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>Thread Question1: What are some critters in need of more lore?

>Thread task: Complete the description of some of the unfinished creatures. Also add images.

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

Map of the World Wiki
https://crumbling-giantstep.fandom.com/wiki/Map:Map_of_Giantstep

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
>>90013461
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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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30 - https://suptg.thisisnotatrueending.com/archive/2022/86662491/
31 - https://suptg.thisisnotatrueending.com/archive/2022/86786745/
31#2 - https://suptg.thisisnotatrueending.com/archive/2022/86924239/
32 - https://suptg.thisisnotatrueending.com/archive/2022/87072460/
33 - https://suptg.thisisnotatrueending.com/archive/2022/87171716/
34 - https://suptg.thisisnotatrueending.com/archive/2023/87267880/
35 - https://suptg.thisisnotatrueending.com/archive/2023/87388478/
39#1 - https://suptg.thisisnotatrueending.com/archive/2023/87472712/
38 - https://suptg.thisisnotatrueending.com/archive/2023/87550989/
39#2 - https://suptg.thisisnotatrueending.com/archive/2023/87627406/
40 - https://suptg.thisisnotatrueending.com/archive/2023/87795959/
41 - https://suptg.thisisnotatrueending.com/archive/2023/87956630/
42 - https://suptg.thisisnotatrueending.com/archive/2023/88125000/
43 - https://suptg.thisisnotatrueending.com/archive/2023/88278726/
44 - https://suptg.thisisnotatrueending.com/archive/2023/88372296/
45#1 - https://suptg.thisisnotatrueending.com/archive/2023/88465385/
45#2 - https://suptg.thisisnotatrueending.com/archive/2023/88563258/
47 - https://suptg.thisisnotatrueending.com/archive/2023/88666593/
48 - https://suptg.thisisnotatrueending.com/archive/2023/88762012/
49 - https://suptg.thisisnotatrueending.com/archive/2023/88855281/
50 - https://suptg.thisisnotatrueending.com/archive/2023/88948871/
51 - https://suptg.thisisnotatrueending.com/archive/2023/89035095/
52 - https://suptg.thisisnotatrueending.com/archive/2023/89127240/
53 - https://suptg.thisisnotatrueending.com/archive/2023/89215539/
54 - https://suptg.thisisnotatrueending.com/archive/2023/89309033/
55 - https://suptg.thisisnotatrueending.com/archive/2023/89389607/
56#1 - https://suptg.thisisnotatrueending.com/archive/2023/89472549/
56#2 - https://suptg.thisisnotatrueending.com/archive/2023/89552939/
58 - https://suptg.thisisnotatrueending.com/archive/2023/89637453/
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59 - https://suptg.thisisnotatrueending.com/archive/2023/89718352/
60 - https://suptg.thisisnotatrueending.com/archive/2023/89797226/
61 - https://suptg.thisisnotatrueending.com/archive/2023/89868753/
62 - https://suptg.thisisnotatrueending.com/archive/2023/89944865/
63 - Someone archive this thread
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Google Doc Link for the timeline. As updated as it can be.

https://docs.google.com/spreadsheets/d/1Weiu2IWHLvwzuWaCnggBT0nYVzJvvHEeD0ec3KB16WI/edit?usp=sharing
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Thread 63 archived.

