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/tg/ - Traditional Games


>Thread Question: What are some of the gods of the setting and how do they interact with their followers?
>Thread task: Do What Thou Wilt!
>Another thread task: Make a small detailed map or infographic for one of the nations

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

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

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

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

Previous thread
>>87550989
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>>87627425
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>>87627439
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>>87627448
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1 - https://suptg.thisisnotatrueending.com/archive/2022/84774616/
2 - https://suptg.thisisnotatrueending.com/archive/2022/84847594/
3#1 - https://suptg.thisisnotatrueending.com/archive/2022/84864673/
3#2 - https://suptg.thisisnotatrueending.com/archive/2022/84877899/
5 - https://suptg.thisisnotatrueending.com/archive/2022/84890048/
6 - https://suptg.thisisnotatrueending.com/archive/2022/84918731/
7 - https://suptg.thisisnotatrueending.com/archive/2022/84930206/
8 - https://suptg.thisisnotatrueending.com/archive/2022/84943450/
9 - https://suptg.thisisnotatrueending.com/archive/2022/84963046/
10 - https://suptg.thisisnotatrueending.com/archive/2022/84990296/
11 - https://suptg.thisisnotatrueending.com/archive/2022/85001905/
12 - https://suptg.thisisnotatrueending.com/archive/2022/85025361/
13 - https://suptg.thisisnotatrueending.com/archive/2022/85034498/
14 - https://suptg.thisisnotatrueending.com/archive/2022/85074457/
15 - https://suptg.thisisnotatrueending.com/archive/2022/85181021/
15#2 - https://suptg.thisisnotatrueending.com/archive/2022/85273765/
16 - https://suptg.thisisnotatrueending.com/archive/2022/85357735/
17 - https://suptg.thisisnotatrueending.com/archive/2022/85442583/
17#2 - https://suptg.thisisnotatrueending.com/archive/2022/85499731/
18 - https://suptg.thisisnotatrueending.com/archive/2022/85554910/
21 - https://suptg.thisisnotatrueending.com/archive/2022/85580942/
22 - https://suptg.thisisnotatrueending.com/archive/2022/85686282/
23 - https://suptg.thisisnotatrueending.com/archive/2022/85775039/
24 - https://suptg.thisisnotatrueending.com/archive/2022/85865971/
25 - https://suptg.thisisnotatrueending.com/archive/2022/85981957/
26 - https://suptg.thisisnotatrueending.com/archive/2022/86150840/
27 - https://suptg.thisisnotatrueending.com/archive/2022/86258892/
28 - https://suptg.thisisnotatrueending.com/archive/2022/86355397/
29 - https://suptg.thisisnotatrueending.com/archive/2022/86504173/
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>>87627476
30 - https://suptg.thisisnotatrueending.com/archive/2022/86662491/
31 - https://suptg.thisisnotatrueending.com/archive/2022/86786745/
31#2 - https://suptg.thisisnotatrueending.com/archive/2022/86924239/
32 - https://suptg.thisisnotatrueending.com/archive/2022/87072460/
33 - https://suptg.thisisnotatrueending.com/archive/2022/87171716/
34 - https://suptg.thisisnotatrueending.com/archive/2023/87267880/
35 - https://suptg.thisisnotatrueending.com/archive/2023/87388478/
39#1 - https://suptg.thisisnotatrueending.com/archive/2023/87472712/
38 - https://suptg.thisisnotatrueending.com/archive/2023/87550989/
>>
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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>>87628288
What could be done with the small islands south of Scimitarian?
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>>87628893
I suppose a brief history would suffice for both
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>>87628288
What do we do after this map is finished?
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>>87629607
gianterstep 2, electric boogaloo
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>>87629607
make detail maps for specific regions

write organizations, creatures, religions, characters, history, etc

various other things in the OP
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>>87629607
There's a LOT of lore still missing. Most places only have the minimum amount of lore. Finishing the map is only step one.

Hell, if this is a setting that's meant to be played in, we will have to develop stuff in the present, not just the history and basic lore bits of the lore.
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>>87629607
producing more maps, like religion, culture etc
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>>87628893
>>87629097
So is House Mutiris from Hithlone?
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>>87631422
one of them is the head of the Hithlone council, so probably
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>>87629757
kek
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Is there in need to be added to the Google Doc timeline?
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Fairy Woods

>History:

The Faerie Lord Brambleghora was exiled to the Fairy Woods during sometime in early Azanese Fifth Dynasty. One of the more vicious of the senior Faerie Lords, but without the self control of Nichtmair, Tyrie, or her own sister Bloodthorn, it was eventually decided she should be driven out to the edge of First Elven Empire territory.

There she set up court in a dense patch of woods not far from the Dominion of the Bog-Witch, rallied her followers, recruited some more, and created even more.

Her most numerous followers are the sadistic thorn fairies, ill-tempered sadists who Brambleghora allows to attack anyone who sets foot in her territory without her permission. As a result, Brambleghora’s territory soon became known as Fairy Woods, and has generally been avoided ever since (aside from the occasional attempt to destroy the woods by humans).

>Government:

Brambleghora is the undisputed leader of the Fairy Woods, though she doesn’t much care what her charges get up to as long as they follower any orders she deigns to give them. She has a network of lieutenants who she can rely upon to gather intelligence and relay orders.

>Economy:

There is no real formal economy. Brambleghora and her followers are unseelie fey and proud traditionalists. They see it as their right to prey upon the weaker races, and spit upon the idea of developing the land beyond the bare minimum to support their migratory lifestyles. Clothing, jewelry, weapons, and other items are often either stolen or looted, and most inhabitants are essentially hunter-gatherers.
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>>87635645

>Foreign Relations:

- Land of Windmills and Laurentian Crusade Strongholds – The humans living north of the Fairy Woods have long borne the brunt of their raids and petty cruelty, particularly those around the City of Colossa. Periodically, said humans have made large scale efforts to cut down the Fairy Woods in retaliation (which is also quite profitable). Lately, Hubert Velen, ruler of Colossa, has assembled a small army (including a faction of the Laurentian Crusade) to destroy the Woods once and for all, even if he must burn much of the forest rather than harvest it.

- Dominion of the Bog-Witch – Although some see Brambleghora as a vassal of the Bog-Witch, the real nature of their relationship is likely more complicated. Brambleghora sometimes allows agents of the Bog-Witch to travel through her lands, but sometimes she also allows this privilege to the Bog-Witch’s rivals like Mossovoy or certain Faerie Lords.

- Bayukmen Marsh Kingdom – The Bayukmen see Brambleghora as a vassal of the Bog-Witch, and attack her followers when they get the chance to do so.

- Elfwood, Harpies Peak, Sniden, etc. – Although Brambleghora resents her exile from the First Elven Empire, she still maintains ties to many senior Faerie Lords from those times, and can sometimes be convinced to help one or more of them if certain conditions are met.

- Mossovoy – Brambleghora sometimes lets agents of Mossovoy travel through her woods, though the reasons for this are unclear.

>Geography:

The Fairy Woods includes a mix of deciduous and evergreen trees. Brambleghora has made some improvements since moving in. Many of the border areas of the forest are now covered in mazes of dense brambles, poison ivy, glue sap trees, and firethorn bushes, which provide both homes for the thorn fairies, as well as limits the manoeuvrability of their victims.
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>>87635651

>Demographics:

- Fairies – There are many kinds of fairy, together inhabiting nearly every region of the world, including bog fairies, sky fairies, chotes, wisp fairies, and even certain types of sprite strongly resemble fairies. The Fairy Woods in particular are mostly inhabited by thorn fairies, a particularly sadistic breed that are drawn to like-minded Faerie Lords.

- Other Fey – Aside from thorn fairies, a number of other true fey and servants of Brambleghora live in the Fairy Woods, including dryads, ents, horned elves, harpies, hobgoblins, and goblins.

>Religion:

Brambleghora’s followers don’t care much about religion. They vaguely acknowledge similar creation myths to many cultures in the northwest, but the closest thing to reverence they have for anything is for Brambleghora herself.

Like many of the most powerful Faerie Lords, Brambleghora has the ability to grant her followers magical abilities, as well as gradually modify their physical attributes over time. As a result, many of her weaker fey regard her as their creator and primary enabler.

Some of Brambleghora’s followers are true fey, and thus essentially immortal, innately magical, and able to travel to the faerie realm when certain conditions are met. They tend to regard Brambleghora as a first among equals and an ideological leader.

Others of Brambleghora’s followers are so-called lesser fey. Their ancestors were modified at various points in history by various Faerie Lords, and/or their ancestors mated with true fey, creating a wide range of subraces, and often making their true lineage difficult to determine. The lesser fey often see Brambleghora as a demi-god like figure for her ability to grant magic and since her past tinkering has resulted in the somewhat spiky, insectoid appearance of many of the Fairy Wood’s inhabitants.
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>>87635658

>Military:

Brambleghora’s followers rarely take to the field in large numbers, but few can rival them as guerrilla fighters and skirmishers. The small size of the thorn fairies makes them very difficult to spot until it is too late, allowing them to assassinate those well outside the borders of the forest if needed.

On their home terrain, Brambleghora’s followers are even more dangerous. Some have powerful magic that can control vines, cause hallucinations, or unleash biting swarms of insects. Others lure or drive invaders into the forest’s nature defenses like trees whose leaves cause agonizing rashes or lunatic delusions, bushes whose thorns are razor sharp, or the ever popular glue tree that can trap opponents for all sorts of tortures or humiliations.
>>
I'm gonna add Tanzurutu as one of the wonders of the world. It at least seems like a good candicate.
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Should the Glass Mountains be removed from the lore map? It's just a natural, geographic formation
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>The Swaying Meadows

>History

The Swaying Meadows have always been a crossroads of a hundred cultures and races in this corner of the world. For as long as anyone can remember, the meadows have been there, with their weeping and swinging willows. Northern human legends tell of a human sorceress who planted these trees at tge dawn of the world, in an attempt to ward off the Bog Witch and the spread of the swamps to the south.

Strangely enough, the soporific effect of the singing willows does seem to weaken the wicked bog witches and their minions, not having found a way to neutralize it. Despite that, many battles have been fought in these meadows throughout history, from the very south to the very north. Battles against the Bog Witch and her minions against humans from both Azan and Waldemaria have stained the Swaying Meadows with blood.

Nowadays, one can spot Witchelven armies marching in the southern border of the meadows, making their way to the Warmog forest, where they're planning an assault on the refugee city of Aelar'Ra.

The soporific effect of the singing willows makes it easier for armies to get caught off guard and lower their defenses. This explains why so many forts have been built at the borders of the Evergreen Pastures, Kalydon and Daligard. Archers stationed from these structures would guard them day and night, trying to eliminate any Witchelven spy or Bog Witch minion skulking about the meadows, with the dizzying and drowsing effect of the willows making them unsuspecting towards any potential threats.

>Government

Parts of the Swaying Meadows are part of the neighboring states, such as Daligrad, Kalydon, the Witchelven Empire, and the Bayukmen Marsh Kingdom. Despite that, only guard posts and bastions can be seen there, with permaments settlements being difficult to maintain due to the soporific effect of the willows and the close proximity to the dreaded Bog.
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>>87637223
No, that's not a regular place. It has mystical properties and we need to explain how those work.
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>>87637162
Isn't Tanzurutu hidden from the rest of the world?
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>>87637223
Absolutely not. It's probably the place I'm looking the most forward to lorewise
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>>87637353

>Geography

For the most part, the Swaying Meadows are flat. The areas close to the Bog are more likely to resemble marshlands, with those closer to the Fairy Woods being more densely forested.

>Flora and Fauna

The Swaying Meadows are home to a plethora of creatures, animals and plants alike. A couple of ogre tribes can be seen wandering about the meadows and the other neighboring areas, strolling about and napping under the willows. The southern portion of the strip is where one can encoutner will-o-wisps, mischievous creatures that resemble a floating, dim ball of light, and it's said that the ones in the meadows will try to lure any unsuspecting wanderer to the Bog Witch's domain.

The eastern part is home to Gibberlings, small nocturnal humanoid creatures that are known of terrorizing the races that live west of the Great Hedge. Even though they are more likely to be encountered in the Evergreen Pastures (where there is an abundance of resources), they can be seen at times in the swaying meadows, feeding with mushrooms that sprout from the ground and sleeping peacefully under the singing willows. Some even make their way eastwards, where they can be found to be under the command of the Bog Witch's daughter, Mutäa.

