>>86736081
>>86736090
This one seems a bit lazy to be honest. All the boundaries are identical to the last map (depicting a time period 1000 years before) except the Forest of Getting Lost and the Orange Kingdom

KE should have declined pretty hard by this point, and NKE should have lost Florinth and Faarowt long ago by this point.

Azan Empire went through a period of decline then expansion in the past 1000 years, so it is possible their boundaries ended up the same but unlikely.

Elven Empire is supposed to be pretty chaotic, with various parts of Scimitaria and the northwest mainland switching between core, ally, vassal, and fully independent depending on the whims of the various faerie lords. Again it is possible that their boundaries ended up identical for two snapshots in time a thousand years apart, but unlikely.
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What do we know of Gautlan? Feels like all Dwarven lore is scattered around the wiki but not condensed in a single page
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>>86745729
As per Azan and Gautlan pages, it was a dwarven vassal of Azan that got taken over by other dwarves fleeing gibberlings in the Baalps.

There are lots of other dwarven city-states/mini-kingdoms scattered around the map, but they are subjects of other nations or just too small to bother showing (except the kayak dwarves)

>>86745759
Jibaro was done at the same time as the Stymphalian Swamps
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>Manchescollo / Mancescul / Rokavovanye
Mancescul is a Furlaniyan traditional rowing race down the Rokav river, considered both a sporting competition and religious ceremony. On the 2nd Sunday after the summer solstice, teams of 9 set down from the central docks of Chorni Kol towards the finish line at the Exarch's Bridge in Vipanna. The race normally takes 2 to 3 days to complete depending on the weather.

For the majority of the length the races takes place on, the Rokav is a slow, wide and green-ish river, with the most hazardous obstacles for the racers being the large flat bottomed trade cogs that slowly make their way upstream towards Dvorische and Lupoglav. There are however a few dangerous passages in places where the river narrows and turns and the current suddenly becomes frightfully fast.
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>>86746707
The ancient race has very few codified rules and it's not uncommon to see various teams sabotage each other in such bends, attempting to crash or overturn each other's vessels. In the past some races have escalated to the point of coxswains firing at each other with bows and spells though such practices are nowadays (mostly) informally banned. Most types of underhanded tricks and sabotage remain perfectly legal and some argue even form an important part of the spirit of the game.

Most teams tend to stop each evening and camp on the shore until the sun rises up again and it is usually then, under the cover of darkness that most scheming is carried out. The most classic and popular feint remains stealing the opponents oars while they sleep (merely breaking them is considered bad luck and unsporting behaviour). Because of this, the teams will usually run a nightwatch to prevent any such shenanigans. Other well known tricks include paying local courtesans or wine merchants to visit the opposing team's campsite with a hefty premium paid to entertain the opposing team all night long. Some more elaborate pranks use petty spells to hinder the opponents, including enchanting the opponents boat to move backwards while rowing and hexing the boat to lose or alternatively increase its buoyancy.
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>>86746726
The official arbiters and patrons of the game are the arch-prelates of Vipanna with the magistrates and other men of good standing of the region participating financially to the race. The teams themselves shuffle every year as a special committee in Vipanna thoroughly vets every prospective participant. There is an informal rule that every settlement with walls is allowed 3 teams, while those without are only allowed once.

When the races started, sometime during the 6th dynasty, they were conceived as a tool to spread the power and influence of the exarchical court in Vipanna and help spread the reformed Azanese cult of the scholars revolution, although that has since long fallen to the wayside. Because of that the various teams were originally organised by local prelates and priories, which gave the races a distinctly religious overtone.
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>>86746835
While a few of these ancient teams persevere, like the Purple Robes, the rowing team of the Montenârs Priory, nowadays the vast majority teams are organised and backed by various guilds and cities. Many larger cities host fierce preliminary races every year around the summer solstice where various teams race to see which guild will recieve the honour of bearing the city livery and represent the entire settlement in this year's Mancescul. In fact some of these preliminary races like Vipanna's 9 Mile Regatta and the Bora's Saint Dimmerio Day Regatta have grown so large and well known they're arguably as famous as the Mancescul itself.

Some of the more famous teams over the years include the Vipanna Saintly Ferrymen's Brotherhood which had the distinction of representing the Vipanna colours in the race 52 years running until last year's upset victory by the Pilots of Vipanna League at the 9 Mile Regata. The Bora Brotherhood of Millers is also considered one of the stronger teams, returning home with the Rokavovanye (as they call it) laurels 6 times in the past 20 years, five times bearing the red and white colours of Bora and once even in their green and red guild livery after they were beaten by the Bora Boatswains in the Saint Dimmerio.

Then there are the more colourful minor teams, such as the previously mentioned Purple Robes of Montenârs. Additional ecclesiastical teams include the Black Lillies of the Vanda Convent and the lay Brotherhood of Phellon II. of Vipanna.