https://suptg.thisisnotatrueending.com/archive/2023/90013461/
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By the way, what are the places in more need of maps?
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>>90088638
Avangar, definitely
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>Gongoran
Gongoran are a species of magical bird found on the island of Wanaidheain. They have a build similar to a hawk or an eagle, but slightly bigger. They are a tone between orange and brown, with the wings bright yellow, often with black patters on them. Their most striking feature is their numerous eyes: across all of their body, the gongoran sprout dozens and dozens of small eyes, many of them having a complexion and structure non-avian. Some of the eyes look humanoid, others can look amphibian, insectoid, feline and even eyes of previously unknown nature. The magical properties of the gongoran help their owners to channel arcane energies, doing so faster and with less risk for the wizard. They are a very calm and collected species, often acting like they understands the moods of their owner completely, and because of that is a very sought after familiars for many wizards. However, their rate of reproduction is very slow, being in heat only once every 50 years. Because of this, many wizard groups and orders keep an eye on their specimens of gongoran, and a laying of a gongoran egg is an event that becomes great news for the local wizard community, quickly searching for a good master for the hatchling. They seemingly only eat a few times a year, and their diet consists of aether, which they consume in small quantities. Their lifespans are very long, with an average of 400 years, though they can live longer. Because of this, they can change many masters in their lifetime, and it is said that the wisdom of their previous owners will be carried over through the gongoran if the wizard takes good care of their bird. Ole Croaky was a famous Gongoran that dwelt in the ancient halls of the Grand Priory of the Order of Pedants for an estimated 490 years before dying in a freak weather accident.
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Redpill me on this setting
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>>90091481
The world is a step on a cosmic staircase. Things happen in it.
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Redpill me on grundiddy-i gromplos
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>Green Crab
Green Crabs are a species of crustaceans living in the Kinga Badlands. They are a small breed of crab, the size of a human thumb. They have managed to live in symbiosis with a species of algae, which covers most of its body. The crab eats anything edible, from lichen to dry plants to underground insects. During the few hours when the sun is up but the temperature is not scorching hot, the crabs will go out and bathe in the sun, all while the algae photosynthesize and feed off the crab’s waste, turning it into more algae that the crab can then eat. Once the temperature is too hot, the crabs go back to the tunnels to rest in the pockets of water. During the night, the crabs also look for different kinds of minerals needed for the correct growth of the algae. This allows the green crab to be very efficient, multiplying fast and spreading throughout the water tunnels across the badlands. Many creatures have evolved to hunt them.
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what the fuck happened to suptg
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>>90094538
OH NO NO NO GIANTSTEP SISTERS
THIS CANT BE HAPPENING
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>>90094538
What?
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>>90094538
Works fine to me. Was there a downvoting run by redditniggers again?
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>>90097645
It seem so.
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>>90090026
I want to see art of this thing honestly
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>>90089565
Done. Does Avangar have a division in provinces? Or named cities beyond Alga?
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>Greentail Swallow
Greentail Swallows are a species of bird living in most of the continent of Giantstep. They are slightly smaller than the common swallow, and are notorious for their green tails, which clash with the rest of their darker coloration. This green tail is often used as a means of attracting mates, powdering their tail with pollen and nectar from flowers to make it smell good. This action makes them important pollinizers wherever they live, though most of the time they end up migrating southwards, either to the Mona Ki Ngi Xica Savannah or other places in the south. In particular, the greentail swallows are important for the lifecycle of Southern Plantains, roosting in the Mona Ki Ngi Xica Savannah for only a few months each year during the rainy season.
>>
>Grey Flamingo
Grey Flamingoes are a species of bird living in the Bladegrass Lakes. A taller bird than the common flamingo, they have developed feathers that are immune to the cutting effects of the bladegrass, protecting them from the cutting and the puncturing of the thorns. They are also capable of knowing where the bladegrass is actually taller than it seems, avoiding to fall into the grass’ deathtraps. They walk on their claws, keeping as little surface on the ground as they can, giving the impression of dancing ballerinas. Their eyes are covered by a particularly dense fold of feathers, just in case the plant threatens their vision. They can also fly very far without needing to stand still, though they rarely spend that much energy on flying. They manage to feed off the insects and small crustaceans that make the deeper parts of the grass their habitat. The lack of natural predators in the area has caused their numbers to rise dramatically, being around in the hundreds of thousands.
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>Grunadont
Still have not found them.
>>
>Gryphons
Gryphons are a species of alchemical creature living in the Kingdom of Tarot. Their origins can be traced back to the founding of the Kingdom of Tarot, when the king ordered the creation of a flying mount that would guarantee the protection of the nation during the chaotic days of the fracturing Northern Khenomeric Empire. Mixing the head and wings of an eagle and the body of a lion, they were hoping to make it a revolutionary mount that would guarantee Tarot’s independence and control over the region for generations to come. However, no matter how many attempts were made, the alchemists couldn’t find the perfect equilibrium. If they were big enough to be mounts, their wings would be too weak to carry both through the skies, and if they were small enough to fly, it would amount to small flying cat, of no use for anything but to hunt bats. While the project was cancelled, the gryphons stayed as a prime elite mount, due to their strength and resilience. Hard to train and of irritable character, they need to be trained from birth to allow anyone to mount them, but those who manage to gain their trust can become fierce warriors in the battlefield. They feed exclusively off meat, needing immense quantities of it every day to keep their strength. Because of this, only the most powerful and affluent houses can afford keeping one. Gryphon breeding is a very complex task, as the newborns need quite a lot of attention and care, and neither one of their parents have any paternal instincts whatsoever, thus the youngling needs to be taken out of their sight as fast as possible. This is the main reason why gryphons have never been able to escape and breed in the wild.
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>Hallucigenia
Hallucigenia are a species of sea worm that lives in the shores of the Terrania Freeholds. A strange creature, about half a meter long, its noodle-like form is covered by hard calcareous spikes, used to move around as limb and as defense. When threatened, they will shrink down, moving their spikes outwards to avoid the predators' bite. They mostly live underwater, as their bodies are ill suited for travelling on land. However, sometimes they can be seen walking around in the sandy shores of the freeholds, trying to find anything organic through the sand. Some Chotë dedicate a lot of time searching the beaches for shed spikes, as they can be turned into powerful weapons, though they need to be adapted due to their size compared to the chotës’.
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>Happy Willy
Happy Willies are a species of fish that live in the northern seas of the world. They are about twelve meters long, often moving in and out of the deep, following the undersea currents. They are similar in complexion to puffer fish, only with a more elongated shape and much bigger. They have three mouths, one located in their head and the other two on their sides, right above the flippers. They feed off filtering the water, moving to an are they consider suitable for feeding and then expand their bodies, quickly swallowing the water and anything on it, keeping everything organic within them, and after a while, spewing the water back. They can reach tremendous sizes during this feeding process, looking like small islands if they happen to be on the surface. While they are technically filter feeders, they can digest fish of pretty big sizes, though they tend to let the bigger things escape to avoid getting hurt from within. They can also inflate to protect themselves from predators, quickly filling with water and spewing it right back at them in a torrent strong enough to cause concussions to sea predators. Happy Willies are very amicable creatures, and they will attempt to interact with most ships they see. They are rather intelligent, and they know that the strange floating things only appear near concentrations of fish, and so have developed the habit of following them close. While traders and military ships see them as good omens, with their enormous size keeping most predators at bay (and many tales of rescued sailors brought near the shore by Happy Willies), fishermen hate them, since they drive away or eat all the fish. The only ships they actively avoid are kentgorodian hunter ships, since they know the danger they represent for their lives.
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>>90104018
I imagine they look something like this, but gigantic, elongated, and with retractable spikes to avoid bites.
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So should the Heel Biter fish be some kind of cleaner fish, or a water bug?
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We are going in the right track, though tere are still things in need of completing. The major things are all pretty much done, though.
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>>90108467
How much should the underground be developed?
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>Heel Biter
Heel Biters are a species of insect living in the swamps of the Bog Witch. A small insect, around the size of a fly, they live in the shallowest waters of the bogs, waiting for someone to cross. Once they detect a passerby through the vibrations of the water, they will swim towards them and quickly sting them, injecting them with an anesthetic poison. Once the member is numb, they then will lay their larvae upon the flesh of the victim, which will feed off the meat of the target for about a week. Afterwards, the larvae will burst from the body, leaving a considerable hole in them. If not treated, it can lead to serious infections and even the rotting of the afflicted member.
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>Hell Ants
Hell Ants are a species of eusocial insects living in the remote Squid Peninsula. They are slightly smaller than common ants, with one singular white dot between their eyes differentiating them from other species of ants. Their jaws are incredibly strong, capable of ripping and tearing skin and flesh apart with ease. They also breed very fast, with the different colonies growing into the tens of thousands in a couple of months if food is available. They, along with the hell termites, are one of the reasons the Squid Peninsula is uninhabited to this day, as their aggressive behavior and quick reproduction make them a legitimate threat to life outside of the island, and the reason why the great firewall was created. Any living being who arrives to the region will be immediately detected, and once they start getting deeper into the island, they will be assaulted by swarms of ants, eating their flesh while they are still alive. Even magical protection seems ineffective against the creatures, which makes many naturalists think that they fed off magical creatures in the past, and developed measures to neutralize magic. However, the only thing that seems to contain the ants and termites is salt water. They are apparently quite sensitive to salt water, having no other defense for it other than grab whatever item is floating at the time and try to wait to go back ashore, chocking when their bodies oversaturate with salt.
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>Hell Termites
Hell Termites are a species of eusocial insects living in the remote Squid Peninsula. They are slightly bigger than common termites, with an albino white body and one singular black dot between their eyes differentiating them from other species of termites. They feed off the wood of the land, which they can devour and consume at tremendous speeds. Due to the hyperdense woods from the region, they need to use a particularly potent type of acid to melt it down for digestion. If used on the island, they can consume wood at a normal speed, but against any other type of wood or plant, their consumption speed is shockingly quick. They also breed very fast, with the different colonies growing into the tens of thousands in a couple of months if food is available. They, along with the hell ants, are one of the reasons the Squid Peninsula is uninhabited to this day, as their aggressive behavior and quick reproduction make them a legitimate threat to life outside of the island, and the reason why the great firewall was created. Any shipwreck that lands on the Squid Peninsula’s shores will be detected and melted down into goop, leaving the poor crew stranded for the hell ants to eat. Even magical protection seems ineffective against the creatures, which makes many naturalists think that they fed off magical creatures in the past, and developed measures to neutralize magic. They are in a constant fight against hell ants, countering the ants’ voracious appetites and numbers with their near impenetrable fortresses and acid sprays. However, the only thing that seems to contain the termites is salt water. They are apparently quite sensitive to salt water, having no other defense for it other than grab whatever item is floating at the time and try to wait to go back ashore, chocking when their bodies oversaturate with salt.
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>Hoary Leviathan Beaver
Hoary Leviathan Beavers are a species of rodent living in the swamps of the Bog Witch. They are about two meters tall, with a flat tail that can measure up to half a meter, being some of the biggest rodents in the world. They are covered in dense fur, half brown and half white, with a keratin plaque on their foreheads. Their teeth are constantly growing, and are reinforced with iron, which can make them cut wood with ease. They often live alone, only joining together during the mating season. Once a pair bonds, they will stay together building a damn to protect their spawn from the many predators of the swamp. They are incredibly aggressive during this period, and they can cut in half some of the most powerful creatures in the area with their powerful bite. Due to this, even seasoned hunters stay away of leviathan beaver dams, knowing what can wait for them there.
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>Iguanodon
Iguanodon are a species of dinosaur that live in many areas of the south of Giantstep. They are massive herbivores, measuring 9m from head to tail and standing nearly 2m tall at the hip, they are nomadic grazers, eating the vegetation in big herds. Their forelimbs have a special cone-like claw made completely out of bone, serving both as a support when eating from tall trees and as a defense against predators, though it is a very awkward weapon to use, and they prefer using their sheer size and bulk to intimidate their opponents. Despite their size, many predators have learned to hunt them down. Due to their low intelligence, they can be prone to being scared, causing stampedes that might exhaust some of the weakest members of the herd, or force them to abandon their nests where their young and their nests lay. At a certain point, they were imported to Scimitarian, and now some herds can be seen naturally moving across the Cornfloor Peninsula.
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>>90098780
One of the lakes has no name.
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Isn't the itch bug the same as >>90110270?
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>>90098780
Will try Elanxa tomorrow.
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>Ivory-Horned Elk
Ivory-Horned Elk are a species of mammal living in areas in Northern Scimitarian. Similar in size to some other species of elk, they have been bred over the centuries to serve as the main mount for the sea elves. They were initially chosen by them due to their skills in swimming, having much more resilience and the ability to float much better than horses, and nowadays are fully domesticated creatures. Their fur keeps quite a lot of air within it, helping them with buoyancy.
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>>90120490
They are also much more docile than other elk, though the males have to be separated from each other during mating season. Their antlers are slightly forward, ending in sharp edges that can be use to dissuade predators, though they are not well suited as war mounts, as they aren’t as physically strong as horses. Elk can swim both through sweet and salt water, but in the latter, sea elves need to take care of the amount of salt accumulated on the elks’ fur, as it can cause dryness and rashes to them.
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I have found a bit of contention with Elanxan lore:

>More inland, this is also the region of the Dragonfly Knights, Lancers and bowmen riding atop giant dragonflies

However, there have been mentions multiple times that flying mounts are not a thing in the setting. The flying species are either too small to be mounted or too unrully to be used as mounts. Otherwise, everyone would have adopted the fliers as mounts. So how come Elanxa has this?
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Elanxan map done.
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>Jögnirov Sea Snakes
Jögnirov Sea Snakes are a species of fish that live in the northern seas, though mostly congregate in the Platinum Strait. They are about 17 meters of length, with a squat head keeping a powerful jaw. Their biting power is tremendous, capable of crunching bone from a bite, and they have multiple rows of teeth as strong as steel. This allows them to hunt other giants of the sea with considerable effort, from giant squids to whales to other sea predators. They are not particularly fast, however, and have to ambush their prey from the deep, looking for the silhouette of their prey from below. They will first hit their victim with their head as fast as possible, hoping for blunt trauma to soften the target. They then coil around it and bite some of the softer parts, causing massive bleeding and death. They also tend to attack ships, mistaking the shape of vessels for other creatures. However, if the ship survives the initial bite, they will often leave the ship alone, as they will realize it is a piece of wood and steel, and not flesh. However, some have learned that sinking the ships makes people come out of them, granting them easy snacks. Many vessels often bring barrels of spicy plants aboard to keep these beasts away, dumping them into the sea to irritate the sea snakes’ eyes and gills to the point of leaving.
>>
>Knuckle Horse
Knuckle Horses are a species of mammal that live in southern areas of Giantstep, mainly in the Zulutaur Steppes. They are a strange humped creature, with a face similar to a horse, but with clawed forelimbs, using their digits to grab and even climb trees to eat leafs. The can measure up 1.5 meters when standing up, and weighting around 600 kg. They are pretty strong, with their claws causing massive damage if they manage to connect. They move around in familiar herds for protection, with the males keeping check on the savannah while the females eat and take care of the young. Some badgassi groups have captured some from time to time, and have tried to turn them into pack animals. This rarely works, as they are not particularly smart, but in those cases that work, they can be sold for quite a price as a luxury possession.
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Can I get an invite to the discord?
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>>90121805
Seems like a dumb rule that someone tried to impose late in the game after several types of flying mounts were already established. Specifically it first showed up on thread 30, while flying mounts had been a thing since thread 1.

Probably better to just say flying mounts are better suited for scouting, light skirmishing, and message delivery. They can't do mass cavalry charges to run people down, they are hard to shoot arrows from, probably most of them only thrive in a very specific biome.
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>>90123899
Still have to explain why the mount hasn't become commonly adopted by everyone as mounts. Flying is a pretty powerful tool of war.