The sixhorn sheep can be mostly found in the western part of the meadows, bordering the evergreen pastures. These ungulates are a cousin species to the sheep found in the pastures, and is said that the humans there originally domesticate the sixhorn sheep in the swaying meadows, before eventually settling in the pastures themselves.
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>>87638048
The Swaying Meadows' most well known characteristic are their willows, which dominate much of the landscape. There are two species of willow present in the meadows, who even though look almost identical, function very differently. The Swaying Willow is the less common of the two, said to have a mind of its own, as it's able to move its branches at will. If anyone disturbs one such tree at any point (from a human to a lone bird), the swaying willow will flail its large branches around, often ending with that individual earning some serious injuries.

The Singing Willow, also known as the lullaby trees, are the most common of the two. They take their name from the sound their leaves make when rustling during breezy nights, making it seem as if they're whispering melodically. Their pollen, when released, is known to cause drowsiness to anyone who inhales it, putting them in a state of mild narcolepsy. It is is that people who sleep under the lullaby trees will have the most vivid dreams and visions.

The lullaby tree's pollen is sometimes harvested by people from Daligrad and especially the Evergreen Pastures, who either use it themselves, or sell it to alchemists who in turn make powerful soporific potions.
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What was there in the demon breaches before they occured? were they just part of azan/witchelves etc?
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doing Sniden next
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>>Thread Question: What are some of the gods of the setting and how do they interact with their followers?
The people of Kowloon worship a twink stripper known as Cherry who gives private shows in the innermost part of the city. The cult constantly demands both wealth and slaves to maintain and work at the strip club.
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>>87628288
What is this map about?
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>>87627466
I think we should tweak the political map. Almost every part of the map should be filled out, unless it's about parts of the map that are not controlled by any kind of sentient species, for obvious reasons (Oroma Islands, Land of Storms, Cocoon Islands, Handprint Desert)

For example, half of the Swaying Meadows should be occupied by their neighboring lands, except perhaps the areas too close to the Bog Witch. The Kinga badlands should be split into numerous "Kinga Tribes/Chieftains", same for the Ogabo Desert. The Great Oak Forest should be split between the neighboring lands (Avangar, Marquisates and the Woodcuter City States).

In fact, I think we should limit the amount of "nature lands" in a political map, unless it'd be literally impossible for a nation to settle or even claim to own parts of it (like I said in the case of the Oroma Islands)
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>>87640318
You're a moron without the slightest capacity for adventure and whimsy. You could say the exact same thing about 3rd age Middle Earth
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>>87640401
What? So an adventure is nulled just because X forest is under "Y Empire" instead of being independent for zero reason despite being surrounded by power hungry states that have existed for millenia?
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>>87640401
t. guy who wrote 10 evil dark swamps and 3 places with angry birds
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Hey what traditional games was this? I missed that part.
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>>87640931
You are 39 threads late to the party
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I have a feeling that giantstep will be the last /tg/ setting to gain this sort of momentum
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>>87641067
That‘s why we should protect it at any cost
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>>87638858
Nations without lore.
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>>87641183
Several of them do have lore in the wiki though.
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>>87641294
only lore added in their initial submission or small amounts of lore thereafter
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>>87641049
Nobody mentioned a game back then.
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>>87641362
It's okay, you're welcome to drop by next thread and ask the same question as you've done a dozen times already
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>>87641388
Why not just answer the question now?
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>>87640931
Collective storytelling, the first game to ever exist.
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>>87641421
That's not a game
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>>87640318
Isn't that the point of >>87627466 ?
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>>87638858
The map covers nations without developed lore, stuff beyond the initial pitch. This way we could build up the lore better.
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>>87641611
NTA but the first sentence literally is "I think we should tweak the political map"
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If you want to see a character of this setting made by AI, go to this thread

>>87636245
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>>87641999
who are the bigdick main characters on the continent?
would anyone be considered a worldwide "celebrity", royalty or otherwise
>>
Continuing with the Urgun Plateau.

>The Two Cities
Within the Urgun Plateau, there lies two great cities: Ghülam and Bashur. These two cities control most of the economy and production of the region. They have traditionally fought for control over the rivers, and their enormous influence in the plateau means that they periodically stop any attempt to create another city in the area. This has been done either by diplomatic means or by force, and as such, they have managed to concentrate great amounts of power. The rest of the region is populated by small towns, living off seasonal agriculture and husbandry, changing their loyalties from one city to the other depending on how the winds of fate blow.
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>>87642917
The city of Ghülam is located in the convergence of the Tchelif and Tooil rivers, forming the Yashikul River. This allows them to control the trade between the upper areas. They are a matriarchal, martial society, focused on training the men and women into excellent warrior poets.
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>>87642926
Their society is divided into three great estates: the “manamas”, the “panapas”, and the “chained”. The “manamas” are free women in charge of the highest echelons of the city, from the army to the priesthood to the administration, and compose around 1/4th of the population. They are trained from birth to excel at their roles, which are chosen at birth, roles which are not allowed to ever abandon, least they lose their privileges. They rule over the city through the “Council of Manamas”, where the 600 most important manamas get together and decide about the politics at the time. To become a member of the council, one must have proven their excellence at whatever post they are in, and also pass a series of physical and mental trials to demonstrate their loyalty to the city. The council cannot ever have more than 600 members, due to the number being sacred to the inhabitants of Ghülam. The “panapas” are the middle class, free men and women that compose around half of the population. They compose the great majority of the population of Ghülam, more than half of it, and include from soldiers to artisans to traders. While they are free to choose their path in life, they are not allowed to participate in politics, being the sole purview of the “manamas”. The “chained” are the slave population, in charge of the maintenance of the city. These slaves are not under servitude by birth, but are instead captured from the many towns and settlements all along the rivers. Their military training is considered a sacred duty, and to keep themselves alert and in top shape, they frequently raid some of the towns, bringing the captured men and women to Ghülam as slaves. However, they are not allowed to kill them in these raids, since that would considered improper and less of a challenge for the trainees.
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>>87642951
The city of Bashur is located in the river mouth of the Yashikul River into the Yashikul Lake (known elsewhere by the name of the Angelis Smile Lake). Its position near the lakes not only allows Bashur to control great swathes of fertile land, but also the natural resources of the lakes themselves. They are ruled by a dual monarchy, in which two dynasties have the simultaneous control over the city, needing to take decisions together to take strong action. However, since the rules of power are slow due to the need of a complete agreement between the monarchs to act, the citizens of Bashur are allowed a great deal of independence and freedom under the law, which has translated into a more open and free society, with the one exception of most people not able to participate in politics. Slavery is outlawed, instead temporarily using criminals and outlaws to work in some of the most unsavory areas of the city, like the sewers. The bashurites highly appreciate education and arts, preferring to debate about sciences and sports rather than fight, though they aren’t slouches in that regard either. They have proven to be quite skilled fighters, especially in regards to their light cavalry, inspired by the Gökmavi raiders from the Red Land Steppes.
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>>87642982
>History
The history of these two cities can be tracked back to ancient times. The archaeological remnants all throughout the rivers indicate that the population of the area can be tracked to the decades following the fall of Qadash, and thus many assume they are descendants of the Men of Bronze, although they themselves have very little lore from the ancient periods. The Urgun Plateau used to be filled with more cities, some of which were founded by runaways from the Khenomeric Empire during the persecution of wizards, but nearly all were destroyed during the Wars of the Blind Hawk. The War of the Blind Hawk is a poorly understood conflict that affected all lands near what is now the Gökmavi Khaganate, but we do know that it greatly affected the region. During the long period of on and off wars that raged from 701 ABE to 822 ABE, most of these cities were either destroyed by the Gökmavi or abandoned in fear of the eastern raiders. After the Gökmavi tribes fell into infighting and the peoples from the Urgun Plateau managed to expel the invaders, only the cities of Ghülam and Bashur remained.
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>>87643000
These two cities took the chance to try to conquer the rest of the region for themselves, something that has lasted for centuries, and has kept the different population centers under the influence of the two great cities, unable to really grow any further beyond small rural centers. After many centuries, the cities made a tacit deal to each of them staying in their area of influence, something that has allowed the cities to flourish. This doesn’t mean they don’t wage war from time to time, both to release tensions within the cities, both to keep the rural population outside of the cities in check, so that they never become a power that rivals the cities.
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>>87643022
During the expansion of the Witchelven Empire, Ghülam and Bashur had to settle their differences aside to fight the witchelven, something that they managed to do after it became too bothersome for them to cross the desert lands in search for slaves. The eventual opening of the Lustrus Succubus Breach created an area where otherworldly entities appear, surrounding the area with dangerous succubae and other demonic monstrosities. The wizards from Ghülam and Bashur have managed to create strong wards against the expansion of the breach towards the south and the east, managing to keep the threat of the breach to a minimum. However, the presence of the Witchelven Empire has blocked the only way the Urgun cities had to contact the rest of the world. This has led them to become considerably isolated, making trade with the outside world a rarity, with the only real lifeline to the outside world being the routes around the mountains to avoid Gökmavi raiders or the dreaded witchelven.
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Posting some images of the city ruins along the riberbeds.
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>>87643128
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>>87643146
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>>87642715
We could do something more about the more generic characters. Like the Changrilese God Emperor, Azan Emperor, etc etc
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Also, I just got this ship trying to mix a galleon with a korean turtle ship. Maybe someone can write some lore for it? I was thinking of it being part of the Changrilese navy.
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>>87642715
It depends. I'm sure Vandervax, the Nameless and the Bog Witch are well known around the world, but mostly through rumors and legends, and few people actually know something actually accuratee.

The big monarchs should be well known, though. At least on a regional level.

>>87643290
Well, the list of azanese emperors is on the works. Once we reach the current one, we can go from there. The drunig kings' list is also done. We could do the list of the changrilese emperors and god-emperors as well.
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>>87643128
>>87643146
>>87643163
>>87643305
Are those going to be added to the wiki?
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>>87642917
what about their demographics and religion?
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Doing Aquilea and Caprea next
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>>87644408
I'll finish the region later.
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>>87627466
Shouldn't the "Urgun Plateau" be split between the two cities?
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>>87649280
The two cities and wastes around them are functionally one political unit functioning as a buffer zone between the Gökmavi and Witchelves. If you're going to start delineating that on the map you're opening a whole new can of worms... I welcome you to try and map the smol polities of Furlaniya or the Terusia Isthmus in that case.
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>>87644256
The urgun ones, sure. The ship needs lore first.
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>>87649294
Well, that's what a political map is.
>>
Continuing the lore of the Urgun Plateau.

>The Urgundian Pantheon and the Great Temples
The entire Urgun region share the same faith, and that includes Ghülam and Bashur. They believe in the Urgundian Pantheon, a series of elemental gods that represent human emotions as well. However, the Urgundians have a special predilection for water. Since they live in a very harsh and desert region, water is absolutely essential, being part of the essence of the gods themselves. The city of Gülam favors Arashianan, Goddess of the Mountain and Mother of Rivers, whereas Bashur favors Zususthar, God of the Lakes. These two gods have the biggest influence in their respective cities, and they reign over the rest of the pantheon. While the two cities are in a state of constant tension, the gods themselves are represented to be very harmonious with each other, letting petty squabbles to the puny mortals. The myth about the birth of the rivers and lakes of Urgun says that the gods saw the plight of the mortal humans dying of hunger and thirst. Empathizing with them, Arashianan cried, creating the rivers Tchelif and Tooil. To help her, the god Zususthar joined the rivers together and carved a great hole in the land, which quickly filled with the tears of Arashianan. This would eventually become the Yashikul Lake and its nearby smaller lakes.
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>>87653755
Within the Urgun Plateau, the ruins of dozens of different cities cover the landscape. During the heyday of these cities, they invested great amounts of time and resources to build their central temples, trying to show their strength and devotion to their pantheon. However, over the decades, the destruction of most of the cities in the region meant that their temples were damaged and pillaged, and their priests had to seek refuge somewhere else. The priests dismantles what could from their holy places and moved them to the other cities, with the end result of this being the Great Temples of Ghülam and Bashur. These are colossal structures, both in height and in size, formed by the saved pieces of the rest of the cities’ temples. This creates a strange aesthetic, where sometimes some parts fit together flawlessly and sometimes the later addition is striking obvious. Ghülam and Bashur, because of their competition with each other, also funded the expansion of many of the wings of the temple. Their dimensions are so big that they occupy around 1/5th of the cities’ surface and growing, and the cities of Ghülam and Bashur are quite expansive as they are, being the only two urban centers in the Urgun Plateau.
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>>87653782
The priests of the Great Temples follow a great pantheon of gods. Each of them belonged to a different city, with a particular deity as the protector of their original city, but after having to seek refuge, they just became one of many. To try to keep their worship active, they frequently partake in great processions and public sermons, searching for offerings and tributes from the population. These public displays generate a lot of friction between the different priesthoods, which becomes even worse when taking into account they all live in the great temple or near it. It is not rare to see brawls between the holy men of the city, which many times have to end up stopped by the armed forces.
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>>87653802
The population from the nearby rural areas go to pilgrimage once in their lifetimes to the temples, seeing it as a show of respect to the gods. They do not like that the great cities of Ghülam and Bashur have monopolized the religious powers in the area, especially since most of those farmers and herders used to be part of the destroyed cities. Many of them still practice their cults in the ruins of their old home, but are not allowed to rebuild the sites by Ghülam and Bashur, in fear of creating another city that could rival their power. This has created a lot of tension between the rural population and the great cities, but the sheer imbalance of power means there is little they could do about it.
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I'll do the Maw and the City of Tents next.
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>>87653782
What are you using for this AI art?
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>>87654109
I'm using Dream. It works well enough, though I haven't managed to do people with this.
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>>87654133
I'd switch to stable diffusion desu
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So is anyone still making the compass?
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>>87654727
I did post some suggestions one or two threads ago
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>>87654727
Replace Magoclergy with Bog WItch
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Ok, so I've done a thing with the Great Maw. Please tell me what you think and confirm me this doesn't break any lore.