The town of Kinye is notable for only having two established teams, the Blues and the Whites which according to an ancient statute rotate the rights to wear the city colours every year instead of spending time and money organising their own race. The corsairs of Al-Naissa have only been invited to participate in the Mancescul a few times. As their teams inevitably ended up mauled and with a few dead rowers, the corsair fortress now politely abstains from the competition.
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>>86747129
A few colonies in the Golden Hills whose settlers hail from the region such as Sotochye and Dalnya Vas have regularly attempted to send teams back home to conpete, but these promising athletes end up more often than not in the stomachs of wandering trolls. This tends to happen to such an extent some speculate the trolls are being tipped off, in the grand old sleazy tradition of the Mancescul, topped up with a healthy sprinkle of frontier spirit

The race both begins and ends with a religious service performed by the arch-prelate of Vipanna, the first praying for the health of the rowers and the last for the Prophet Aza to guide their souls safely into Bronzar's realm.
As the teams pass under the St. Ghiscal bridge in Chorni Kol on their way to the starting line, the women of the city traditionally shower the teams with copper shavings and prayer-stones made of wood and bronze, tought to ward off injuries and ill health. If they happen to hit the contestants - all the better, as that is said to bring extra luck.
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>>86747834
Additionally a young maid will be drawn by lots from amongst the city's youth to embody the Maid of the Scorching Sun, an ancient character of Furlaniyan mythology. She is clad in a dress of white and an armour of bronze. Between each garment fitted the maid must drink mistletoe brandy, a potent enchanted drink said to confer the ability to converse with the Saints and the Fates. When she is dressed her face is then covered by an elaborate enchanted mask of mistletoe, temporarily transforming her into the Maid of the Scorching Sun. Between the beginning and ending mass of the Mancescul, the Maid reigns over life and death on the river Rokav and it is said she decides if a participant lives or dies. Some may scoff at this, but many have seen the Maid rushed in a hurry along the banks to help those drowned or otherwise deceased during the competition and seen them brought back to life by the blessed touch of the Maid.

She symbolically relinquishes her powers back to Aza at the end of the race where she returns a twig of her mistletoe to the grand reliquary of the arch-prelacy in Vipanna, after which the spirit of the Maid leaves the body of the youth. This usually knocks them out, after which most will recover after a few days of fever with little or no recollection of the past days. Some however find the shock to hard to handle and die on the spot while some, rarer still, dissappear entirely, leaving behind only their armour and their gown.
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>>86747880
Although this practice had been in the past decried numerous times as heresy and witchcraft by the more orthodox Azanese clercs, as well as a perversion of the original ceremony (indeed the Maid was a local myth incorporated into Mancescul sometime in the 7th dynasty) it has endured, partly because of its sheer spectacle and partly because local clerics deem it a good counterweight to the otherwise rambunctious proceedings of the race, which would be much more likely to escalate from the borderline riot it already is into a full on ranged battle between guilds and cities, were it not for the dampening influence of the religious miracles. Amongst the great scholars and chroniclers of the West, this is usually dismissed as nothing but yet another parochial Furlaniyan tradition, one amongst many others.

In Furlaniya itself, this ritual has but one enemy, the arch-prelate of Vrsar. Vrsar was elevated into an arch-prelacy rather late into the Azanese reign and has never been able to match the arch-prelacy of Vipanna in grandeur, splendor and influence. Vrsar has often lobbied Bora and Sveti Petar to recognise their primacy. Even though they have managed to acquire certain rights and privileges with the Veche of Bora, the influence of Vipanna remains too strong to by-pass and the Mancescul remains a yearly slap in the face of Vrsar.

Because of its symbolism, the arch-prelacy of Vrsar has sent delegations to the arch-prelacy of Narses, which retains the primacy over much of Furlaniya to publish an edict banning the heretical celebration. Fearful of losing their their ecclesiastical dominion over Furlaniya, which has been sometimes difficult to uphold in the 5 centuries since the Azanese empire retreated from the region, the arch-prelates of Narses remain mute on the issue.
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The Jibaro Wetlands
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>>86745277
Sorry if it looks its bare bones, I haven't had that much time to think of more significant elements to add. At first I was going to make directly the "Birth of the Witchelven Empire", which would had more stuff going on, but that'd leave near 2k years between maps. I thought this one would be a good middle point between the Start of the Khenomeric Decay and the Birth of the Witchelven.

Still, a couple of things:
>KE should have declined pretty hard by this point, and NKE should have lost Florinth and Faarowt long ago by this point. What territories would they lost? I know the NKE loses Faarowt first, but I don't see Florinth seceding this soon.

>Azan Empire went through a period of decline then expansion in the past 1000 years, so it is possible their boundaries ended up the same but unlikely.
Current year is 3.161 ABE, and this date is 1.119 ABE, more than 2k years ago. So this is still when the Azan Empire was strong enough to not lose territories constantly.

>Elven Empire is supposed to be pretty chaotic, with various parts of Scimitaria and the northwest mainland switching between core, ally, vassal, and fully independent depending on the whims of the various faerie lords. Again it is possible that their boundaries ended up identical for two snapshots in time a thousand years apart, but unlikely.
Fair enough, but to add that level of detail I'd need the provinces of the WEE, so I can divide the region with each great area under control of the lords. Doing anything else seems somewhat arbitrary.
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>>86745908
>kayak dwarves
Where?
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>>86752435
around drouchont
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>>86749863
Who?
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The Stymphalian Lilly Spider is a strange arachnid species that lives on the Stymphalian Swamps. Its tremendous size, near the size of a newborn horse, and its high camouflage makes it great catching birds and fish at the surface of the lake. It fills the surface of the swamps with many webstrings, hypersensitive to movement, to detect any worthy prey, and then it uses plant-like movements to approach them without them noticing.