I'm imagining something akin to "the dragonflies burn themselves out after carrying a soldier for a single battle, and end up dying afterwards" kind of situation, but still doesn't explain the above.
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>>90123952
>>90123952
>probably most of them only thrive in a very specific biome
Probably the best way to explain why they haven't spread all around the world.
>>
>>90123952
or maybe flying mounts are just really labor intensive to raise and train and therefore are mostly limited to elite units

>>90124035
also many other parts of the world have their own species of flying mounts
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>>90124217
>also many other parts of the world have their own species of flying mounts
Other than the small mounts for the diminutive sentient species, what other critters are you thinking of?
>>
>Giant Dragonfly
Giant Dragonflies are a species of insect living in the Dragonfly Island, east of Saint Thinerio Peninsula. They are a very unique creature, being dragonflies the size of horses. Their two front limbs are razor sharp, and the dragonflies can use them to pick up the great purple berries that grow exclusively on the island. While the dragonflies are omnivorous, giant dragonflies need a constant consumption of these berries to stay healthy, becoming anemic and dying if they do not get it. This species was discovered by the khenomeri during their expansion through the region, and they managed to domesticate them, seeking to use them as mounts of war. However, they quickly discovered two major problems that kept them from being useful as mounts: the first was the inability of the giant purple berry tree to grow anywhere outside of the island, for unknown reasons. The second issue is that, once a rider mounts them, the amount of energy the dragonfly needs to expend to move both it and its rider will make it consume itself, burning out and dying if they do not rest for months to recuperate. However, once a dragonfly rider enters a battlefield, they are an incredible force multiplier, due to the ability of the dragonflies of flying at incredible speeds (much faster than horses) and to fly in all directions: upwards, downwards, forward, backwards and sideways. This gives them incredible flexibility, though they often have to limit to light skirmishers, as they simply aren’t suited for carrying bigger armor or weapons. Due to the limitations in the production of giant purple berries, only the most elite local knights can afford having multiple dragonfly steeds, and dragonfly knightly duels are some of the most expensive honor duels there are in the world due to this.

Would something like this work?
>>
What happens in grundiddy-i gromplos?
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>>90124252
griffons/gryphons have shown up in a few areas

ogchuk have flying beetle-horse things as their main gimmick

there are probably a few more scattered about that I am forgetting

plus there are sentient species that can fly like harpies and winged-gnolls that can fill the niche of flying scouts and skirmishers for other areas
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>>90125335
Both griffons and garl have been described as "too big to fly". As for sentient species, the only one described to be capable of flying trully significant distances are the mozadizz, the moth people. Other insectoids are capable of flight for shorter distances, but nothing actually significant for travel. Fairies and smaller peoples can fly long distances from their perspective, but from a human point of view might as well be travelling on a horse. Harpies have been described as not flyers, but capable of gliding for long distances, they just have to claw to some height, and then jump.

Flying seems like something quite limited for most.
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>>90125335
I do imagine that the dragongnoll would be able to fly great distances as well, due to their origins being from dragongod. Though they are still gnoll, so I imagine their tendencies would make them not use their flight to the fullest.
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>>90126471
sounds like a big pile of retcons that ignore the original context in which these creatures and beings appeared

if large things being able to fly doesn't make biological sense to you, then just accept the fact they are innately magical or something
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>>90126704
It is not the biological sense I have an issue here. It's the balance in the story and the setting. Storywise, flying seems like something all powers would want to attain as soon as possible, and having it would break with the big divide between east and west of the world. Having a common way of flight would bypass the barriers that keep both sides of Giantstep relatively isolated from each other. Not to mention flying mounts would be incredibly powerful as war and trade animals, and would thus be bred and spread out everywhere. It would break a lot of the balances of power in the setting.

And as for the setting, flying seems like a very overpowered game mechanic if left easily available. Better to keep it rare to make players think of other alternatives, or to try to play around the particular critters' limitations.
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>>90126806
I would say flying is pretty low on the list of things that needs to be hit with the nerf bat in this setting

Gnolls and Bog-Witch have fliers, probably Witch-Elves too, so the central barrier of hostile nations remains

Griffons are too high maintenance to be anything other than an elite's mount, probably the dragonflies as well

Garl seem a bit more widespread, but maybe are restricted to that specific climate

Players getting flying mounts won't actually change that much, you can still come up with ways to force random encounters on them no matter how they travel
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>>90127045
It's not really nerf, it's just not creating an ability with all pros and no cons that would break the balance of the storytelling.

Gnoll flyers have pretty clear limitations, being small in number compared to the teeming masses of gnoll plus their bloodlust can make them just abandon their advantage of height and just dove into the battle for close quarters combat, where they are vulnerable. The Bog Witch has a lot of flying servants, but none seem to be bigger than the bog fairies or the umpish bat (which, btw, should it be in the monster list or the bestiary? It's not in either). They don't seem to have any fighting role.

Maybe with griffons, we could change >>90101545 into "only a select few can actually fly", making it the elite of an already elite mount. Giant dragonflies is explained here >>90124296. Gars, I'm not sure, their description makes them look like beetle horses, and they don't really seem to fly, nothing there really screams fliers.
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>>90127238
I guess we will just agree to disagree as per usual on harpies and griffons and such

I think rotsuckers were meant to be the main aerial threat in the Dominion, but there are likely others as well

The garls were clearly meant to be able to fly, there is multiple references to "in the sky" and one directly to "flying"
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>>90129500
>The garls were clearly meant to be able to fly, there is multiple references to "in the sky" and one directly to "flying"
Oh yeah, I've missed that.
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Ok, here's the bestiary up to now. I'm marking the gryphons and the garls with the discussion tag, to see how we can make them fly without being too overpowered later.