>The Maw
Deep within the Kinga Badlands, there lies a lake. The snows that fall in the Suritas Range flow northwards to a chasm in the earth at the center of the badlands, being the only real source of surface water in the region. One would think that the region would be the one spot of greenery in the area, brimming with life that is absent in the rest of the badlands. And yet, at the center of the great lake lies a dark presence. The Kinga tribes have avoided the lands at the center of the badlands for centuries, speaking of the terrible presence within. Throughout the millennia, it has attracted many who study the occult horrors of the world, and many of them leave the land scarred and horrified, even more nowadays that it has become the biggest concentration of gnolls in the land. Circling in the center of the lake, eating the offerings of millions of gnolls and ogres, floats the upper half of the Great Maw.
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>>87656696
The Great Maw has many names: the “Mouth of Hell”, “the Dark Hunger”, “Soroghoshoth”, “Veligh’alian Duth Uljidk”, “the Giant Hunter”, “the Hunger of the Gods”, “The World Worm”, “the Unfillable”… Whatever name it is called, it is one of the most terrible entities in the entire step. A seemingly endless mouth kilometers in size, filled with rows and rows of sharpened fangs the size of an ogre. In between these infinite teeth, hundreds of great sharp jaw pieces the size of mountains, made of a strange bone-like substance, separate each of the segments of the great mouth. Surrounding all of it, in what could be considered the “lips” of the creature, endless streams of wriggling antennae, covering vast areas of the lake. Some experts have calculated the diameter of the mouth to be around 50 km long, forming an oval jaw that can be seen floating over the water. The mouth floats in the surface, and during certain days, you can see the annelid body within, seemingly sprouting from the bottom of the deep lake. At the center of the mouth, the rows and rows of teeth and claws can be seen going deeper within the beast, continuing until the lights stops shinning the creature’s insides.
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>>87656715
The Great Maw has been known for centuries and centuries, and it has ranged from a biological curiosity for some, an existential horror to others, to a deity to be worshiped. The Kinga have known about the being since the very beginning, seeing it as an omen of horror and misfortune. Despite the need for water of the Kinga, the waters of the lake are not drinkable, since the amount of spit the Maw generates poisons the lake, hence the name “Maw’s Spit”. It is not really know when the ogres began worshiping it, seeing as the region if far away from their natural habitats. When asked, the ogres usually argue that they can “feel the hunger within their bones”, or something of the sort, hinting at some sort of primeal attraction. Regardless of its origins, the ogres’ worship of the Maw would begin the creation of the City of Tents, the only real “stable” population within the badlands. The first Khenomeri explorers in the land called it the “Mouth of Hell”, and steered away from the area, seeing establishing themselves in the badlands too much of a hustle, having to deal with the harsh landscape and the pilgrim ogres. The Magoclergy dedicated a lot of efforts to study the entity, but many of their tests and analysis were left inconclusive, and changed their focus to other matters. The creature seems to hold ancient mystical power, to an extent incomprehensible for mere mortals, but the way it translates into real, practical power baffles all wizards and wizened mystics that have travelled to the Maw’s Spit to study the entity. Azan has also studied the Maw, sending teams of scholars to the area in the late 18th century ABE, though they had to leave soon enough due to the crisis that began hitting the empire not that long after. However, it wouldn’t be until the arrival of Bagdell Greenfoot in 2.150 ABE when the advancement of the study of the Maw reached its peak.
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>>87656726
Bagdell Greenfoot was a hobbit archmage, a member of the Ancient Order of Most Practical Wizards, dedicating his life to the study of magical beings. He organized an expedition to the Maw to study the horror with his own eyes. He spent a decade living in the region, speaking and arguing with the local ogres about the Maw, as well as studying the Maw itself directly and the environment it is in. Greenfoot reached the conclusion that the Maw was a creature of very ancient times, much more ancient than any other living at present. He argued that, since the region appeared to have been underwater at some point in the distant past, the Maw must have been an apex predator at the time, hunting in the deep for colossal creatures. He linked the stories of the Maw and the behavior of the beast, even seeing for himself one of the legendary “risings of the Maw” that occurred once every century, with the stories of the leviathan from the Sea of Bile.
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>>87656749
According to Greenfoot’s theories, in the primordial times, massive creatures roamed the oceans, the size of which would dwarf even the great colossus of present times. It was also a time when the world was overcharged by magic, when gods and giants crossed the step just as mortals do now, and this could mean that this prehistoric creatures could have a natural disposition to magic, in a similar way some fey races have affinity towards magic. But since magic is not as abundant as it once was, the Maw’s magical abilities can only manifest partially. Greenfoot also compared the creature with underground worms he had seen in the coral reefs of the Cornfloor Peninsula, and theorized that most of the creature’s body was below the water and below the earth. What size could its annelid body reach, nobody knows for sure. This would create a lot of discussion within erudite circles in the area of wizards, especially with those who argued that the Maw was the result of a more magical origin, possibly a creature birthed by a millennia gone demonic breach. This would explain how the creature of such size has survived so many millennia without proper prey to feed upon.
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>>87656763
Bagdell Greenfoot’s studies were the last great project of study the Maw received before the rise of the Gnoll Empire. The Gnoll were indoctrinated by the ogres into their culture, and that included the adoration of the Maw. Once the gnoll were converted in sufficient numbers, they began to pilgrim towards the Great Maw of legend, quickly outnumbering the ogres in the area. This would create the Eternal Holy City of Tents, the biggest city in the world, inhabited at all times by millions of gnolls and ogres, always as hungry as the Maw itself. The gnoll offer great sacrifices to the Maw every day, risking their lives to swim across the lake and climb over the teethed mouth to lay as much food and maggotgnolls as possible without falling into the gulley that is the creature’s gullet. From time to time, the Maw will erupt in bursts of puke and bile, which will literally rain over the inhabitants of the city. Receiving holy spew is considered a blessing for those ogres and gnolls who happen to get it, though it only happens after particularly worthy tributes. It is said that, when the second Gnoll Emperor took his first to the Maw, he brought so many offerings and spewed so many maggotgnolls that the puke reached the borders of the badlands, a sign of a particularly noteworthy blessing.
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>>87656769
Once every one or two centuries, the Maw will rise its body towards the sky, reaching almost a kilometer of height in the air. These moments are called the “risings of the Maw”, and give more weight to the theories of Bagdell Greenfoot. During these risings, one can see the true enormity of the Maw, with its albino white annelid body in full display, covered in endless claws and tentacles used to anchor itself to the ground. Many have theorized that this is a instinctual behavior, the creature launching itself to strike a would be prey. What causes this though, it is not known. Ogre priests have argued that the Maw is sometimes so angry that “it wants to devour the sky”.
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>>87656775
Basically, I imagine the Great Maw to be something akin to a bobbit worm. A prehistoric predator of titanic colossus back from the days the world was young and magic was plenty.
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there is a breed of dogs that live in caves
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>>87654561
I can't get Stable Difussion to do what I want, though.
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>>87657258
WOAH,,,, how,,,,,???
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>>87656775
>>87656788
I think it being just a giant demon who got stepbro-stuck in the dimensional portal is more interesting, but the bobbit ain't too bad either. I think it's good as it is a bit ambitious.
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>>87660989
>I think it's good as it is a bit ambitious.
Things like these are always better ambiguous.
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>>87656788
>>87656775
I like it

>>87660989
How many dimensional portals are there?
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>>87659959
hot
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>>87663016
*hoot
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Continuing with the City of Tents.

>The Holy City of Tents
The ogres have migrated to the Maw since time immemorial. The oldest civilized records of the Maw’s Spit already mention the thousands of ogres having set up a city of sorts. Throughout the centuries, the ogres developed a very minimal infrastructure to be able to survive in the badlands, producing enough food and water to feed the pilgrims. This was reasonably simple, as despite the ogres’ low intelligence, they are a hardy bunch that can eat pretty much everything. And even then, the ogres rarely settled in the area, preferring to leave their respects to the Maw and go back to their original homelands. This all changed during the creation of the Gnoll Empire. The conversion of the gnolls into the Faith of the Maw meant that the thousands of pilgrims each year suddenly became millions, as the gnolls’ immeasurable numbers were enough to turn the city into the single biggest concentration of sentient life in the entire world.
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>>87664561
Those few outsiders who have visited the city agree that calling the population a city would be something akin to a joke. Maybe when only ogres were the only ones leaving near the shores of the Maw’s Spit, it could have had some form of central direction and administration. But nowadays, with the arrival of millions of gnolls, all pretense of organization is lost. Tents are risen in any empty space near the Maw, and the areas closest to the shore are always exploding with violence, as the new arrivals fight with the old ones for the honor of glancing at their god closer. The sick, the starved and the dead are just left abandoned, eaten by the survivors or thrown to the Maw as a way to honor their sacrifice. The fights at the shores are so common that the nearby waters are always crimson red, and the ecosystem has begun to adapt from all of the carcasses and blood. The weaker creatures have been eaten long ago, replaced by ravenous versions of the local fauna. Crawl Sharks thrive in the area, hunting at the edge of the water as crocodiles, ambushing the gnolls when they drink water, or just eating the carcasses. Many wild aquatic worms eat the floating decomposing matter, having grown so wild and ferocious that they resemble schools of piranhas. Maggotgnolls grow fat in such an area, covering the ground in massive carpets of flesh, eating whatever dead matter they can get before the gnolls get to it first. Hyenagnolls also thrive, but the ogres have taken care of breaking their legs to control the birth of new gnolls in the area, as they would destabilize an already food-scarce region. The millions upon millions of being in the area basically eat themselves to survive, with the main source of meat being the gnolls themselves.
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>>87664578
The Maw is the only authority that can unify the sea of life in the City of Tents. The gnolls who arrive there are the smartest of their kind, since they have kept themselves together enough to get decide to pilgrim to the Maw, travel to the region, deal with the Kinga tribes and negotiate safe passage and finally survive the extremely harsh nature of the City of Tents. This intelligence also translates into levels of zealotry not usually seen in their race. Whatever magical effluvia the Maw exerts over its followers, it makes sure it is fed constantly. Gnolls and ogres have to climb directly into its mouth, keeping the teeth of the creature far from them, to leave their offerings as close to the gullet as possible, as a sign of worship and gratitude. Some even jump directly into the dark void that it is the creature’s throat. Dark singing and growling can be heard at all times in the City of Tents, and sometimes great battles between its denizens will commence just so they can have something to throw at the Maw.
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>>87664588
Once every couple of centuries, the Maw will jump at the sky, propelling its body in the air. This spectacle is considered the most sacred event a servant of the Maw could ever possibly see. This event usually lasts less than an hour, and it is preceded by strong tremors in the area, as the Maw prepares for the jump. During the “risings of the Maw”, the entire city of millions of beings falls eerily silent, all there enthralled by the sight of their god launching itself at the sky. Once it reaches its zenith and begins to fall, it will create a wave many meters high, dragging all nearby tents and living beings into the center of the lake, where the Maw’ll swallow them. This is considered the highest honor the Maw can bestow upon you, the chosen of the Maw, brought directly by divine intervention to form part of their beloved deity. Once the waves subside, there will be a massive fight to occupy the now vacant areas at the shore, clean now from the filth and blood, which will rapidly reappear due to the gnolls’ and ogres’ fighting.
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>>87664598
I'm not sure what else to add. If someone can think of something that could be further developed, please tell me so. If not, I'll continue to the Great End Peaks.