Despite its intimidating size, the Stymphalian Lilly Spider is not a threat to humans in general. These animals are not as strong as they appear, and their venom is not that potent, so they will avoid attacking anything bigger than them.
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>>86752429
>What territories would they lost?
KE should probably collapse towards the south coast and middle

>I know the NKE loses Faarowt first, but I don't see Florinth seceding this soon.
They rebelled around the time the Forest of Getting Lost was formed, so they probably shouldn't have been in the previous map either

>So this is still when the Azan Empire was strong enough to not lose territories constantly.
Azan went through a weak period during the tail end of the 5th dynasty, as well as the 6th, before recovering in the 7th, they probably should have lost then regained some territory since the last map

>Fair enough, but to add that level of detail I'd need the provinces of the WEE, so I can divide the region with each great area under control of the lords. Doing anything else seems somewhat arbitrary.
Arbitrary is fine, a lot can happen in one thousand years, or two thousand years for that matter
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The Tuan Doctrine

The Tuan Doctrine is a political theory that the “Azan Empire '' is actually a collection of independent lords (tuan-tuan) that voluntarily allied their domains under the Emperor. The popularity of the theory has waxed and waned over history, with some dynasties naturally opposing the threat to Imperial sovereignty while others used it as a way to legitimize themselves

>First Dynasty
Historical Records suggest the Dragon Empire at this time was a military alliance of various petty kingdoms that allied under Azan to fight the great evil and stayed together out of mutual interest. This became the basis of the Tuan Doctrine, though it wasn’t named as such until the Fifth Dynasty.

The Death Dances, the subject of the Fifth Chapter of the Book of Azan, were a civil war between the Claw and Wing factions rallying behind a different Yang di-Pertuan Agong. Tuanists have cited the text as inherently supporting their position, implying that various lords chose different people as Emperor.

>Third Dynasty

The First Imperial council named Atri I as Emperor Adrian I when Empress Amir III died without issue. Though motivated by the nobility’s open thirst for magical power (Atri was a Drow Wizard with Dragon Tiefling heritage who likely would have taken over anyway), this action was cited by later Tuanists as supporting precedent for the doctrine.

>Fifth Dynasty
By the late fifth dynasty, the power of the Emperor had weakened and the Empire functioned more like a loose confederation of states than a unified polity. This atmosphere, coupled with Arnold the Elder’s “Histories' ' sharing knowledge of the past among the upcoming Griot class, led to the Tuan Doctrine being codified and spread among scholars of the church. The Doctrine would be a relatively fringe concept until the sixth Dynasty.
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>>86758940
>Sixth Dynasty

When Chairman High Protector Asin II began his reforms of the Empire's bureaucracy, the Tuan Doctrine became the official policy of the Empire. Citing the various lords kneeling to Hēnare I as precedent, Asin II claimed the Lords of the land willingly passed power from the corrupt Fifth Dynasty to the noble Sixth. In practice, however, due to his centralization efforts, local nobility had no say in who the Emperor was, and each Chairperson High Protector still chose their successor until the dynasties’ fall in the Southern Rebellion

>Seventh Dynasty
Several Imperators of the Southern Rebellion (of whom only the Bellicareans are recognized as canonical Emperors today) made use of what one could call a form of the Tuan Doctrine as they were elevated to their positions by the popular support of Southern Lords and citizens. Due to the sparse records of the time, whether these figures literally identify as Tuanists is a matter of speculation

>Ninth Dynasty
The Tuan Doctrine reached its height of appeal in the Ninth Dynasty as several provinces used it as part of their justification for seceding from the Empire. Due to this the Doctrine was officially labeled as heresy and its practitioners were hunted down and killed in the lands the Emperor was able to rule.

The Doctrine would once again become official policy when the Azan High Council presented Emperor Carl I with “The Chained Crown.” It formally stated that the Emperor served at the pleasure of the Lords and tasked them with appointing successors to the Marble Throne. Carl I, weakened politically and militarily by the decay of the Empire, was in no position to refuse.

The Doctrine would be formally invoked at the end of the Dynasty, when the Council, led by Don Amnirense, overthrew Emperor Zatch I and elevated his nephew Councilor Gergen of Walengarten to Emperor George I
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>>86758951
>Tenth Dynasty
When Don Amnirense became Empress herself, she cited the Tuan Doctrine when the Council “chose” her to take the throne, but by this time, she had domination of the council so vast, she was already ruling the Empire decades before she took the throne.

Amnirense I named her son Tama her successor, but she ruled so long that by the time Tama was crowned Emperor Thoma I, the lackadaisical fop was unable to manipulate the council as his mother had, and so the Tuan Doctrine became law in word, and in practice.

Since Thoma I’s death, modern Azan Emperors have been officially and practically chosen by the Council, though to keep dynastic legitimacy, their selections to date have always been from Amnirense’s bloodline.
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Rough draft for an organigram of the Azan faith.