The bestiary itself is going well, more than half of the critters there have full description (or at least serviceable description). Images are going to be a pain, though, we are lacking a lot.
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>Krogofus
Krogofus are big mammalian creatures that inhabit the volcanic lands of Scimitarian. They are quadrupeds thought to be a very primitive species, possibly related to bovines. They are about 1.2 meters of height and 1.8 meters from head to tail. They are ungulates, with very flexible and resilient hooves, managing to withstand the heat of the volcanic ground with little issue. Their head is massive, almost twice the size of that of cows, and without a neck to speak of, as if directly sprouting from the body. They have a short snout, a massive mouth and big nostrils. Their head is nearly devoid of flesh, with the skull beneath being very prominent. They have little to no fur, often around the eyes and nostrils to keep volcanic ash from entering. The eyes are sunken down into the skull, and are believed to have a dreadful sense of sight. Their brain is the size of a walnut, a shockingly small brain for big mammals. Slow, smelly and without that much intelligence, they usually move in small herds around volcanic chimneys and areas with high fume concentration. They have developed an insane resistance to poisons, gases and heat, and thus can thrive in areas where most predators simply would not survive. It is not really sure how they become so big in areas mostly devoid of vegetation, and some believe they are able to feed of minerals and heat directly. Their meat is not use for consumption, but as an ingredient to create concoctions protecting people from heat.
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To the anon that is doing the style editing in the Gnoll Empire's wiki page. While it's nice to get some style editing in the older pages, please remember that all changes and additions must be posted in the threads first.
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>Kutipus
Kutipus are diminutive cephalopods that live in the forests and plains of the lands behind the Hedge. They are minuscule, the size of bees or other insects, though their tentacles can stretch to move from flower to flower. They have lungs adapted to breathe air, though they can also breathe underwater, often congregating near ponds or other small bodies of water. Their coloration can be quite vibrant, often mimicking the flora around them. They live in small flowers, feeding on the nectar and protecting them from predators. They move from flower to flower using their tentacles, pollinating them in the process. They also hunt small insects, flies and bumblebees. They can change shape and color to protect themselves from bigger predators, such as lizards, dragonflies or birds. If that does not work, they can throw small ink bubbles that could be stuck in the predator's skin, slowing them down enough to allow the kutipus to flee. They have to lay their eggs in water, and as such, they never stay too far from bodies of water, often hidden enough for the newborn to grow safely, feeding off tadpoles and small water larvae.
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>Lacrymose Leech
Lacrymose leeches are a species of worm that live in the swamps of the Bog Witch. They are capable of growing up to 6 meters of length, and their powerful muscles allow them to coil around their prey, asphyxiating it before drinking all their bodily fluids. Instead of teeth, they have a spiked hollowed tongue they inject within their target once it has been weakened enough to stop struggling, and then they start sucking all water, blood and fat from the target, while also pumping different kinds of acids to liquefy organs and muscle. In the end, the victim is left as a sack of empty skin and bones, with even the eyes having been drank by the leech. They often wait near up the trees or below the water, waiting for a victim to pass nearby.
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>Grass
Grasses may be annual or perennial herbs,[8]:10 generally with the following characteristics (the image gallery can be used for reference): The stems of grasses, called culms, are usually cylindrical (more rarely flattened, but not 3-angled) and are hollow, plugged at the nodes, where the leaves are attached.[8][9] Grass leaves are nearly always alternate and distichous (in one plane), and have parallel veins.[8]:11 Each leaf is differentiated into a lower sheath hugging the stem and a blade with entire (i.e., smooth) margins.[8]:11 The leaf blades of many grasses are hardened with silica phytoliths, which discourage grazing animals; some, such as sword grass, are sharp enough to cut human skin. A membranous appendage or fringe of hairs called the ligule lies at the junction between sheath and blade, preventing water or insects from penetrating into the sheath.[8]:11
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>Lake Snappers
Lake Snappers are a species of reptile living in the swamps of the Bog Witch. A turtle the size of a lion, they are nevertheless incredibly skilled at camouflage. Their rocky skin and the irregular shape of their shell make them look like massive boulders, often covered by tons of grass, plants and swamp moss. They will slowly move across the swamp carrying their massive shell until they reach a body of water appropriate for their purposes. They then put their head below water and open their mouth, using their fish-shaped tongue to attract prey. They can spend as much time as they want below the water, as they have a second pair of lungs, with its orifices located at the top of their shell. If it ever becomes clogged, the lake snappers will try to clean it up by rubbing themselves into anything they can until they are rid of the strange body. Otherwise, they are doomed, as they cannot breathe underwater, and they will not be able to hunt as effectively.
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>Leap Leeches.
They are a predatory and nomadic type of Leech that can grow to the size of a dog. Their ring-segmented bodies can retract and expand with great force, allowing them to jump great distances. They leap from mud hole to mud holy in search for prey and thanks to their wing-like flaps of skin, they can fly up to ten meters with each jump. In contrast to the maggot leeches, they suck on their victim until it is completely drained of blood. Their favorite places to set their deadly bite is on the neck which has earned them the nickname vampire leeches in the vernacular. Rumor has it that a wanderer's pale bloodless body, drained by a Leap Leech, wakes up at night and wanders restlessly through the swamps as if he had forgotten that he is already dead.
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>Leedsichthys
Leedsichthys are a species of fish living in all major oceans in the world. They are huge, more than 16 meters of length and weighting multiple tons. They have a very strong skull, with a massive mouth always open to allow the water inside, filtering great amounts of water for plankton as they move. They move in schools of around ten individuals, protecting each other from the sea predators with numbers. However, they are not particularly intelligent, they are not truly social creatures, they just instinctively group together, ignoring their fellow leedsichthys. A persistent predator can scare one of them away from the protection of the school, and then the leedsichthys is left by itself to fight of the threat. Leedsichthys have teeth, used only to defend themselves from predators, and a bite of them can rip predators in half. And even if they cannot bite them, leedsichthys are quite resilient, with bony scales protecting their gills and other vulnerable areas.
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>Lhaza Tiger
Lhaza Tigers are a species of mammal living in the Eldritch Jungle. Our knowledge about this creature is very poor, due to their rarity, the dangerous nature of the Eldritch Jungle and their sheer level of aggression and violence against sentient creatures. From witness testimonies, we know that they are about as big as common tigers, if not slightly bigger. They have a pair of giant fangs, used to break skulls with their bite. However, their main characteristic is their ability to completely mimic their environment, to the point of near invisibility. This makes them one of the most feared creatures in the entire area, even more so that the giant reptiles that roam the jungles. The reasons why they haven’t spread outside of the jungle are unknown. We do know they can survive outside of it, as there have been expeditions to capture them for circuses or private collections. They can even still perform their mimetic camouflage. However, no matter how much it has been tried, they simply refuse to mate and reproduce outside of the Eldritch Jungle.
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>Faarowt (additional geographic notes)

Faarowt has no provinces or other obvious administrative divisions. Instead, it has some vague regions defined by geography and history. Nor does it have any obvious government structures. Instead, most guidance is provided at the stone circles where the druids oversee religious ceremonies, give sermons, and (sometimes) gather village elders and other respected community members together to make decisions. There are thousands of stone circles scattered throughout Faarowt, most of which are simple places where a mid-tier druid can see to the needs of those living nearby. However, some stone circles are larger, more elaborate complexes where like-minded druids can gather in large numbers to debate, make decisions, and receive instructions.