Also, I'll try to do a sketch of what the Maw looks like. Not promising anything spectacular, though.
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>>87664676
So this is what I imagine the Maw looks like from above. The size of it is 50km at its biggest length, and 20km at its shortest. It would have three pairs of teethed jaws over the rest of its inner mouth. That inner mouth would look like that of a lamprey, but infinitely bigger. At the deepest end, the gulley is so deep that light cannot reach within. The "lips" of the creature would be surrounded by antennae and tentacles that would be either a couple of meters long to a couple of kilometers.

Also, this is the best I can do with Photoshop. I can't get the AI art to do something even close to what I had in mind, so if anyone wants to try, feel free.
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>>87653755
>a series of elemental gods that represent human emotions as well
So, I'm assuming both of these cities are human cities?
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>>87664952
Nothing in the original lore pointed otherwise, so I just went with it. Maybe some snoloths live near the lakes, but other than that, no.
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>>87664856
Well that's interesting
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>>87664970
I'm actually writing the lore for Aquilea and Caprea, which are both human. Maybe both those civilizations could be related.
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>>87666330
>Maybe both those civilizations could be related.
I'm not sure. It's implied the Urgun people were descendants of the Men of Bronze who escaped from the ,ountains, and Aquilea and Caprea are pretty far from the mountains. Maybe they could have been an exodus to the center of the continent, though...
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>>87666617
I'm gonna go with the "human cultures" map that was posted a while ago and make them a relative of the Westerlings. Not that it matters that much anyways.
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>>87662958
>How many dimensional portals are there?
Not that many. Other than the Succubus Breaches and the Ancestral Breach in Siuerland, I cannot recall any more.
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>>87668079
The Ogabo Demon Pit was a potential demon breach that was stopped.

Prison Island seems like an artificial demon breach because it's demons who infinitely dig down powered by souls of prisoners.

And potentially the Maw.

I know the Siuverlamd breach was "Wrath" themed, the current breaches are Lust, Maw was Gluttony.
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>>87666617
>It's implied the Urgun people were descendants of the Men of Bronze
NTA but the men of bronze are basically this setting's Trojans and Mycenaean Greeks, every noble family in need of authority claims some sort of ancestry that goes back to them.
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>>87669802
That seems reasonable.
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>>87669802
Weren't the men of Bronze literally made of Bronze? They lived in a literal boiling desert
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>>87673013
Their main feature is that they lived like 8000 years ago, barely anyone remembers what they were like. Remember that story of a Changrilese court official travelling back in time to the peak of Qadash and being completely lost.
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>>87669802
this
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>>87666980
Gay
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>>87673346
>Remember that story of a Changrilese court official travelling back in time to the peak of Qadash and being completely lost.
Where is that? Is that in the wiki?
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>>87676620
I'm pretty sure it's under the "Qadash" or "Handprint Desert" pages
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>>87678323
No, it's not.
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Posting the lore for the World End's Peaks.

>The World End’s Peaks
At the southeastern corner of the continent of Giantstep, there lies a massive mountain range, the highest natural mountain range in the entire world. It is a volcanic range that extends from the eastern borders of the Gnoll Empire to near the cast of the South West Sea, and from the southern borders of Old Nogar to the lands of Otamlar. It is a harsh area, with very treacherous peaks and mountains, most of the time non-traversable due to harsh snowstorms. Hidden within the mountains, certain valleys can be found, either filled with glaciers, frozen lakes and even grass-filled tundra, perfect for the groups of nomadic herders.
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>>87679853
The nomadic herders in the area, mostly the Tenzinese and the Otamlar, as well as other minor populations, have created a complex system of bridges and boundary markers to find the different areas where cattle can be fed, protected from the yeti and other monstrous creatures that roam the area in search for prey. Many of these bridges are centuries old, reinforced by the herders themselves every time they need to move their cattle from one area to the next. The bridges can vary in quality depending of the amount of transit they receive, with the most frequented ones being artworks of tenzinese architecture and engineering, and the least frequented ones being barely a couple of frozen flatboards put together. The tenzinese and the otamlar have also created many temples and shrines, either for Amu or one of the many tenzinese cults. Many of these temples also double as refuges for the herders, since being caught in a blizzard could mean a horrible death, and the priests are sworn to help the local herders in case they or their cattle need sanctuary, at least until the storm has passed.
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>>87679868
At the deepest and highest areas of the mountains, the land is so irregular and the altitudes are so high no herder dares to go there. The region is only visited by adventurers and madmen, trying to prove their worth or find unearthed treasure from the uncharted lands. The area has also attracted the followers of the God of Action, who challenge themselves to reach the highest peaks, though even with their divine physique, it is still a life or death challenge. The air is barely breathable, and one needs to acclimate for months before trying to even get near some of the deeper ranges. Monsters undescribed also stalk, always starved for anything to eat. There is also the risk of seismic activity, since some of the mountains at the center of the World End’s Peaks are actually volcanoes. There is some architecture still, but it is extraordinarily rare, and it has been abandoned by centuries now, from refuges for the lost, abandoned temples and even khenomeric fortresses. The most famous case for this is the Green Castle, an ancient fortress made of green quartz that is in seemingly the middle of nowhere. Explorers who have ventured there have claimed the castle is completely empty, and nothing remains inside. What’s interesting about the Green Castle is that its architecture is completely different from the locals’ style, and differs even from the khenomeric engineering of old, which makes many wonder who built it or why. The walls have been scrubbed from whatever art or messages that used to be there, and whatever furniture, book or anything of the sort has been lost or stolen long ago, which leaves archaeologists baffled and frustrated.
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>>87679879
At the center of the range, there lies a particularly noteworthy mountain, the Mountain of O’oze. A peak of obsidian, in reality it is a strange volcanic phenomenon. But instead of spewing magma or ash, it produces a dark, and very dense liquid. This liquid has peaked the interest of many wizards and alchemists around the world, due to its strange properties. Locals say that the liquid has extraordinary restoring capabilities, from curing diseases to even regrowing entire limbs. However, the effects of this ooze go well beyond that, as whatever being it has been treated with it will start showing strange changes within their body. These changes vary from individual to individual, and can range from a change in the color of a spot of their head to growing limbs where they are not supposed to. This is demonstrated in the fauna around the mountain: horrifically mutated abominations that have accumulated so many changes that now are unrecognizable from whatever they were originally, and somehow are still alive. This mutagenic ability is being studied as a way to quickly transform certain species, something that would greatly help certain areas of the world, but the but the difficulty to access it, lack of proper studies and the seeming inability to control what changes happen has limited the use of the ooze.
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How can I contribute?
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>>87681204
The list in the OP is pretty useful if you want to figure things out
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>>87681204
There are tons of things you can do. Always remember to post whatever you do in the threads first, though.
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>>87681204
Write stuff, make charts etc
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Are there some dates missing from the googledoc timeline?
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>>87628288
What's missing from the orange ones?
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>>87628288
The Volcano God island just had a short story written about it, which also talked about the Gluttony Island and the Fitness one. Dsrvyth only has its OG lore, although that one is pretty extensive, same for the Laurentian forts. Bhakkari lacks some lore about their religion, IMO.
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>>87689087
>Bhakkari lacks some lore about their religion, IMO.
I think there is a lot about their religion in the wiki as it is. Still, if it needs more, here's a small bit, maybe it's enough.

>Religion
The Bhakkari follow a very animistic faith, praying to the spirits of the forest. The abilities of the Bhakkari druids to sense the life energy of all things means that they can see the flow of the circle of life, when one creature dies and feeds another in an endless circuit that keeps the forest going forever. The Bhakkari have plenty of rituals relating to the celebration of life, thanking their ancestors for every new birth within the tribes, or every disease cured. They also mourn death with dignity, seeing as the spirits never really leave the forest, but instead become one with it. As part of their cult to the forest, many individuals will dedicate themselves to take care of a singular aspect of the forest, becoming one with it through complex meditation and rituals. This allows them to sip into the natural energies of whatever they are protecting, increasing their strength and magic as long as they are near it. The defenders are also marked with hundreds of different runic symbols, meant to remind them of their duties and to help synchronizing with the forest.
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So what are the life expectancies of each species in the setting?
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>>87691532
Have we established that Elves live longer than Humans or not?
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>>87692686
I'm pretty sure we've mentioned some fey live longer and some shorter lives, though I can't recall the elves specifically. I know the longest lived race are the snoloths, due to their insane regenerative abilities.
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What's up with the Snow Elves? In their lore page, it's mentioned that they're not really elves, or at least they don't use that term or associate themselves with any elves. There are not any Elves in the East anyways, apart from the Tul'nasir to the south.
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>>87691532
true fey are near immortal

>>87693570
What's up with the Snow Elves?
Most elves are the result of fey tampering or race mixing

But snow elves are likely a separate race that just happens to have pointy ears, which reminds people of elves. The fact they are so much bigger likely points to a different origin for them

>There are not any Elves in the East anyways, apart from the Tul'nasir to the south.
There are some in Faarowt
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>>87696606
>true fey are near immortal
What is a true fey? What does that even mean when we don't really even have a definition for fey?
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>>87696606
>true fey are near immortal
Since when? Source?
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>>87698217
>>87696908
>>87696606
>>87691532
>>87691532
This reminds me we should wriite some extended lore for the different races.
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i know we have a large overworld map, but has anyone drawn up some city/town/settlements maps?
i would be cool if they could match up to accompanying images, but thats not 100% important, as long as the relevant landmarks are still present
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So what is the organization that needs the most lore? I was thinking of writing about the Ancient Order of Most Practical Wizards, but maybe there are some other groups that need more lore before them.

Also, what would be the most characteristic elements of the Ancient Order of Most Practical Wizards?
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There are some dates to add on the timeline:
>Around 2.461 ABE Discovery of the star of the Star People

>2.501 ABE Fall of the star of the Star People

>2621 ABE The astromancer Detruvius Morius travels to the Desert of the Weariest and discovers the Star People
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>>87696908
>>87698217
>What is a true fey?
I have been keeping it deliberately vague so far to avoid needless retcons, but the basic premise is that the "true fey" are the really fairy tale type creatures with strong inherent magic, but whose range of behaviors is often quite limited (or at least really whimsical), while the "lesser fey" are all the half-breeds, magical creations, and miscellaneous races strongly associated with the fey even if origin-wise there is no clear linkage.

I got the idea from the bog-witch poster splitting races between "swamp creatures" and "fey" even though any race deliberately modified with fey magic is arguably fey.

It will also help with the inevitable future clashes when the fey races get fleshed out more, and some anons try to go with the more classical mythological interpretations, and others go with more mundane biology/evolution interpretations

>>87698217
I have mentioned it a few times in past discussions, and it is also in the Fairy Woods lore

>>87700871
>Also, what would be the most characteristic elements of the Ancient Order of Most Practical Wizards?
They are pretty much your stereotypical crusty fa/tg/uy sperg lords. Anti-social, voluntarily celibate, prone to arguing about minor details that don't matter much. They only recruit likeminded individuals on the basis that it takes more than magical potential to practice their specialized form of magic, you also need an extremely logical yet abstract mindset, which often comes with limited social intelligence. They are basically the mage equivalent of theoretical physicist.
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>>87700871
There is the Archaeological Society of Azan or smth but that's tied to the Knightlands lore
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Hithlone
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Does anyone have the historical maps?
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>>87703361
https://crumbling-giantstep.fandom.com/wiki/Historical_maps_of_Giantstep
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>>87698466
Mmm Peacock Ogre lore
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Someone needs to archive this thread.
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>>87707788
Were not even halfway through the thread. Chill
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Ok, so I'm writing the Ancient Order of Most Practical Wizards. Let's see how it goes.