enoria->prelacyarch-prelacy->exarchical/metropolitan prelacy
>Enoria
The basic unit of the majority of churches in the Azan faith. An enoria is usually made up of one temple, administered by a priest (Enorios) with the help of several vicars (Efimeroi) as well as lay servants. If an enoria covers a wider area due to a lack of funds or parishioners, it may contain filial temples administered by the senior efimeroi which answer to the main temple and its enorios. Some churches are more diligent than others in ensuring each enoria contains but one major temple. Enorias are not self governing and answer to their prelacy in all ecumenical and worldly matters.
>Prelacy
The basic unit of self-government within the Azan faith. A prelacy, also known as an Ierosynia is typically centered on some larger settlement and rules over the many enorias scattered around the countryside. They also assume the function of an enoria for the place they are seated in. The heart of the Ierosynia is its high temple, from which a prelate rules and preaches. High temples are elaborate structures that include at minimum a main nef for services, an eternal flame and the prelate's quarters. Depending on how rich and influential a prelacy is, it may also include a library, a hospital and a seminary or boarding school. Though in theory each Ierosynia is self governing, the vast majority of them band together into ecumenical unions where the older and more influential prelacies function as the first among equals. Many Ierosynia can trace their heritage back to the missionary efforts of some older prelacy and as such consider themselves obligated to them even if they are technically independent. These older prelacies can roughly be classified as follows:
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>>86759894
>Arch-Prelacy
Arch-prelacies or Archierosynia used to command many smaller prelacies before the reformations of the Azanese faith and remain the leading prelacies to this day, specially in Azan proper. Old and prestigious, their number and territories of influence roughly correlate to the old Azanese provincial system of the 5th dynasty. Many are now left outside the empire proper though most of those try to remain in communion with the core imperial faith, which does sometimes raise eyebrows amongst those sceptical of lingering Azanese dominance.
>Exarchical prelacy
Also known as Ierosynia Exarchica, they were founded by elevating a select few arch-prelacies during the administrative reforms of the 6th dynasty. Nowadays mostly a prestige title.
>Metropolia
The oldest and most prestigious Ierosynia that can trace their lineage to the very founding of the Empire. There are only 7 metropolias in the world, 5 of them tracing their lineage to the begging of the empire, with 2 more Archierosynia elevated to this rank during the history of the empire. They are considered to have the final word on all religious matters and the vast majority of the Azanese faithful look towards them for final judgement on on theological, liturgical and dogmatical matters. While some of the 7 try to remain in communion with each other, their traditions have much diverged over the millenia and in practice every metropolia teaches their own version of the faith. Differences between them can range from minute differences in liturgy to fundamental disagreements over the nature of the faith. Strong emperors would often attempt to reconcile these differences, usually by exercising their rights as successors of Aza to call a general conclave of the faith where such differences would be smoothed out. However with the decline of imperial authority it has now been almost 400 years since the last general conclave was called.
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>>86759921
Additional note: Due to quirks of inheritance and dynastical law, some prelacies and arch-prelacies have, over the centuries, acquired temporal as well as spiritual power. In such situations, the resulting union is called a prince-prelacy, ruled by a prince-prelate. Such arrangements are highly variable and no two can be said to be completely alike.
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I'm saving monasteries and priories for later
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>>86758255
>KE should probably collapse towards the south coast and middle
So where is Khoraqualumum? It makes sense that the lands further from the capital would be able to secede first.


>They rebelled around the time the Forest of Getting Lost was formed, so they probably shouldn't have been in the previous map either
But the NKE was notorious for getting in and out of the empire, both the NKE from the main empire, and the NKE's provinces from the NKE itself. So even if it rebelled soon, it could have gone back. Faarowt should have been gone by now, though.

>Azan went through a weak period during the tail end of the 5th dynasty, as well as the 6th, before recovering in the 7th, they probably should have lost then regained some territory since the last map
Where are the timeline for the Azanese dynasties? Is it on the wiki? Do they have a numbered date?
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>>86759941
>>86759971
Going to note the the Azan Emperor is technically the head of the Azan Faith.

And the High Councilor of the Sky is the functional leader of clerical matters in the Empire since the reforms of the later 9th Century
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>>86761951
Dynasty, not century
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>>86761570
To elaborate the Emperor lost almost all power by the late 5th dynasty this eventually led to the Scholar's Revolution that created the 6th Dynasty that centralized imperial power in the north


This eventually lead to resentment in the South and the Southern Rebellion, which cause a localized dark age in which the Sixth and Seventh dynasties technically overlapped.

The Seventh Dynasty recovered the Empire's status and peacefully transitioned to the Eighth when the Empress married a man with the last name Cico and their children took his last name. The 8th Dynasty was a golden age that was 1000 years ago.

Somewhen post-5th dynasty the New Azan Faith was founded.
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>>86736067
Also there was an Orcish cultural sphere of influence I'm the Northeast Pennisula at some point pre-Orange Kingdom. It's related to the Orc cultures that would fall to the Witch Empire and later found the Orc empire and is the reason why languages in the east use Orcinian script.

Iirc the specific details of this culture hadn't been expanded on so your maps would be a good place to do that.
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>>86745759
I'm thinking stuff like Castle Athasel and the Lotus Island should be removed.
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>>86762903
I'll do some rewrites about those
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>>86762045
>The Ogre Kingdoms.
Actually, that'd be interesting to write about before continuing with the maps. If I can recall, it lasted around 300 years before the Bog Witch took it down? Was this true? I can't find it, and I'm not sure if my memory is fucking with me here.

If it's not established beforehand, I call for the Ogre Kingdoms to last around 300 years. That's enough time for ogres to develop a basic civilization to then teach the gnolls.
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>>86764868
>It would be much later when the events that led to the destruction of the Khenomeric Empire would begin. It all started north, in the bogs and marshes north of the continent. The region had been aflame for nearly two centuries, since the ogres had rebelled against the mysterious being known as the “Bog Witch” and formed a parody of a civilization.

Found it. 200 years, not 300 hundred, my mistake.
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>>86765289
So if the kingdoms of the ogres fell in 2.426 ABE, that means their origins was sometime after 2.226. Is everyone fine with 2.228?
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>>86761570
>So where is Khoraqualumum?
Probably in the middle of gnoll territory

>So even if it rebelled soon, it could have gone back
I just don't think it fits Florinth's lore well, they are supposed to isolationists who have been largely peaceful since kicking out the KE

>Where are the timeline for the Azanese dynasties? Is it on the wiki? Do they have a numbered date?
There was approximate dates posted on the last thread

>>86765326
sure
>>
Ok, let's see how this works.