>North Border

This region was traditionally a no-mans land between Faarowt and the marquisates. Those who lived here knew that violence could flare up at any time for a number of reasons, so the area was sparsely populated. Since the Green Head Uprising, it is seen as much safer, but still few people live here, and the few prominent druid circles are mostly famous for violence.

Dubhain Circle – The druids of this circle were infamous for their brutal tactics during the countless skirmishes of the North Border. Since the Green Head Uprising, most of the druids have relocated to other borders or to the allied marquisates, but they still meet here periodically.

Faoileann Circle – The druids of this circle have an unusual fondness for explosives and fireworks, both for their combat potential, and also for how interesting they look when viewed under the influence of hallucinogens.
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>>90136518

>The Highlands

This region is covered in rocky foothills and low mountains, as well as the Gormain Lake which covers a significant portion of it. The region has long been overlooked by the rest of Faarowt. The reason for this is unknown, but is perhaps because there is simply not much of interest to the Bright Ones in that direction. The inhabitants are mostly humans, and live in a handful of small communities in almost complete isolation from each other.

Gormain Lake – Almost no one lives along the shores of this large lake all year around, but some do travel here for fishing during certain seasons, staying at crude shacks or camping in the open. An isolated population of rusalka live in the lake, as do a few pondlings.

The Lodge Circle – This stone circle is located in shallow water near a two story lodge which is perhaps the largest building in The Highlands. Druids of Jeberjebus sometimes stay there when they want isolation. The circle is sometimes used for ceremonies by fishermen.

The Sunset Circle – This small stone circle is mostly noteworthy for being near the edge of a cliff that offers stunning views of the surrounding area. Despite the common use of hallucinogenic mushrooms for rituals, accidental deaths are surprisingly rare.

Yozhaag Circle – This small stone circle is pretty typical of the ones found in The Highlands. It consists of a few standing stones servicing a few local inbred families that live off of potatoes, mushrooms, wild game, and potent but crude alcohol.
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>>90136533

>The West Coast

The West Coast is an unpleasant, rocky area prone to storms and the occasional sea monster.

Aidor – This Khenomeric coastal fort was eventually expanded into a small harbor city that was used to support Mareador in its various colonial efforts. At times, it was even the capital of its own small province. However, it was located along a particularly rocky and inhospitable stretch of coast that produced little goods, and therefore relied heavily on government spending by the wider Empire to keep it operating. It was swiftly abandoned once the Khenomeric Empire lost control of Mareador province. Its most noteworthy feature is the rare bioluminescent algae that glow when disturbed by ships or wave action. In modern times only ruins remain.

Mareador – This Khenomeric coastal city was the end result of decades of gruelling wars by the Khenomeric Empire to forge a route to the northwestern ocean. Although attempts to use this port as the centre of an ocean-based colonial empire were largely unsuccessful, it remained the provincial capital of the province of the same name for many centuries. The Khenomeric Empire abandoned the city and province following the Battle of Empires, but Mareador survived as an independent trade city for several centuries before most of the remaining population migrated to The Fungest. In modern times the city is in ruins but sometimes fishermen and smugglers build small communities among the ruins of the harbor.
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>>90136553

Mutara Island – This island has long had a cursed reputation, though the nature of the original curse is long forgotten. The Magoclergy used this island as a site for a number of highly unethical magical experiments and several ancient dungeons, ruins, tombs, and ritual sites remain dangerous to this day. A small number of druids live on the island to keep an eye on the slumbering evils, however, they rarely intervene when foreign adventurers and tomb raiders go poking around the Khenomeric sites, as it rarely ends well for the intruders.

Roise Island – The druids of Faarowt have never been noted for their naval prowess, but in ancient times they did settle on a number of islands, with Roise Island being the largest. The inhabitants are known to be wild, aggressive, and hedonistic by Faarowt standards, perhaps because of the high percentage of fey, or perhaps because the inhabitants have to deal with more foreign trouble-makers like pirates, smugglers, and wannabe conquerors, compared to other druids.

Suten-hi – This small Khenomeric port town has outlasted nearly every other Khenomeric port city, town, or village mostly because many of them adopted Faarowt culture even when the Khenomeric Empire was at its peak, and later on felt little reason to leave when the Khenomeric Empire withdrew. In modern times, it is sometimes used to drop off goods being transported overland through Faarowt, but most goods entering Faarowt from overseas take the Cyclio-Wububao-Senbu route instead.
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>>90136593

>The Crossings

This region gets its name from the fact it connects many of Faarowt’s other regions, as well as features several large roads (by Faarowt standards). Since roads fall in and out of use frequently in Faarowt, there are many more overgrown roads good for little other than being footpaths than there are roads suitable for carts and horses. This sometimes creates the impression the whole area is covered in old roads, though this is obviously not even close to being true given the sheer size of the region.

Azizi – The Khenomeric Empire lost control of this border fort even before the Battle of Empires, causing it to be abandoned for several centuries. But it eventually it was settled by Florinthian outlaws, joois, “Khenomerics” (from Kowloon) and other riffraff. It has been destroyed and rebuilt a number of times since then, which has lead to an odd mix of cultures and architectural styles. These days it is the main eastern port of Faarowt and mostly exports drugs, but also some foreign goods from out west that were carried overland from Cyclio or Suten-hi for transport further east, plus some pamphlets from Wububao.

Domhan Rioga – This stone circle is made of pale colored rock to emphasize the lurid colors of the paints, dyes, and powders splashed over them. The nearby village is large by Faarowt standards and specializes in the production of dyed robes and clothing for other druidic communities.

Frog Circle – As its name suggests, this stone circle stands have submerged in an enchanted swamp filled with frogs, toads, and mushrooms that are giant, hallucinogenic, and/or bioluminicient. Mushroomites, pondlings, nymphs, and fungal goblins make up a large portion of the population.

Magailleach – This sprawling complex of stone circles and platforms is physically one of the largest religious sites in Faarowt, but it is only used by a small number of locals. No one remembers why it was built so large.
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>>90136622

Mud Flat Circle – The ancient builders of this stone circle took Jeberjebus’s affinity for water and earth very literally when selecting their construction site. The circle is located on a stretch of frequently flooded mud flats at the base of a large waterfall. A small village nearby hosts several crude cabins and barns used for storing books and scrolls containing all sorts of knowledge including geography, politics, biology, and philosophy, but also lore more specific to the druids like theology and the metaphysical ramblings of senior druids high on hallucinogens. A small tavern by the road mostly exists so druids can bug travellers for more knowledge.