The Ancient Order of Most Practical Wizards is the ruling body of the Isle of Wizards, and the the most powerful magical organization at present. It was created in 2.102 ABE by Celin MagTow to organize and centralize the rule of the wizards over the island at a time where the different factions seemed too fractured to agree on anything. They have pledged to protect not only the island and its inhabitants from all dangers, but also to keep the world balance from any magical mishap that happens.
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>>87708165
>History
The idea of a unified body of wizards has been tried several times throughout history. The earliest attempt, the Four Schools of Magic of the Khenomeric Empire, were mostly institutions of learning and study, but they did concentrate all of the wisest magical minds at the time, before the Magoclergy and the magical purges fractured and scattered its members throughout the step. Other empires have tried and failed to organize such an entity as well. During the 6th Azanese Dynasty, the failing to organize the Tower of Mastrass as a centralized center for magical studies in Azan meant that most wizarding knowledge and teaching became independent and fractured throughout the world.
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>>87708172
Meanwhile, many of the wizards of the world began coalescing in the island of Wanaidheain. The island used to be part of the Western Elven Empire, but it had been lost to Azan during their wars. To avoid needless tensions with the population, and as a gesture of magnanimity, the province of Wanaidheain was given plenty of self-governance and a very small presence of the azanese army, just like the azanese-controlled lands of the Hedge. The presence of fey culture, already open to magic, the lax control from the empire, and Wanaidheain’s position towards the lands of the southwest meant that many wizards from the east found themselves in the island. Azan saw this as a boon, but fearful of it growing into an entity similar in power and effect to the Magoclergy, they forbade them the right of assembly. The only true attempt of the empire of dragons to create a unified magical organization, the Tower of Mastrass, was founded in 555 ABE, was so ripe with administrative and bureaucratic control from the Crown that only managed to attract a handful of wizards, and was dissolved less than a century of its creation, in 639 ABE. This meant that either wizards reunited in secret or they built their solitary wizard towers to continue their studies. The island of Wanaidheain became covered in wizard towers, hundreds of high edifications near towns or cities dedicated to whatever studies their owners focused on.
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>>87708190
The arrival of the 20th Century ABE was a period of great chaos for Wanaidheain. The increasing tensions between Azan and their holdings in Scimitarian and Wanaidheain translated in an expansion of the azanese military presence in the island, which kept their eyes open for any suspicious wizard activity. In the end, internal unrest would be the least of the problems of Azan, as the invasion of the Witchelven from the west and the Drow Uprising and the creation of the Second Elven Empire in the east would give Azan its biggest existential threat thus far. The violent expansion of the Second Elven Empire in particular saw a deluge of drow expanding throughout the azanese territories in Scimitarian and Wanaidheain. The azanese forces, outnumbered and stretched thin, were unable to defend Wanaidheain, and by 1.939 ABE, the island was fully occupied by the drow. However, the strong resistance from the local population and the increasing infighting between the drow led to their forces quickly crumbling, having to forfeit Wanaidheain in 1.950 ABE.
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>>87708197
With Azan still busy with the Witchelven and having to lick their wounds, Wanaidheain was left to fend for itself, and for that, they relied on their many wizards. In a couple of decades, this reliance grew and grew, and finally the wizards became the rulers of the land, something they neither cared for nor wanted in the first place. The wizards just wanted to be left alone to their studies, and things such as administration, economics and politics were just intellectual distractions for their true pursuits. Over time, however, they set a series of systems to allow for a local administration, just enough to let people live their lives, but without any national structure to speak of. The island of Wanaidheain became divided into dozens of different magocracies, with the center of power being the wizard towers. The divisions between the wizards stopped any kind of political unification of the island, and since their debates were more centered around magical subjects, rather than the ruling of the land, the region was left without a central ruler.
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>>87708209
That is, until the arrival of Celin MagTow. Celin MagTow was a wizard master in planar magic and metaphysics, but also much more focused in earthly concerns than most of his peers. He saw the need to organize the island, as focusing its resources into a strong state could help the wizards develop their studies much easier. Also, he believed that the world needed a central organization for the study and the control of magic, and thus he began his plans to concentrate power on himself. Through peaceful means, he debated and argued with his fellow wizards to pool their resources and influence together, slowly but surely unifying the island into what is today the Isle of Wizards, finishing the unification by 2.100 ABE. Celin MagTow created the basics of an administration: unified laws, administration, tax collecting, an army and navy… but for the most part, the populations kept most of their independences, since overall the wizards have higher concerns than the rule of the land. In 2.102, Celin MagTow founded the Order of Most Practical Wizards, in theory the central ruling body of the nation, but in reality more focused on the study, the monitoring and the protection of the world from magical catastrophes or mishaps, which it continues to this day.
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>>87708217
I'll continue tomorrow, I have work today. I'll see if I can think of something for these points.

>Earthly Aims and Functions of the Order
>Magical Aims and Functions of the Order
>Organization of the Order
>The Council of 100
>The Order and the Rest of the World

If someone has any idea for them, please post them.
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Does this setting have magical girls?
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>>87710078
No
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When was gunpowder invented in the setting?
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>>87701803
>Archaeological Society of Azan
How big is archaeology in the setting? There are enough disappeared nations to feed many treasure hunters...
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>Aquilea and Caprea

>History

Aquilea and Caprea are twin city-states that date back thousands of years to a time when human refugees fleeing the Bog Witch and Witch Elves founded them on opposite banks of the Taurus river. With fertile lands and abundant natural resources, the cities became self-sufficient and due to their people's past, developed a fierce hatred for all things magical, including demons. This led to the rise of vigilantes, witch, elven and demon hunters, with the "Iustus Valpana" being the most prominent of these groups. The Iustus Valpana, a syndicate of demon hunters, conducted regular raids on the lands of the Witch Elves and Bog Witch, and eventually gained so much power that they often acted as the governing authority in both cities, dispensing justice as they saw fit.

Several centuries ago, Aquilea and Caprea were at the peak of their power. Controlling vast territories including the Valley of the Fallen Giants, the plains now known as the Sodomia Breach, and some lands now under the control of the Witchelven Empire, the cities instilled fear in their enemies. Their large, impenetrable walls, formidable fortresses, and ruthless demon hunters were some of the reasons for their reputation, but nothing could match the brilliance of Anton Cornelius, one of the most renowned minds in Giantstep's history. Born in Aquilea, Cornelius spent most of his life studying ancient magic and advanced mathematics in Hithlone, Azan, and Arangea. Upon returning to his homeland, he cooperated with the government officials and the demon hunting brotherhoods of Aquilea and Caprea.
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>>87713966
With the help of the brightest minds of the twin cities, Cornelius created a device that could neutralize all magic effects and users within its vicinity. The device, which was designed to look like a music box, used advanced mathematics to produce eldritch music that would cancel all magic effects, rendering witches and wizards unable to cast spells, send demons into a screeching frenzy, and breaking the spells that would render creatures under the command of the Bog Witch. This led to numerous successful large-scale raids in the Witch Elves' territories. However, just as the future seemed hopeful for Aquilea and Caprea, disaster struck as a huge fissure, the size of a mountain, opened up in the earth, splitting the two cities.

Terrible and horrific demons poured out of the breaches and quickly overwhelmed the rural holdings of Caprea. At this point, the major shortcomings of Cornelius' devices became evident: 1) their restricted range made them ineffective in open battlefields and 2) their intricate design resulted in a long time to produce a single device, so by the time the demon breaches appeared, there were not enough to repel the invasion effectively.

During the demon invasion, the citizens of Caprea took refuge behind their city walls and prepared for a long siege. Meanwhile, Aquilea built a bridge over the Taurus river and the breach, connecting the two cities. The joint forces of both city-states fought tenaciously for a dozen years, slaying tens of thousands of demons and claiming numerous victories. Despite their bravery and valor, Caprea eventually fell under the relentless assault of this bottomless pit of hell. The demons then set their sights on Aquilea, but the city was better prepared and managed to fend off each attack, time and time again.
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>>87714409
Still, the twin cities were far from victorious. While Caprea was completely destroyed, with most of its people either killed or taken as slaves, its twin city, Aquilea, also suffered. Many of its residents fled to the Urgoun Plateau, reducing its population to less than half than it used to be. Anton Cornelius and his team of scientists, responsible for creating the eldritch devices to fight the demons, perished during the siege of Caprea. The secret of the devices was lost among the crumbled ruins of the Caprean Library, making the creation of such a device impossible.

Even to this day, Aquilea remains a shadow of its former self, most of their citizens are living under the fear of demons and other hellspawn. The Iustus Valpana had disbanded after many of their leaders fell in Caprea, with their remnants regrouping and fleeing to somewhere else in Giantstep, dedicated in their goal to wipe out elves, demons and magic users from this earth. The surviving vigilantes and demon hunters of Aquilea, as mighty and valiant as they are, cannot match the strength and reputation that the Iustus Valpana once enjoyed.

The towns and hamlets in the Valley of the Fallen Giants grew in size and population by taking in refugees from both Aquilea and Caprea. Aquilea remains standing because it found a way to amplify the music of Cornelius' devices over a larger radius, making the city immune to magic attacks and demons. However, exposure to the soundwaves over a long period of time can cause headaches and migraines, making Aquilea an unpopular place for settlers.

It is rumored that the surviving members of the Iustus Valpana took the knowledge of Cornelius' devices with them, but their whereabouts and any potential understanding of creating such devices is currently unknown.
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>>87710078
you mean witches? sure!
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>>87713966
>human refugees fleeing the Witch Elves
So this happened around the time of the birth of the witchelven empire?
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>>87713966
>when human refugees fleeing the Bog Witch
Did many humans live in the area in the first place?
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>>87635651
>>87635658
>>87635668
Good stuff
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Any animal or plant not yet added to the wiki?
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>>87717259
I didn't add an exact date to not mess up with any timelines, but it for sure happened after the Battle of the Empires

>>87717555
I assume not all of today's Witchelven Empire used to belong to them (some parts of the northern provinces belonged to Caprea, as mentioned). Even if the humans living there were not locals, the Witch Elves regularly raided the southern and western human lands for slaves and shiet.
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>>87720531
No, I mean in the lands of the Bog Witch.
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Continuing with the Order of Most Practical Wizards.

>Aims and Functions of the Order
The Order of Most Practical Wizards is at once a ruling national body, the head of an institution for study and research and a power dedicated to prevent magical mishap in the world. As such, it has many goals and tasks that needs to take on simultaneously, something that can be daunting even for the most powerful wizards in the step. Luckily, the Order has a very efficient administration, set up specifically to divide and compartmentalize the different responsibilities into manageable programs, which leaves the archmages and other brilliant wizards with enough time on their hands for their mystical studies.
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>>87721725
The first and most frequent tasks the Order needs to accomplish is the rulership of the Island of Wizards. While the land is not that densely populated, it still needs organization and administration: taxation, protection, armed forces, food production, law… The Isle of Wizards is one of the biggest nations in the world, and as such, keeping it afloat needs a very effective touch. However, this kind of earthly affairs is one of the things the wizards are interested the least, and such, they leave the provinces a fair amount of autonomy to self-rule and self-administrate. Back in the day, Celin MagTow gathered many lawmakers to create a series of easily implemented guidelines, the “Code of General Law”, which forms the bases of the law in the Isle of Wizards. The Order created the Court of Law of the Isle to apply these rules over the entire island, and to discuss matters when provinces have conflicts of interests. The Treasury of the Isle is also another organization working for the Order, exclusively tasked with taxation and finances of the isle. Finally, the armed forces of the Island of Wizards are recruited by each of the provinces, with the wizards being forbidden to have any say within the army whatsoever, as a sign of goodwill towards the rest of the world. The rest of mundane political concerns in the island are tackled by the provinces themselves. This leaves plenty of time and energy for the wizards to continue their studies, though they are allowed to partake in politics if they so choose, though this is rare and seen as an eccentricity.
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>>87721744
The other main task of the Order is their more scholar goal of advancing the different fields of magic. The Order does not limit itself to what’s purely magical, it also treats with some areas that are considered outside of the magical realm, like astromancy or alchemy, but they are not the most important voice of said fields. The tasks of investigation and teaching are divided into different branches, three Major Circles and many Minor Circles. The three major circles are the Green Circle, related to magic linked to life and death, which includes druids and necromancers; the Red Circle, related to the study of the elements and its manipulation; and the Blue Circle, related to energy, planar magic and the different ways to bend space. There are many Minor Circles, some of which are the Circle of Demonology, the Circle of Astrologers, the Circle of Alchemy, the Circle of Pedants… Since the resources of the Order are not infinite, they have to administrate their finances carefully, to which they use the Treasury of the Order. The Treasury is not only in charge of finding ways to fund and pay for the expenses of the Order, but also to assign the resources needed in accordance to the potential and the prestige of the wizard in question. The Order also has the task to passing their knowledge to the next generation, to which they will use the traditional system of apprenticeship: each proper wizard choses a singular student and mentors them until the masters think they are ready to go on their own. The Order created a series of trials and tests to the new candidates to see if they are ready to go on their own, but no matter how many tests they pass, without their masters’ approval they cannot go on. This is more complicated than it seems, since wizards who have apprentices put a lot of their prestige and image on the line, and a disappointing student can reflect very poorly on them.
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>>87721755
Finally, the Order also carries over their shoulders the protection of the world from magical events that could lead to immense destruction and instability. For this, the Order has representatives all throughout the world, checking if something is amiss. Once some event is decided, the Order reunites the Council of 1.000, composed of the thousand most prestigious and powerful members of the Order. They are given a voice and a vote to decide the course of action to take, but due to the nature of wizards, these discussions can take years to reach a conclusion. If there is a problem that needs immediate solution and all can recognize the urgency of the situation, they request the meeting of the Council of 100, the reunion of the 100 most powerful wizards of the Order, a position available only to Archwizards. They then decide the course of action and intervention, which is usually accepted yet frowned upon by many nations, since they see it as foreign intervention in what could be internal affairs. Another problem is that they can only intervene if the nature of the problem is mystical, being forbidden by their carters to intervene if the calamity was of mundane nature. The most controversial event of this was the refusal to offer aid to the Khenomeric Empire during the War of the Gnoll, indirectly aiding to their demise. After that, they have ended up intervening if they can acknowledge the dangers are severe enough to the world, like the creation of the Wall of Fire to stop the insects of the Squid Peninsula from destroying the ecosystem of the entire Giantstep continent.
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Where's the updated lore map?
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File: Weird monster v.1.png (331 KB, 333x543)
331 KB
331 KB PNG
Where could this go?
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>>87724613
now that I think about it, are there any dinosaurs in this setting?
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>The Twin Cities