>The Ogre Kingdoms
The Ogre Kingdoms were a series of realms that occupied the bogs and swamps of Central Giantstep between 2.228 ABE and 2.426 ABE. It was ruled by rebelled swamp ogres that successfully managed to free themselves from the dark authority that seemingly ruled over them, later identified as the Bog Witch. During the existence of the Ogre Kingdoms, they were notorious for their raids and attacks to the neighboring nations, as well as forming the cultural basis for the following Gnoll Empire.
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>>86767208

>History
It is difficult to study with any exactitude what entails within the bogs and swamps of Central Giantstep, the infamous “Dominion of the Bog Witch”. They encompass a great portion of the northern-central area of Giantstep, and it is, alongside the Ogabo Desert, the Kinga Badlands and the Suritas Range, one of the great elements dividing the continent in two great areas. These swamps are said to be, by the scant explorers who have travelled outside of some of the “secure” areas of the dominion, as hellish as the real world can be. The bogs and swamps themselves are deadly, filled with thousands of natural traps that will kill those foolish enough to enter, and some others will make the same fools wish they had killed them. The fauna and flora is horrific to the extreme, and every single creature is a threat to any civilized race, from the great giants slumbering beneath the waters to the small critters that sneak around the vegetation. The sentient beings that make the region their home are no less terrible, many of them surviving there from unknown, ancient times. The surrounding nations are always weary from whatever spawn could come out, civilized or wild, and attack the borders. And yet, rumors spread around the lands about a primeval, eldritch force that used the bogs and swamps as its playgrounds.
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>>86767227
However, around the year 2.228 ABE, the countries limiting the bogs began receiving an increase in attacks from many of the lesser beings from the region: boglings, froglings, kikimorians, and even barbaric humans from the depths. Even the powerful Witchelven had to turn northwards to defense their borders with the swamps, so dangerous the numbers of the invaders reaching the border were. And yet, to the surprise of the neighbors, it turns out most of them were not out as conquerors, but as refugees. Communication with the escapees was difficult, seeing that so many of them immediately dedicated their efforts outside of the bogs to raiding and pillaging as much as possible, so very few were captured alive. With uncertain responses, many scouts and explorers were sent to the bogs to see what was happening. No one came back in one piece and with their sanity in one piece.
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>>86767238
Around the year 2.238 ABE, the fights in the borders reduced to near zero, so the countries began sending scouts once again, to try and estimate what exactly had happened. They were received by strange figures in what seemed to be regal clothes. They presented themselves as emissaries from the Freeing Kings of the Dark Bogs, declaring them as the rulers of the lands. They told that the swamp ogres of the land used to be the slaves of the “Dark Witch”. But they have managed to successfully fight off her demons and aberrations, gaining independence and beginning to form great kingdoms around each of the bogs. None could say the fate of the witch, but all believed that the accursed being had been banished. Immediately after telling their story, they demanded tribute from their neighbors, as it was only right and proper. The rulers of the neighboring nations refused outright, and were responded by wave after wave of ogre attack. These raids were much more dangerous than the previous instances, since they were all organized, and despite their low intelligence, they could learn from experience.
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>>86767250
The Ogre Kingdoms became a terrible source of war and violence to all nearby nations. Much bigger, stronger and organized than the previous invaders, the ogres went out to sow panic and destruction within the borders of the neighbors. And from every raid, they stole something that their society apparently lacked: agriculture, herding, metal crafting and even some form of writing, which imitates the ancient khenomeric scripture and other central Giantstep’s languages. Rumors about the Orcinian ancient scripture being the original way of writing are spread, but false, mostly coming from the confusion with the Gnoll Scripture being a deformed version of the Orcinian. Slaves were also caught in great quantities, which terrified the neighbors’ inhabitants from leaving in the borders. War ravaged the borders of the Ogre Kingdoms, seeing as the ogres were safe in the knowledge that no one would ever dare to send a full-scale retaliation force against the unknown bogs and swamps. This made the witch-elven create great fortresses in their domains, and the Bhakkari had to ask for great reinforcements from the Khenomeric Empire, who then accepted despite the long settled independence of the Bhakkarilands. This period also marked the Automata Kingdom, who fought the ogres in a war for its own survival, knowing full well that whatever came from the bogs and swamps, it would end up destroying them all into scraps if they took control of them. They even made efforts to expand the ancient Terrakotta Wall, made during the legendary times of the Battle of Empires.
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>>86767263
However, it all fell crumbling down for the ogres. Almost at lighting speed in historical terms, the Ogre Kingdoms fell one by one. In 2.424 ABE, the Ogre Kingdoms’ raids stopped immediately, and the ogres themselves began escaping the region. Having learned about the devastation caused, the neighboring kingdoms retaliated with a vengeance. Many of them fought to the death, but some also mentioned the infamous “Dark Witch” having returned from the shadows. Remembering the days of slaughter and brutal slavery of their hand at the hands of the “Dark Witch”, they ran away into every direction they could. By 2.426 ABE, the numbers of ogre refugees exploded, many telling that the last of the Ogre Kingdoms had fallen, and they had no wish to ever face the Witch ever again. This marked the end of the Ogre Kingdoms.
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>>86767275
This would not end here. The aftermath of the runaway ogres scattering throughout Giantstep would be them entering into contact with the Khenomeric Empire, somehow surpassing the mysterious enchantments of the Forest of Getting Lost, and meeting the gnolls. This unholy union would result into the death of the ancient Khenomeric Empire, and the birth of the current Gnoll Empire.
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>>86765326
The Kingdoms (that fell to the Witch,) were founded by migrants from the East, in current day Orange Marques and surrounding areas
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Your timeline is close but off in it's dating.

https://desuarchive.org/tg/thread/86150840/#86177492

>The Orcinian Script began when orcs created druidic magic using sigils based on the Khenemornic Writing system.

>as they migrated northwest they carried the script into the peninsula , which is why the languages of that region are written uses Orcinian script.