Senbu – Another abandoned Khenomeric border fort lost prior to even the Battle of Empires. For much of its history it has been empty or sparsely inhabited, but since the Green Head Uprising, it has often been the location where the north-south and east-west trade routes meet. The trade routes are used by a mix of caravan crews (mostly from the allied marquisates and Florinth, but also a few joois) and “professional travellers” (bored nobles, globetrotters, those seeking enlightenment, adventurers, explorers, foreign druids seeking new ideas, etc.) For a small town mostly made up of shabby inns and crude stables, Senbu is actually a pretty interesting place.

Troll Circle – This small circle is unusual as it is home to a group of furred trolls who have converted to the druidic faith and have adopted a pacifist lifestyle that revolves around the usage of green weed and hallucinogenic mushrooms.

Weed Circle – This stone circle sits in the middle of a large field of green weed. Green weed is a mild relaxant and hallucinogen that is grown and used in nearly every Faarowt community, as well as some other parts of the world. Green weed flourishes in Faarowt without any care, and travellers rarely have to wander for more than a few minutes before finding some growing in the wild.
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>>90136652

>The Valley

Considered the core of Faarowt’s civilization (such that it is), this region is home to the sacred Sun Payus river, as well as many of Faarowt’s most ancient and respected druidic circles.

Centifrog Circle – The stones of this stone circle include many carvings of the rare centifrog, found throughout central Faarowt, but are most common here. Several other rare, brightly colored amphibians can also be found here in abundance, which makes this circle a popular pilgrimage point for “frog-lickers”.

Cirkehket – When the Khenomeric Empire decided to split the Mareador province into four provinces (Mareador, Faarowt, Aidor, and Western Dogrillu), a new city was built to serve as a capital of the Faarowt province. It was located at the entrance of the Sun Payus river in hopes that it could connect the troublesome region to the more established provinces further east along the Labyrinth Bay. However, trying to build along their sacred river just alienated the druids even further. Not long after the Battle of Empire, the druids (with the help of outcast Khenomeric mages) unleashed powerful destructive magic on the city that razed much of it. Sporadic and feeble attempts by the Khenomeric Empire and its successors to reestablish Cirkekhet were generally easily beaten off, with no successful attempts made for nearly two millennia. Now a ruin in modern times.

Finnabair Circle – This circle is known for its powerful spellcasting traditions inherited from exiled Green Order mages. They have helped keep invaders from establishing a foothold in Cirkehket for millennia.

Glaisne Circle – This stone circle is mostly famous for the small village nearby that specializes in making the brightly colored dyed feather trinkets that certain druidic factions are fond of.
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>>90136661

Maorloahog – This stone circle and the inhabitants of the surrounding region have a somewhat ominous reputation among their fellow druids. They have become so obsessed with mushrooms they have become part mushroom themselves. This is not uncommon in other parts of Faarowt among the more mutable races like goblins and wood elves, but here it affects all races and has been taken to extremes. The terrain is a fungal forest that would not be out of place in The Fungest, except with even more lurid colors.

Sun Payus River – This large river is highly sacred to the Faarowt druidic culture. Drinking from it causes hallucinations due to certain tannins of plants that grow along its edges. Sometimes certain female druids are placed in boats after death and allowed to sail down the river. It is said they end up in a grotto deep underground from which Jeberjebus will send them along one of several other rivers that bend realities and enter other planes of existence to continue the cycle of reincarnation.

The God Circle – Although the druids primarily worship the Bright Ones, they acknowledge the existent of many other gods from other cultures. This large shrine is maintained by many druidic circles and consists of dozens of painted totem poles depicting every god, demigod, demon lord, or senior faerie lord the druids are aware of from around the world, even the ones that are likely just different cultural interpretations of the same god. Aside from the three Bright Ones, the most significant gods in Faarowt’s mythology are Gaia (impartial creator goddess, similarities to the Earthmother, Ulgnah, The All-Creator, etc.), her three daughters Forlaitha, Sadva, and Aobhunnun (strong similarities to Freggya/Zolovara/Aoghm of the Zemylander Pantheon and Aurelia/Solstara/Nuit of the Wheat Gods), and Oengus (similarities to Onba and Razvratnik). The Bright Ones are said to be the offspring of the three daughters and Oengus.
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>>90136678

The High Circle – This complex of stone circles and platforms is one of the largest and most sacred. On the rare occasions two, or even all three Bright Ones want to meet with senior druids from across Faarowt, it is often here.

The Sacred Grotto – This grotto is the end point of certain elaborate funeral rites given to senior female druids. What actually happens here is kept strictly secret, but it features heavily in Faarowt’s mythology as an entrance to many other dimensions that allow one to escape endless reincarnations in this plane of existence.

Urthuile – This stone circle is one of several used by druids keeping an eye on Old Aidor.

Wamailladh – This stone circle surrounds a massive oak tree, which is visible for miles (but only if you climb a tree or a rocky outcrop as much of the surrounding region is heavily forested).

Yiftach – This rundown village is home to a lynx-like joois clan who mostly work as peddlers and junk merchants in the southern half of Faarowt. They once lived in Fyrd, but left after being blamed for a bog-yam blight there two decades ago.
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>>90136688

>The South

This region borders on the Golden Sea of Wheat and Florinth, and as such has the most amount of cultural overlap.

Bomilhald – This unusual academy sits a few kilometers within the borders of Faarowt for a range of legal reasons, but also pays taxes to the local lord in Florinth for extra protection. Officially it is run by a charity that provides a basic military education to young mixed race girls escaping persecution, but unofficially many of its inhabitants are highborn bastard children sent here as punishment, to get them as far from home as possible, or in some cases because they are at risk of assassination to avoid possible challenges to lines of succession. Although life at Bomilhald is basic, and few who graduate from here will acquire much in the way of wealth, many of the inhabitants still have some of arrogance from their privileged early childhoods and have a reputation for stirring up trouble in both Faarowt and Florinth.

Fire Circle – The druids who gather at this stone circle tend to be pyromaniacs. The first hint is the circle itself, which is fairly ordinary looking except everything is covered in soot. Thanks to cultural overlap with the Golden Sea, large scale bonfires and effigy burnings occur on Oraast, Albtene, Ithal, Ulghnasadh, Hainsam, and Yeul, but also on a number of other holidays as well. Many druids of this circle are knowledgeable in fighting undead, hags, and witches, which helps keep the Golden Sea’s more questionable inhabitants at bay.