Aquilea and Caprea were known for their magnificent architecture, each with their own unique styles and characteristics. Aquilea is adorned with grand spires of Azanese style, while its walls are decorated with intricate carvings and mosaics that reflect the inhabitant's history and culture. The city is dotted with lush gardens, providing a tranquil escape from the hustle and bustle of everyday life. Its buildings are made of grey stone, with red lanterns illuminating the cobblestone streets below at night.

Caprea, on the other hand, boasted of a more rustic charm, with its buildings made of wood and brick. Its walls were lined with sturdy towers, providing protection from any invaders. A grand, fortified citadel used to stand in the middle of the city, overlooking the plains to the west.

This constrast is perhaps due to Caprea's closer proximity to the Witch Elves, and it's something that's also reflected in both city's cultures. It is perhaps no coincidence that most of the demon hunters and other vigilante syndicates were founded and operated in Caprea. The Capreans developed a more martial mindset, while the people of Aquilea were more likely to indulge themselves in the pleasures that life offered. Still, the two cities worked in close cooperation throughout their history, their citizens seeing each other as brothers and sisters.

>Government

The Twin Principalities of Aquilea and Caprea, as the name indicates, used to be ruled by two Princes, one from each city, ruling in unison. Those Princes did not withhold a hereditary title, and were instead voted by a ruling council of nobles from each city. Now that Caprea is in ruins, Aquilea's Prince rules by himself.

>Economy

Aquilea (and Caprea in the past) is self sufficient when it comes to food and obtaining other resources, such as wood, marble, stone and more. Even during the height of their power, the only nation that they really traded with was the cities of Ghülam and Bashur.
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>>87725308
We have some marine dinosaurs and some mammalian megafauna in certain areas. Not sure about others.
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>>87720124
yes quite alot of them
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>>87724613
Eldritch Jungle? Cocoon Islands?
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I feel like it's time to add new landmasses
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>>87729671
Damn. You feel wrong
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>>87729671
No more landmasses.
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we do have world wonders yes, but what about precious artifacts, they don't really have to be magical items, just precious items to serve mainly as rewards at the end of dungeons or useful items.
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Continuing with the Order of the Most Practical Wizards.

>The Council of 1.000
Despite the Order being a wizarding organization, most of its members are not actually magic users: the great majority of the Order are bureaucrats, traders, diplomats, archivists, lawmen, civil representatives… The many duties of the Order necessitates the massive civilian structure to keep the workings of the sometimes-labyrinthine organization. However, when there is something that feels it could become a dangerous magical threat, it will be brought before the Council of 1.000 Wizards.
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>>87732515
The Council of 1.000 gathers the most powerful wizards, alchemists and astromancers of the Order. This Council oversees the entire structure of the Order of Most Practical Wizards, though for most common affairs, they are only discussed once per year, and as matter of routine. The wizards’ true interest is magic, of course, gathering to exchange their developments and researches, as well as to discuss whatever magical anomaly has appeared in the world.
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>Error: Our system thinks your post is spam. Please reformat and try again.

Ok, I cannot post the rest of the lore dump, because I keep getting this message. What am I doing wrong?
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>>87729671
see you next thread
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>>87732545

Ok, so for some reason I cannot paste the lore in the thread, so I'll just continue the loredump as an image and be done with it.
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>>87724613
Things like needs would flatten everything in their path, they'd turn jungles into prairies by just walking.
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>>87735271
love this
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Thread archived.

https://suptg.thisisnotatrueending.com/archive/2023/87627406/
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>>87725995
Ever since both nations isolated themselves even further from the outside world, trade has become even more scarce. Common professions in Aquilea include farmers (mostly in the Valley of the Fallen Giants), miners, fishermen and masons. Even though many demon hunter guilds of old still remain in the city or in the countryside, most of them left shortly after the demon invasion, considering Aquilea a lost cause and either offering themselves as mercenaries elsewhere, or taking up arms in the war against the demons and the Witch Elves, entering into a rogue state. The Iustus Valpana is the most evident example of this.

>Geography

The area around Aquilea and Caprea is known for its rolling hills, fertile farmlands, and abundant forests, although the countryside around Caprea is now swarming with demons. The Taurus river, which runs through its heart, provides a source of water for irrigation and fishing.

The Valley of the Fallen Giants, sitting on the outskirts of Aquilea's territory, is known for its rugged and wild terrain, with steep cliffs and deep canyons, making it a challenging and dangerous place to explore. Despite its dangers, it is also a place of great beauty, with verdant forests, rushing streams, and breathtaking vistas. Many of its settlements have grown in size in the last couple of decades, taking in refugees who want to get away from the city.
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>>87736703
>Society and Culture

During their height of their power, Aquilea and Caprea had made a name of being places of technological innovation and great craftmanship, traces of which can still be seen to this day in Aquilea. Blacksmiths and weaponsmiths from these cities were seen as particularly genius, with many of their inventions and innovations studied to this day in parts of western Giantstep.

The twin cities were not only masters when it came to working steel and bending it to their will. It was a place where art, music and flourished, even under the constant threat of the Bog Witch and the Witch Elves.

When it came to magic and witchcraft, it was almost absent in Aquilea and Caprea. Anyone suspected of using witchcraft or having any sort of natural affinity towards magic, even if used for benevolent reasons, was sentenced to death, sometimes with torture coming before that. Not only that, but Elves and other non humans had also always been barred from entering any of the cities, under the penalty of death.

The faction responsible for rooting out anyone suspected of using magic are the Mageseekers, a branch of the Abbey, the main religious authority of the Twin Cities. The Mageseekers, following the disbanding of many demon hunting guilds of Aquilea, are now the most powerful paramillitary faction in the whole realm.

Nowaday, they are led by Silas Rougeborne, an extremely powerful man, said to be the second most influential person in the city, behind the Prince himself. Rougeborne has made a name for himself as the most ruthless and succesful Mageseeker to have ever existed. There are many dark things whispered about him at night, and the most insidious of them all talk about him being an extremely powerful mage himself, using his powers in order to seek out and exterminate his brethren.
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>>87736815
The Twin Cities, despite their current state of ruin, have gained notoriety as the most skilled and relentless hunters of witches, demons, wizards and elves in the land of Giantstep. This reputation is partly due to the numerous demon and witch hunters that have arisen from the cities over time, fueled by the population's intense hatred of magic, particularly demomancy. However, there are also circulating rumors about the possible existence of a large deposit of Dimeritium in the mountains surrounding the Valley of the Fallen Giants, heavily guarded by their soldiers.

Dimeritium is a highly sought after and extremely rare mineral, known for its natural ability to suppress magic. Witch hunters across the world use it, but its scarcity gives it an almost mythical reputation. If the rumors are to be believed, then it could be the reason for the Aquilean's and Caprean's weapons to be so effective during their raids against the Witch Elves, even before the invention of Cornelius' device.

>Religion

The people of Aquilea adhere to the monotheistic faith of "the Abbey," which originated in the slave pits of the Witch Elven Empire. The Abbey's core idea is that demons and magic are corrupting forces that pose a threat to the natural order of the world. The followers of the Abbey maintain that these forces have the power to manipulate and enslave humans, leading them away from the righteous path. As such, the faith's most fundamental belief is that all magic practitioners are servants of the devil and must be eradicated at any cost. The Abbey also promotes a set of moral codes called "The Tenets."

The leader of the Abbey, known as the Abbot, is typically elected from among the clergy in Aquilea. The Abbot's seat is located in the Central Abbey in Aquilea. Prior to the destruction of Caprea, there were two Abbeys and Abbots.
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>>87737197
Historically, the Abbey has never held much millitary strength, save for the Mageseekers who often serve as an extension of the Prince's authority. However, the majority of demon and witch hunting guilds in the Twin Cities have been devout followers of the Abbey and its tenets. Many of these guilds continue to espouse the Abbey's teachings, even after leaving Aquilea and Caprea behind.

>Demographics

The city of Aquilea is exclusively inhabited by humans, with its residents tracing their origins from all corners of Giantstep, including Waldemaria, Azan, Changrila, the Northern Swamps, and the central steppes. Over many centuries, these diverse groups have developed a shared language and culture, making them almost indistinguishable from each other.

The only non-human inhabitants of the Principality are some offshoot Goblin tribes, who live in caverns near the mountains of the Valley of the Fallen Giants.

>Foreign Relations

>Bog Witch Domain and Witchelven Empire

The people of the twin cities have always been hostile towards the Witch Elves and the Bog Witches' minions, even before those cities were built. Numerous raids and skirmishes have occured between them over many centuries. No attempt at establishing any kind of diplomatic relations with them has ever been established, and the Aquileans still guard their borders with great effort against their nemesis.

>Cursed Battlefield and Republic of the Abandoned Automata

The presence of the Cursed Battlefield and the Terracotta Wall had not allowed the twin cities to expand their holdings northwards. The presence of the former, even, was enough to repel people from even settling close to it, in the area that now makes up large part of the Sodomia Breach.

>Snoloths

The people of the twin cities very seldom interact with the Snoloths. The toxic environment of the Snoloth moors make their lands inhospitable and undesirable for the humans, and for that reason their relations are almost nonexistent.
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>>87737386
I also forgot to mention that raids in the territory of the Bog Witch and the Witch Elves rarely ever happen since the demon breaches appeared. The Aquileans worry more about demons crossing into their territory than potential Witch Elven attacks.

>Millitary

Aquilea maintains an army whose primary task is to maintain order in the city, in the form of a city watch, and patrol the surrounding countryside and borders. Historically, the demon hunting guilds, especially the Iustus Valpana, held more power than the army, which was relatively weak. However, the decline of demon hunters has led to a rise in power for both the Mageseekers and the army. The army and the demon hunters only really differ in their organization, as their fighting style, weapons, and armor are quite similar.

The demon hunters of the Twin Cities are known for their preference for enhanced light armor, which is typically crafted from a combination of materials such as steel, leather, and various alloys, and often features a cross-shaped visor on the helmet. In terms of weapons, crossbow, halberds and glaives are a common choice.

The most feared warriors in the entirety of the Twin Cities are those known as "Bronze Beasts". They are covered from head to bottom in bronze, runic armor (some would say that's Dimeritium), their faces protected by a grotesque mask. The Bronze Beasts are warriors designated by either the city's army or the demon hunters with the task of carrying and using a Cornelius' device. Due to the scarcity of such devices, after the fall of Caprea, only the mightiest of soldiers get to be a Bronze Beast, and they usually get to patrol the areas around the Taurus River (where demons are likely to be encountered, in close proximity to the Sodomia Breach) and the borders with the Bog Witch.