>This migration kept moving west until several waves of migrants began the Orcish Kingdoms which lasted until the Bog Witch rose.


and
https://desuarchive.org/tg/thread/85775039/#85785025
>By the 22nd century BBE, the Isâni-gu migration had reached the lake, alongside the rest of the modern-day Southern Marquesses. They used the underwater city as the foundation for an artificial island, which became a center for aquatic trade in the region to this day.

The Isâni-gu culture,who spoke Elder Orcinian, (ambiguous if they were Orcs, other groups who adopted the language or a mix) existed in the modern day Orange Marques by the 22nd century BBE, since the city of Wübubao was founded then with an Elder Orcinian name.

The Orcish Kingdoms founded by rebels to the Bog Witch were attempted revivals of the Orcish Kingdoms the Big Witch conquered so by rough analogy if the Big Witch is Spain, the original Orcish Kingdoms were the Incan Empire, the ones you are talking about were the Neo-Inca State and the Gnoll Empire is modern Peru.
>>86767263
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>>86767263
Also correct me if I am wrong, bur I believe the Wall was originally built BY the Automata to keep out all the demonic radiation curses monstrosities that the Curses Wasteland was filled with. It wouldn't make sense for that wall to be built BEFORE the area went all dungeonpunk mad max .

It did get several expansions over the milinea but before the battle happened there would be no reason to make a wall surrounding nothing
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>The Baalps

>History:

The large mountain range known as the Baalps (or sometimes the Baalp Mountains) has served as a boundary between the Azan Empire and the fey lands to the north for millennia. It wasn’t until the time of the 7th dynasty that Azan and its dwarven allies were able to claim these mountains and establish countless dwarven holds and mountain fortresses.

It is believed that certain faerie lords, infuriated by the loss, joined forces to spawn unusually large numbers of gibberlings, which promptly overran the dwarven mines, driving out the dwarves (who ended up forming the nation of Gautlan during a failed attempt to migrate to/invade the Oront region).

Since then, the Baalps have been quiet and largely forgotten. The gibberlings rarely come to the surface, thus allowing small pockets of human shepherds from the Daligrad and Gvilderstaaten regions to settle in the area.

>Government:

The Baalps once had several cantons and hereditary baronies, but the region is generally too poor to maintain anything more than rudimentary governments, so now nothing remains of the old subdivisions but old place names and coats-of-arms. The villages and hamlets usually have elected, part-time leaders though.

The she-ep, gnomes, gibberlings, harpies, and other social fey have primitive clan/tribal governments.

>Economy:

The humans are mostly shepherds and fishermen. Some of the fey have a rudimentary bartering system. Although the Baalps are rich in mineral resources, the gibberlings make mining too dangerous.

>Foreign Relations:

- Daligrad, Gvilderstaaten, Evergreen Pastures, Hereby, Thereby, Whereby – The Baalps do limited trade with these regions.

- Mutaa’s Realm – Those in the eastern Baalps sometimes are subjected to slave raids from Mutaa’s Realm. In addition, Mutaa’s agents sometimes stir up trouble, and particularly reckless inhabitants of the Baalps sometimes willingly visit Mutaa’s Realm.
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>>86772539

>Geography:

The Baalps region is a mountain range, but there are enough mountain valleys and fjords to support a small human population.

>Demographics:

Humans – Most humans in the Baalps can trace their origins to settlers from Daligrad and Gvilderstaaten who settled the area during the various Azan conquests. They are a quiet folk who mostly keep to themselves. Sometimes refugees from Waldemaria also settle here briefly, but most continue onward south.

Gibberlings – Although once numerous enough to overrun the dwarven kingdoms of the Baalps, it is believed the gibberling population has dropped significantly since those times. Gibberlings are rarely seen on the surface, living most of their lives in the ruined dwarven mines and in caves. They occasionally come out to raid surface dwellers though.

She-eep – These sheep-centaur are generally associated with the fey, though as always, the line between true fey and their creations is blurry. More common in the Evergreen Pastures region, they sometimes migrate into the Baalps as well for short periods of time.

Dwarves – A few dwarves live among the humans. They are generally from Daligrad rather than descendants of the lost dwarven kingdoms of the Baalps.

Miscellaneous Fey – Aside from she-eep and gibberlings, a small number of fey and fey associated races live in, or sometimes travel to, the Baalps. Most are friendly like the small families of gnomes, hobbits, and animalkin associated with Nikkla, others are hostile like the occasional werewolf or renegade swamp creature, and a few can go either way like the isolated packs of goblins and harpies that live in some coastal caves.
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>>86772562

>Religion:

Humans generally worship the New Azan Faith, but they also have a healthy respect for the beliefs of the fey and the few faerie lords who still have an interest in the area. The dwarves have their own ancestor-based worship, but like the humans, have integrated some fey beliefs into their own.

Faerie lords with an interest in the Baalps include:

Voluptuia – Queen of the She-eep and certain other fey, she is generally seen as harmless and decadent, but some say she was involved in the creation of the gibberling swarm, given her favored lands are north of the Baalps and in the path of the Azanese conquests.

Nichtmair – Said to be one of the masterminds behind the gibberling assault on the dwarves, and still worshipped by gibberlings and other dark creatures. It is believed that Nichtmair had a falling out with the other faerie lords in the region at some point, which is why her gibberlings are so indiscriminate in their attacks.

Nikkla – A gnome-like hermit scholar and wanderer, the Baalps seem to be special to him, so he sometimes grants boons to like-minded folk.

Mutaa – Has spies throughout the region, not surprisingly since it borders her realm.

>Military:

There is no coordinated military in the region to speak of. Humans and other more peaceful folk will sometimes form small militias when their communities are threatened. More hostile folk like gibberlings, swamp creatures, and certain goblins and harpies will form barely organized raiding parties when desired. She-eep are pacifist, but some of their druids have strange but powerful magic.
>>
FYI, I archived this thread:

https://suptg.thisisnotatrueending.com/archive/2022/86662491/
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>>86769568
>The Kingdoms (that fell to the Witch,) were founded by migrants from the East, in current day Orange Marques and surrounding areas

But weren't the Ogre Kingdoms the result of a slave rebellion from ogres already within the swamps?

>>86769778
Dammit, was this in the wiki? Well, maybe something like "The orkish tongue, already a twisted version of the khenomeri language brought by their wizards and explorers on the way to western expansion, became mixed with the other idioms from the areas they raided. This caused orcinian to be different yet strikingly similar to most of the languages of the east."

Would something like that work? Having orcinian as the main language branch would be weird, seeing as noone had that much appreciation for orks, they are not particularly intelligent and contact between ogres and the civilised world only happened during raids or wars.
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What are the gods of the setting like?
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>>86772848
Thanks.
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>>86772886
Some are nice, some are trolls, some are cunts.
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>>86772539
holy comfy
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>>86774652
why is the realm of the goddess of harmony orange? only thing I can think of that could be added is the other smaller temples
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>>86772539
>>86772562

https://www.youtube.com/watch?v=5hKi1VlE94A
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>>86774652
What is Old Nogar lacking?
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How many flying mounts/transports do we have in the setting?
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>nogames thread is on the verge of falling off of the catalog
>someone posts an inane question to keep the thread alive
>rinse and repeat until bump limit
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>>86777226
If the project there in a week this will sure look silly. If it's dying you would not need to sabotage it right?
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>>86772872
>But weren't the Ogre Kingdoms the result of a slave rebellion from ogres already within the swamps?
Those were later kingdoms. Per my Neo-Inca State comparison

Rough timeline

1. Orcs migrate to the northeast, bringing the Orcinian script
2. That migration moves west, leads to the Old Orc kingdoms
3. The Old Orc Kingdoms fall to the Bog Witch
4. The Rebel Orc Kingdoms rise against the Big Witch and are crushed
5. Orc refugees co found the Gnoll Empire
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>>86772872
>Dammit, was this in the wiki? Well, maybe something like "The orkish tongue, already a twisted version of the khenomeri language brought by their wizards and explorers on the way to western expansion, became mixed with the other idioms from the areas they raided. This caused orcinian to be different yet strikingly similar to most of the languages of the east."
If I would put on my Tolkien Hat this could be the point were Middle Orcinian would develop into Modern Orcinian .

Also the Orcinian SCRIPT is used in the Northeast and the Gnoll Empire, the actual Orcinian Language probably isn't spoken that much outside the Gnoll Empire and various enclaves. Think of how we're typing using the Latin script but we're not actually speaking Latin or a Latin-based language. (Though it has a lot of Latin based words injected into it .)


Also Orcs in this setting aren't that "unga bunga" like they are in others. They're literally the brains of a major power.
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>>86777226
Giantstep is the longest lasting of all the /tg/ homebrew settings by a fair margin.

It will prob be the first to hit 40 threads.
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>>86779099
Great, so when are you going to get around to designing a system? You do discuss mechanics in this thread, right?
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>>86779040
>>86779091
So are people confusing orcs and ogres? Or is someone trying to do a soft retcon where orcs had separate nations in bog-witch territory around the same time the ogres did, and who also got driven into gnollish lands?

Ogres being involved with both the bog-witch and the gnolls is from thread 1 lore, but the first mention of orcs being involved with the gnolls is a likely typo on thread 8, followed by an attempt by an anon on thread 18 to graft is pre-existing orc nation into gnoll territory that I don't think anyone agreed to. The first mention of orcs in bog-witch territory is thread 26, but it is very short and it isn't clear whether the anon was confusing orcs and ogres.
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>>86779182
You are invited to be the first one to propose a system, if you so choose.
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>>86779091
>They're literally the brains of a major power.
That doesn't mean much when that power is the gnolls. They could educate the gnolls on the basis that they were the first ones to try, and that they were tough enough to take all of their damage and literally beat the sense into them. Definitively not on their intellectual merits.
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>>86779040
Orcs are not Ogres those are two completely separate races.
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>>86779091
>>86779040
The Orcs are Anglos/Irish living in the far west. They are like green, human sized etc.

Ogres are big fat maw worshippers with a wide range. In colour ranging from human to peacock colouration.

There was Ogre Kingdoms which the bog witch took over or it was a slave rebellion against her "sources are unclear" basically. The OGRE exodus then caused the civilising of Gnolls.

OGRE FFS
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>>86779091
Also no the Ogres are still stupid. The thing is Gnolls are just so much more idiotic Ogres make up their inteligencia.

Orcs in Orc'eire and IngurLand. Seem less intelligent than humans but not by a lot and it's their culture that's more violent and barbarian.

Also please stop confusing/conflating the two.
It happened in the previous thread too and might cause confusion.
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>>86779182
When are you?
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>>86780224
>>86780195
>>86779642
This seems like an easy thing to fix. Do we change all mentions of "orcinian/orkish" in the Ogre Kingdoms lore for "ogrinian/ogrish"? More accurate and less confusing.
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>>86780269
that may or may not be a separate issue

it depends whether the anon who made a brief reference on thread 23 to the orcinian language being relevant at some point in history in Littlestep meant to introduce orcs as being in the area at some point, or meant to make reference to the ogres but made a typo
>>
>he's still starved for attentions so many months later
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>>86780269
I am for this, we can have Orc/Ogre be like a frog/toad or turtle/tortoise where they are functionally the same type of thing but given different names based on different context.