It's said that the Bronze Beasts are the only humans alive that the Bog Witch actually fears.
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>>87691532
Numerous species living for a gazillion years without any handicaps seems like a bit of a Pandora's box.
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>>87738153
Aren't the snoloths the longest lived mortal race in the settings? Particularly powerful fey individuals notwithstanding.
>>
Boop
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Valley of Fallen Giants

>History

Thousands of years ago, this valley was home to a formidable species of giants, shrouded in mystery and legend. While little is known about these behemoths, their colossal remains provide a tantalizing glimpse into their past. It is said that they once roamed the central expanse of Giantstep long before the advent of humans. Although no trace of their civilization has survived, some scattered mammoth remains have been found in the Valley, suggesting that the Giants used to herd these mammoths a long time ago.

The very first (and one of the last) known account of the Giants suggest that their once-thriving population was devastated by a catastrophic event over four millennia ago. Theories about the cause of their decline abound, with some scholars pointing to the presence of impact craters in the valley as evidence of a meteorite impact, while others suggest that a fatal disease may have played a role, given the many observed skull deformities and bone tumors found in their skulls.

The last known reliable historical account suggests that the last surviving giants of the calamity joined the Battle of the Empires, meet their demise there. Unfortunately, the information on whether the giants joined the fight voluntarily and which side they fought for has been lost to time.

In the past few decades, many necromancers from Mossovoy have been venturing to the Cursed Battlefield, the site of the tremendous battle where the last Giants fell. These accursed sorcerers have been using their foul magic to resurrect the Giants, disturbing them from a peace that's lasted for three millenia, using their undecaying bodies to wage war on their enemies.
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>>87741568
After the Battle of the Empires, the Valley of the Giants fell silent. For centuries, the only inhabitants were a reclusive goblin tribe that made their home beneath the surrounding mountains. Human caravans from Ghülam and Bashur, but none stayed around for long.

It wasn't until the people of the newly founded fortress city of Aquilea sent settled in the valley that life returned. Today, the descendants of those settlers tend to their farms in the western part of the valley and graze their sheep and goats further inland, those settlements even increasing in size and population, thanks to all the troubles that have been brewing in the twin cities. Demon hunters and soldiers from Aquilea frequently patrol the surrounding mountains of the Valley, especially the eastern borders, on the lookout for any signs of surface goblin activity or any unwelcome intrusion by the Bog Witch's minions into their territory.

>Geography

The Valley of the Fallen Giants is a mostly rugged and hilly region, nestled between two mountain ranges. The valley is marked by deep canyons and winding rivers that flow through it. The climate is mild with moderate temperatures, but frequent thunderstorms can occur, making the region a dangerous place for travelers. The queer trees that grow on top of the skulls of the dead giants provide a unique habitat for many different species of plants and animals, making it a rich ecosystem. The mammoth remains suggest that the Valley was once a tundra. The western part of the Valley features mostly grassy plains and less rugged terrain, making it ideal for agriculture.
>>
>>87741939

>Flora and Fauna

Common animals and creatures found in the valley include breeds of mountain sheep and goats, which have been domesticated by the inhabitants of Aquilea. Additionally, a species of pygmy elephant, commonly referred to as "Thunderbeasts," also thrives in the valley. These small elephants subsist on the trees that grow atop the giants' skulls, and are recognized for their mighty roar that resonates like thunder. Large wolves roam the valley and mountains in packs, preying on Thunderbeasts. Some of these wolves have even been tamed by the mountain goblins.
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>>87627406
I once wrote this little story
https://archive.4plebs.org/tg/thread/85357735/#q85438200

that adds some detail to the golden sea of wheat but I think it never got added to the wiki. Do I just add it myself?
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>>87742138
Does it fit with the lore in the wiki?
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A quick lore about the Isle of Untangled Tongues.

> Isle of Untangled Tongues
West of the shores of the Desert of the Weriest there lies a small island. Seeminlgly unremarkable to the naked eye, it follows a similar biome and geology than those of the Hogmen and even the Okhostian Archipelago. Dense jungles cover most of the island, though there are many areas, especially along the coast, free of the mass of trees and vines, covered instead by orange and green sand beaches, which can turn black if the wind brings some cinders from the volcanoes from Okhost. At first glance, one would assume that the island would house a thriving society of traders, merchants and fishermen, since the weather is much nicer than in the islands to the east. But those more learned know that the island is uninhabited. The few, scattered ruins of stone cities, ancient enough to escape any known records, can be seen at certain points on the island: a building here, a tower there, some remnant of a road or a dock… Whoever they were, they are gone now, and ever since the island has been avoided like the plague. To compound the fear of the island, from time to time one can see the remnants of later explorers, reaching the island to search for long lost treasure, only to end up dying at the shore. The remains always look like they died due to infighting, never really showing any signs or a local beast, monster or tribe.
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>>87742676
The local sailors know the island as the “Isle of Untangled Tongues” or the “Isle of Unwanted Truths”. Both terms are correct. The few experts who have managed to study the island and its remains and come back to tell the tale have seen glyphs and effigies of the God of Communication. While many believe that the island is not a divine realm, at least not on the level of those found in the northern parts of the world, the divine influence in the region is palpable. All those who enter, no matter their language, origin, age and experience, will be able to understand each other without any issue, as if they had been living together since they were born. However, those within the island will be compelled to tell the truth and only the truth, becoming incapable of lying or hiding information from any other. This will affect every facet of communication, spoken or non-spoken. The effects go further and further the longer one stays in the island. One will begin to feel the urge to speak more and more, talking about more personal and hidden aspects of oneself. Eventually the urge to tell one’s darkest and most personal to whoever is closer. This can often end in extraordinarily bloody results, as not everyone is ready to handle raw, unadulterated honesty.
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>>87742682
The nature of this island meant that has been used in the past to try to create foolproof diplomatic relations between nations, though the results have been less than stellar. A couple of wars have been known to happen after the diplomats arrived back to their lands and tell them the secrets their counterpart told them, or when the diplomats killed each other on the island. Nowadays, some couples use the island to declare their eternal love to each other, in the one place where any kind of envy or disloyalty cannot be hidden. Most nations have forbidden the use of the Isle of Untangled Tongues as a measure to find justice, since the problems it creates are not worth the effort.
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>>87742693
Fortunately, there is a very easy loophole around the island’s powers: you cannot communicate if there is no one to talk to anywhere. Thus, every time some nation wants to explore the island and its secrets, it sends a singular explorer to it. The rest of the crew will wait at the sea, while the explorer marches through the island. This has allowed the experts to map out and find several temples dedicated to the God of Communication, strange architectural structures mostly covered by the jungle and the ground. The investigation and exploration of the island moves at a glacial pace, though, since a single individual having to do all the work is a monumental task. Isolation can also cause troubles for the explorers there, since the growing need to talk and communicate with someone will cause severe amounts of stress to the individual stranded, and some of the individuals sent to explore, once they came back, showed severe signs of isolophobia.
>>
Gonna write some lore about the islands next to Hithlone next
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>>87714409
Damn I love this lore. You tell me there's a fucking machine that can basically suppress all kind of magic?
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>>87714409
>>87742746
>suppress all magic
Does that affect the undead? If an undead gets close to it, does it fall dead and its soul leaves the mortal realm?
Does that affect divine powers?
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>>87742786
I'd assume it can suppress all kind of "direct" magic, even if divine. So let's say someone uses magic to cause a tsunami. The device wouldn't be able to cancel that. But it would be able to cancel the person from casting the tsunami, if close.

I hope that makes sense.
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>>87742224
Not seeing a direct contradiction to what's written in
https://crumbling-giantstep.fandom.com/wiki/Golden_Sea_of_Wheat

Aside from assigning names to the lakes and saying that it's not ONLY wheat but also crops such as rye, barley and rice that's grown.
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>>87743556
>Aside from assigning names to the lakes
That reminds me we haven't updated the physical map in a while. We've added plenty of names, we ought to check.
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>>87742173
Should the Succubi Breaches have a singular lore dump, or does each one have specific stuff to discuss?
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>>87745691
All of them have some things which set them apart already. The north east one had two fortress cities in it once

The south west one apparently makes deals with non-witchelven locals.
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>>87656788
>>87660989
I move both of these be in universe theories about the maw that haven't been confirmed.
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>>87745691
I guess a general overview of the breaches/the historical event, and a category that explains each one individually
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>>87729671
Seconded
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>>87746527
>>87745828
>>87745691
So what do we know about the breaches exactly?
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>>87745691
Are the breaches areas where the dimensions get fuzzy, or are they literally portals to hell? How do they work?
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>>87742730
The aristocratic islands?
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>>87724613
The Colssal Spikersaurus is a massive reptilian creature that appeared within the Zulutaur Steppes in 2.543 ABE. Its true origins a mystery, it began wrecking havoc with the local wildlife and sentient populations, eating whatever it found in its path. After a year of the local zulutaurs and other sentient races being unable to take down the titanic beast, it was tricked by a changrilese weapons merchant into eating a set up barrel of gunpowder. Once it exploder inside the monster, it took a week of internal bleeding before it died. Its bones were gathered by many biologies from all around the world, and even to this day, the remnants are still plentiful enough to compete with elephant graveyards.
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There are monsters lurking in the Eldritch Jungle...
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What exactly caused the bridges to appear? I know that the lore says it was the excess of the witchelven, but how does that work? Magical sacrifices? Weird rituals?
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>>87757735
I guess that's what we're waiting for in the lore dump
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>>87758751
I'm the anon writing the bit, but from the lore already written, I'm not sure which version is it. According to the lore, the breaches were born from "All the sin and adultery committed in the [witchelven empire]" so that points to it being something like the rifts the Drouchont's dark druids are stopping within their lands. On the other hand, But they also talk about "climbing down to hell", which would imply it's a physical place well below the earth, not just another dimension. But since the demons are stopped by the caprean magic-stopping devide, it also points to the former.
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>>87759060
I think it was stated somewhere down the line that hell is a physical place and if the breaches connect the witchelven empire will descend down to it and become some sort of hell capital
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>>87759060
well, the physical place of hell could be a... metaphorical kind of rift, in a way.
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>>87742173
we're getting so close!
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What someone drawing the flags of the nations?
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>>87762866
What?
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>>87762866
>>87764041

>What
Was. My mistake.
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>>87762866
I tried to do it through the AI but without much success
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What's the deal with Eldritch Jungle in the end? Any ideas about the "truth" behind its history, or is that still to be defined?
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Is the plural for succubus "succubi" or "succubae"?
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>>87767080
Succubus is a male noun, therefore succubi.
Succuba would be the female counterpart, whose plural is succubae.
If you stick with Latin, that is.
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>>87767114
>Succubus is a male noun, therefore succubi.
Aren't succubi the female half of the demon species of succubus/incubus?
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>>87767171
Technically, I'm just using my Latin knowledge.
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>>87762866
i think i suggested it, flags, banners and/or standards for regions
didnt plan on doing it myself desu :^)
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This guy now lives in the Zulutaur steppe.
Somebody please write some lore for him.
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>>87770085
aren't there already giants living in the zulutaur steppe? this could be one of them
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>>87768832
I tried to make them on photoshop or with AI too, but I got nothing good.
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This creature lives in the witch bogs now.
Feel free to add some lore to it.
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>>87772511
That looks delicious.
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>>87772511
Looks like a Korodon to me
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>>87770085
You stole my imadge>°€
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Posting stuff about the Succubus Breaches. Sorry for the delay, but life stuff and a bloody flu have kept me from writing.