Could even be like works building where "Ogres" are written about like they brutal savages and "Orcs" are the long lost founders of civilization even though the distinction is mostly semantic .

And like depending on context if you are seen as an Orc or Ogre or not could change.

Like imagine someone coming from the swamps where they and there family were called Ogres but when people know them personally they call them Orcs.
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>>86780527
I am that anon, the ones who brought the script to the northeast were the same group as the two groups of kingdoms that fell to the Witch.
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>>86781326
Seems like a needless retcon. Ogres and orcs are both well defined in this setting as different things

>>86781352
So you confused the ogre kingdom with an orc kingdom and wanted those that brought the orcinian language to the Orange Kingdom to be the same as those who got exiled from the bog-witch dominion and joined the gnolls?

Or you wanted to add a new orc nation to a region where there previously wasn't any?

The possibility of a separate orcish kingdom and ogre kingdom both being driven out of bog-witch territory wasn't clearly stated until tonight
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>>86781326
This would be a weird retcon because orcs and ogres are very different things in lore.

That'd be like merging Dwarves into an elf subrace in DnD
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>>86781352
>>86781326
>>86780527
>>86780269
>>86780224
>>86780195
>>86780161
>>86780040
>>86779642
>>86779091

i am the anon who wrote the Ogre Kingdoms lore. About the orcinian, I have to admit I wrote orcinian because someone had said it already and I couldn't find the origins of that in the wiki. My mistake. Thinking it more, orks being involved in this makes little sense, it should be ogrinian or other name that indicates ogres.
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>>86775507
is old nogar lore only in the nogar page?
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>>86783979
I think so.
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>>86783979
https://crumbling-giantstep.fandom.com/wiki/Nogar#Society_and_Culture

>since Old Nogar is inhabited nowadays by hundreds of bandit groups. These groups resent Nogar for abandoning them and their lands, and will fight tooth and nail to defend their small feuds. Because of that, the expeditions tend to be ambushed as soon as they are detected. And this is without taking into consideration the many packs of feral gnolls, those who grew up after the gnoll retreat and have had no connection to the rest of the Gnoll Empire, becoming wild and savage.

This is what's written about Old Nogar in current day.
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>>86780025
So no system after 30 threads? How is this related to traditional games, then?
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>>86783885
If we want to splice this mess together I propose Ogres and Orks bordered each other before the Bog Witch started her co quests. The Ogres learned Orcish from the orcs and founded the Ogre Kingdoms, soon after converting to the Maw faith, souring their relationship with the orcs.

When the bog witch attacked the Orcs fled south west ending up where they are now. The Ogres scattered too some ending up as mansions, some as swamp and some as pale.

The Ogre Kingdoms existed as a puppet of the bog witch untill she destroyed them when they attempted to rebell which is some fled south east to the Gnoll Empire and the Peacock ogre jungle beyond it.

The Peacock ogres and Horned ogres have split from the pale/swamp/manskin lineage much before. The peacocks comming to worship the maw not much after the Gnolls did.

The Swamp ogres could be green from orc admixture, and the pale ogres serving the Bog Witch most directly are pale from being pure ogres from the nobility of the Kingdoms... Then further experimented on. The manskins likely crossbred with Humans. Which is how they made a more advanced civilization mimicking human ones, likely whatever human realms existed at the outskirts of Azan
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>>86785072
You've been doing a shitty job then Anon I expect a system from you within 2 weeks.

You're here to get shit done not just complain, right?
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>>86785167
Well, seeing as you don't have any actual response to this outside of tongue-in-cheek sarcasm, I'm just going to assume that this is a nogames thread.
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>>86785298
It's not sarcasm. Everyone works on what they want. You said you want a system, so get to work making it instead of expecting others to do it for you.
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>>86785161
>If we want to splice this mess together
Should? Seems that most here agree that the orcs' part here seems to not fit, and that it should be just ogres.
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>>86786082
Depending what people want. I generally an neither for or against it as long as Orcs don't magically replace Ogres through a retcon.

We also might need a new thread
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>>86783885
Anon who wrote the Orcinian Script lore here
I made it "Orcinian" because Ogre ultimately descends from "Orcus" it an Ogre are doublets (two words descended from the same ancestor word that are in the same language.)

That of course caused some confusion down the line but the meaning of the writing was that the Kingdoms and the Languages were done by the Ogres who later settled in the Gnoll Lands.
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NEW THREAD, MOVE ON. NEW THREAD, MOVE ON.

>>86786745
>>86786745
>>86786745
>>86786745
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>>86782655
>So you confused the ogre kingdom with an orc kingdom and wanted those that brought the orcinian language to the Orange Kingdom to be the same as those who got exiled from the bog-witch dominion and joined the gnolls?
The same separated by a great many generations yes.
I'm writing some lore that would go before your lore I think everything here is a pretty simple fix with very few actual changes will be in this or the next thread
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>>86785331
I have no interest in this non-game, I'm just wondering why it's here.
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>>86787496
Why are you here then?
Get shit done or leave
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>>86787948
I just explained why in the post above
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>>86789050
The information is already here, look at the post above. Now either do something worthwhile or leave.
>>
On the topic of a system, any opinions on it? I'm thinking that if we made a system we'd have to start with player characters, then NPCs.

How many stats should there be?
How do we organize different types of players?
How does magic work in this system and in what ways can it be acquired?
How powerful should players be able to get to compared to NPCs?
How much do magic items matter compared to player abilities?
What should the theme of the system be to accommodate for the expected playstyle?
Do we make a system for one specific region first as a test?
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>>86792118
>REEEEEEEEEEEEE
I see



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