>The portals to hell
Near the border of the Witchelven Empire, travelers are warned about the dangers of the feared “breaches”. Many stories come from those travelling from or to the land of excess, speaking of the creatures and horrors that can be found in them. Travelling to the breaches is a dangerous proposition, since space tends to twist and turn in unpredictable ways: in one moment, you are crossing a grassland of unusual color and smell, and in the next, you are walking through hellish landscapes not meant to be seen by mortal eyes. These areas are the realms of the succubi and many other demonic entities, which make a mockery of society within their realms. They are a source of danger for everyone nearby, and the populations near the breaches have had to live with frequent succubi raids near their borders for centuries now. The current slow convergence of the three major breaches towards each other is making every nation in the world fear the consequences what that could entail.
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>>87775773
>History
To understand the history of the Succubus Breaches, we have to understand the history of the witchelven. This elven race have lived near the Bone Lakes for millennia, though their origins and culture before the expansion has been poorly documented. Small kingdom and nations of witchelven began popping up around the lakes after Azan suffered great instability after the Battle of Empires. With a considerable portion of their military strength lost in the Cardammon Plateau, the azanese victory caused quite a lot of insecurity within their borders, making them quite vulnerable to witchelven raids, the first time they began pushing into the azanese borders. However, after a couple of decades of crisis, Azan managed to shift their strength and reinforce the vulnerable borders, regaining some form of stability relatively soon. But by then, the witchelven had tasted the spoils of war, and the witchelven began organizing to raid more and more. Unfortunately for them, after a couple of centuries Azan was once again in the ascendance, and while they had abandoned the territories near the Cardammon Plateau, they had begun expanding their territories to the west and southwest. This also coincided with what’s known as the “Central Giantstep Awakening”, a quick expansion of civilization in areas that were previously dominated by tribal societies, in the shape of the city-states of the Urgun Plateau and the twin cities of Aquilea and Caprea. This growth began slowing down with the Wars of the Blind Hawk, and finally ended with the birth of the Witchelven Empire.
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>>87776056
For the time being, though, the witchelven began receiving counter-raids from the azanese border patrols, who sought to end the threat of the witchelven before they could reach the borders. The frequent contact with other civilizations made the witchelven find different sources of magic, and in particular the summoning kind. They began perfecting their dark crafts, seeking strength in terrible entities from other planes, and that in turn began to corrupt the already violent witchelven. This was a slow process, since for many centuries the witchelven from the Bone Lakes were relegated to raiders, thieves and murderers, nothing that could really threaten the powers of Azan or the city-states of central Giantstep.
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>>87776061
All of that changed with the arrival of Morwenna, Prophet of the Succubus Queen. A particularly charismatic summoner, she began congregating the witchelven to her cause. And since she was seen by the other witchelven as an oracle of pleasure, in contact with the mysterious being that ruled the other realm, she began coalescing great numbers around halfway through the 19th Century ABE. By 1.909 ABE, Morwenna had created a powerful and unified nation around the Bone Lakes, and quickly set up to jump against their old enemies. Morwenna’s timing was excellent. The azanese empire did not expect an expansion of witchelven on that scale, and they had to redirect a lot of efforts to their eastern borders to try to slow them down. A couple of years later, the “Drow Uprising” in the west managed to drive azanese forces from their holdings in Scimitarian and the Isle of Wizards, dividing once again their forces, and allowing the witchelven to expand further into azanese territory. And by the time the azanese forces seemed to be rallying to push back against the witchelven’s gains, the Azanese Civil War started, crippling their ability to end the witchelven threat once and for all. Of course, this expansion also clashed with the Central Giantstep’s city-states. Aquilea and Caprea managed to resist valiantly thanks to their great fortifications and tools to nullify the summoned creatures from the witchelven, but it was a crippling blow for the city-states within the Urgun Plateau. Already mauled by the Gökmavi, the cities of Ghülam and Bashur were the only entities who could rally the human forces against the witchelven. After many decades of conflict, they managed to push back the witchelven, mostly due to the inconveniences that resulted in crossing the desert lands in search for slaves.
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>>87776067
This successful expansion was not done through mortal means alone. Morwenna urged her troops to begin expanding their knowledge of summoning and demon bidding, inflating their forces with otherworldly beings. The areas where they experimented their great summonings would eventually see a thinning of reality within them, eventually becoming self-sustainable and creating the succubus breaches we know today.
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>>87739456
No idea. But if a human intellect/numbered species also live for far longer than humans it adds a few niggles to verisimilitude. Like having human+ races without any downsides to offset that.
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>>87776462
I mean, it's not like Snoloths are capable of conquering the world. Their own physiology would stop them from doing that. Their hyperregenerative bodies are there to save them from the poisons from their homeland, which also makes them capable of living very long lives.

And as for beings like elves and other fey, isn't it a frequent trope they live much longer than humans? In exchange for something like a weaker physiology, or a much longer childhood?
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>>87776072
Continuing with the Succubus breaches.

>The nature of the Breaches
The way the Succubus Breaches behave has been highly documented, by both the witchelven, the populations nearby and institutions like the Ancient Order of Most Practical Wizards. This is something of the highest importance for all of the people involved, since the danger that can be spewed from the breaches can threaten even the witchelven themselves. There are differences in how this behavior has been described, however.
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>>87779315
The witchelven believe that the breaches are just portals to heaven, and see the succubae and other demons as kindred spirits who enjoy pain and torture as much as they do. For them, the breaches are a gateway to the worthy, opening the eyes of those who deserve to experiment with the limits of mortal pleasure. The witchelven who enter in the breaches will actively power up the dimensional split to reach the Succubian Necropoles, the great “cities” where the succubae reside. For this, they will create orgies, sacrifices and, usually, a mix of both to try to find the trail to the wanted necropoles. This feeding of the breaches is what some consider is the main source of their growth, thought they long ago stopped needing outside interference for their expansion. The succubae do not exclude their witchelven allies from their tortures, though. While they serve the same master, the succubae and other demonic entities see the witchelves as just upstarts, mere mortals that are way over their heads with what they are dealing with.
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>>87779426
The populations nearby see the breaches as nothing but abject abominations on reality, a crime against nature itself, and the main reason why the witchelven should be destroyed and banished to the hell they created. These nations and city-states monitor the activity of the breaches, to stop the demonic invasions that come from within. They usually can predict with some time when the breaches will overflow with demonic entities, as the wizards in these areas can measure the level of foul magical energies coming from within. This helps them prepare against the onslaught, to renew the seals put in certain areas blocking or slowing down the magical expansion towards the outside, and of course, to reinforce the many fortifications near the border. The less powerful succubae will not be able to materialize to their full strength thanks to these precautions, and will be dealt with relatively easily, with the main problem being the masses of witchelven and succubae coming towards the walls. However, every once in a while, a fully powered succubus will be summoned, and will take a great deal of effort from the local wizards and soldiers to push it back to its dimension. Killing a succubus is possible, but difficult, as it needs to be mortally wounded with a magical weapon of certain power. This means that the local populations will arm their best soldiers with all the magical gear they can, and send them to duel the monsters to death. Of course, the local populations do want these encounters to be as one-sided as possible, so they will pelt the Greater Succubae with long ranged weaponry or high level spells and curses before throwing their heroes to strike the finishing blow. Many tales of heroes have been written about these battles, and have become a form of literature shared in the areas nearby the witchelven.
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>>87779443
Such a magical threat has brought the attention of the Ancient Order of Most Practical Wizards. The archmages of the Order have studied the magical fluctuations within the breaches for centuries now, and have keep a register of the annual patterns they tend to follow. Many of their representatives live all year long within the garrisons of the populations at the border, both to study the magical elements closely and to help them fend off the worst from the attacks. They were the ones to discover that the breaches weren’t growing outwards or inwards, but instead towards each other, slowly but surely surrounding the lands of the Witchelven Empire. This was forwarded to the leaders of the witchelven, who immediately dismissed it as either baseless lies from the wizards or as a blessing waiting to happen. What exactly will happen once the breaches reach all the way to each other and fully encircle the land, nobody knows. At certain moments of their history, the Order has argued to close the portals once and for all, since the risk of creating a truly monumental rift that could swallow the entire Witchelven Empire could spell disaster to the entire continent of Giantstep, not to mention the rest of the world. However, the wichelven have stated that trying anything of the sort would be seen as an act of war, and the nearby nations have long stopped having enough power or interest to wage a war of such scale, even if allied together. They see contention as the best possible option, despite the warnings of the Order.
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>>87779460
Also, should I write a small bit about each of the breaches? What exactly makes them different? How the hell do the snoloths fight the succubae?
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I got this trying to get an azanese flag. Would it work?
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I've been reading about elanxan lore, and... I think it needs a rewrite, or at least a couple of additions to update it.
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>>87779489
maybe not even the succubi can survive in the snoloth moors for long
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Boop
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Finishing the Succubus Breaches now.

>Gomorrah Breach
The Gomorrah Breach was the first of the Succubus Breaches documented to exist. It began to grow around 2.191 ABE, and coincided with an invasion of changrilese territory right after the Azanese Civil War. It is believed that the many sacrifices brought by the witchelven were the key to open the first of the breaches, and forced the changrilese armies to counter waves of succubae as well as witchelven. This wouldn’t be as dire as one may think at first: since this was the first time the witchelven summoned such a quantity of succubae, they had little capability to direct them against their enemies. Thus, the changrilese army managed to trick the succubae, funneling them into traps where they could be dealt with more safely. It was a bloody conflict nevertheless, and it contributed to the instability Changrila had to deal with during the first centuries after its founding.
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>>87786073
As the breach grew towards the north, it reached the borders of Azan, the Troll Wastes and the lands of the Great Magpies. Over the years, Azan has invested a great deal of resources in the province of Hasteria to stop the succubae attacks, from magical wards to fortresses and walls. The dangers of living in Hasteria has made many civilians abandon the province in search of safer places. This has been used as a way to motivate the troops, giving the abandoned lands to the soldiers’ families. It has reached the point of Hasteria being a province fully ruled and administrated by the azanese army. To protect the area near the Timavo River, however, azanese authorities decided to hire troll mercenaries and chieftains. This would allow the azanese troops to focus on the more important areas, while leaving the brutal trolls the defense of the wastes. The trolls would be difficult to deal with, however, and they require payment of different sorts to keep them from being a nuisance elsewhere.
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>>87786097
As for the lands of the Great Magpies, the succubae have tried to attack the birds during their nesting periods, with invariably bloody results. The magpies do not care whether their enemies are of flesh and blood or magic, they just see them as threats for their spawn, and treat them accordingly. Butchered witchelven and succubae litter the land every time they attack the magpies, a reminder for everyone the dangers of threatening their nesting grounds and their eggs.
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>>87786110
>Sodomia Breach
The Sodomia Breach was the second breach to be documented, appearing around 2.552 ABE. This particular breach caused a physical fissure in the land, from which waves of succubae spewed. It was this fracture that caused the fall of the city-state of Caprea, despite their magic nullifying technology. The breach slowly grew towards the north, but its expansion was blocked by the Cursed Battlefield. The dark nature of the Cardammon Plateau conflicts with the magic of the succubae, and thus the demons do not dare to go in.

The witchelven and succubae raids concentrate against the land of the automata. The Republic of Abandoned Automata has repelled both the advances of the Bog Witch and the witchelven and its demonic allies for centuries now. They are not an easy target for raids, and many succubae and witchelven have fallen under the mechanical golems and automata from millennia ago.
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>>87786117
The other area that is sometimes attacked by the succubae raids is the Snoloth Country. However, the rate of attacks to the poisonous moors of the Snoloths are extremely rare and far between. Many have argued that the toxic landscape is too much for even the succubae. This is only partially correct: While it is true that the more corporeal the succubae become the more vulnerable they turn to the toxic fumes and gasses, it is also true that the succubae also share the witchelven’s innate distaste for snoloths. Their strange biology is simply incompatible with their lustful nature, and thus they avoid contact with the snoloths whenever possible.
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>>87786133
> Lustrus Breach
The Lustrus Breach was the latest breach to be documented, around 2.777 ABE. Lodged between the Handprint Mountains and the Witchelven Empire, its only exit is the Urgun Plateau. The frequency of the attacks made the cities of Ghülam and Bashur ally together to create many blockades to the succubae, such as wards against magic that slow down the rate of spawning. While the wizards of the cities have become pretty efficient at dealing with the demons, the witchelven raids are still a dangerous threat. The birth of the Lustrus Breach means that their previous connection with the rest of the world was cut, leaving the region incredibly isolated.
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So, I've been checking the "nations" tag in the wiki, and I realized that more than half of the nations do not have a capital. Some of them are understandable, like the Orange Marquisates or Lucy's Land, but for most of them, it's weird they don't have a capital.
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Have any of the magic nullifying devices reached the Bog Witch?
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>>87789472
Would they work on the Bog Witch? There's a difference between regular magics and whatever the Bog Witch is.
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>>87789431
So central Giantstep is almost done, eastern Giantstep is almost done, Littlestep is almost done, Zemyland is almost done, and Scimitarian is almost done.

Slow and steady, we're getting it done.
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>>87787683
Ouroboria is the capital of Tarot.
>>
We need a new thread.
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>>87792261
We haven't reached bump limit yet



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