Flower Circle – This stone circle is known for their obsession with brightly colored flowers, though they are hardly the only one. The druids from here and other major circles along the Florinth border are tasked with driving out bandits and other potential troublemakers from Florinth. They also sometimes launch patrols out into Lucy’s Land, and on occasion have observed Lucy and her friends from a distance.
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>>90136700

Straw-Butt Circle – It has become a long standing tradition for the senior druidess of this minor stone circle to be a Bomilhald dropout with a chip on her shoulder and a fondness of brawling. Her followers tend to be minor druidess and local hotheads (all female) who have taken it upon themselves to retaliate against anyone from Bomilhald they see as causing too much trouble. Sometimes mock fights are also organized between the two groups for training purposes. The circle’s unusual name is a form of self-mockery, as many of the less sophisticated inhabitants of southern Faarowt use straw as toilet paper, a tradition that is often mocked by the Florinthians, and in particular some of the highborn inhabitants of Bomilhald.

Straw Circle – This stone circle features an unusually high level overlap between the Faarowt and Golden Wheat druidic traditions. The Bright Ones don’t seem to mind as long as none of the darker traditions seep across the border.

The Border Stones – This long stretch of standing stones forms the border between Faarowt and the Golden Sea. No one remembers who erected them or why, but they do seem to discourage some of the more evil inhabitants of the Golden Sea from crossing the border. They may or may not also be the reason that the terrain sharply switches from forest to wheat fields at the border. Although some patches of wheat can be found many kilometers within Faarowt, and some clumps of trees can be found in the western portion of the Golden Sea, the biome change at the border is still clearly to distinct to be nature.
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>>90136708

>Affiliated Marquisates

During the “Greenhead Uprising”, an alliance of peasants and druids managed to seize control of three marquisates along the border with Faarowt.

>Marquisate of the Grateful Soul

Formerly the Marquisate of the Silver Shark. Even by the standards of the “sick” marquisates it was an underwhelming place mostly famous for drug smuggling and human trafficking. In some ways not much has changed.

Caohmin – The defacto capital of Grateful Soul. A small village that supports visitors to one of several nearby stone circles. Druids of Jeberjebus specializing in mundane knowledge or oceanic magic tend to be the most politically powerful.

Green Cap Circle – This stone circle, and several others like it, are popular with the more militant of local converts. Calling themselves the “Green Heads” after the old rebel forces, their most distinct item of clothing are their green woolen hats. They enjoy getting drunk or high and harassing those they see as foreign trouble-makers, but sometimes form disorganized but well armed militias when more serious threats arise.

Gunlithea – The former capital. The official industries of this large town were once fishing and shipping agricultural produce (unofficially supplemented by human trafficking and drugs). Although the fishing and drug smuggling has continued, the human trafficking has mostly been stamped out, and food exports have dropped considerably.
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>>90136718

>Marquisate of the Fair Light

Once the Marquisate of the Silken Flower. Technically a “sick marquisate” but a large and wealthy one with some of the best agricultural lands in the region, and also the start of a moderately important trade route that connects the northern ocean to Grenndell’s Sea. Its ruling family became accustomed to a high standard of living, and when drought devastated their lands, they doubled, and doubled taxes again to continue funding several ongoing vanity projects on top of a large army and bureaucracy. Fighting was particularly fierce here during the Green Head Uprising. In modern times, a combination of emigration, the discontinuation of cash crops, and the use of druidic magic to boast the fertility of the remaining farmland has allowed much of the land to be returned to nature.

Casidiei – This sprawling palace and supporting town was home to the former marquise and her government. Although the more portable treasures were looted during the uprising, several senior druids of Vapouria were impressed by its sensual statues and expansive saunas and hookah dens and thus decided that a major druidic circle should be built upon the palace grounds. It is considered the capital by some as druids and community elders from across the marquisate often gather here to make key decisions. This is due to the ease by which it can be reached from much of the marquisate rather than because the addled inhabitants of this now rundown palace are particularly well respected.

Cyclio – Once the capital and a fairly large and wealthy city. It took extensive damage during the Uprising. Now much of the city is piles of stone and grazing land for sheep, but the harbor still sees moderate activity as certain goods are offloaded here, taken up the Gunther River, transferred to carts at Wububao, brought to Azizi, then shipped to the ports of Grenndell’s Sea.
>>
>>90136730

>Marquisate of the Enlightened Path

Formerly the Marquisate of the Black Crow. Historically one of the poorer marquisates due to its rugged, thin soiled hills, but it has occasionally been important during periods of time major trade routes ran through it. The government was overthrown during the Green Head Uprising due to support of a scheme to dam the lake during a major drought. Since then, much of the land has been returned to nature (even more so than the other two allied marquisates).

Tona Village – The new defacto capital of the marquisate, it is a large village near several druidic stone circles. Many of the druids here follow traditions other than the Faarowt system, with some being indigenous to the marquisates, and others coming from around the world. The druids here are known for vigorous academic, theological, and social debates, and many use ties to Wububao’s printing industry to try and spread their ideas.

Wububao – This ancient city has changed hands many times over its long history. Even prior to the Green Head Uprising, certain druidic factions had a strong presence here, which when combined with a reputation for academic free speech, and a large printing industry, made this city one of the epicentres of the initial uprising. In modern times, it has shrunk considerably in population, but still has a large printing industry, as well as serving as a stopping point in a moderately important trade route.
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>>90136742

>The Southern Border Areas

Out of respect for Florinth, the Faarowt druids have never expanded southwards belong their core territories, but they do sometimes patrol the near empty regions of Lucy’s Land and Old Aidor, and they have considerable influence in the County of Athlee.

>Lucy’s Land

In ancient times, this region was home to a nation of surface dwelling drow and wood elves. They abandoned their nation rather than accept Khenomeric occupation. As the Khenomeric Empire slowly collapsed, this region became a part of Faarowt by default, but when the time came to decide on a border between Faarowt and Florinth, they based it off of pre-Khenomeric tribal settlement patterns, resulting in the region being unclaimed as it was home to none of the cultures that ended up forming Faarowt or Florinth. The region was nearly empty for millennia, seen by some as proof of the enduring friendship between Faarowt and Florinth, and the influence of druidic culture in both nations. Others simply saw it as a bureaucratic oddity. Druids from both nations have prevented the area from being settled by monsters, bandits, or wannabe kingdom builders. In recent times, a girl named Lucy and her friends have claimed the region for their own. In a fit of whimsy, the king of Florinth recognized this claim, as have a few other lighthearted or misinformed leaders. Most remain unaware of this claim.

Lucy’s Land is a hilly area of ancient pine forests, serene meadows, and breathtaking ruins. It is occasionally patrolled by druids from Faarowt and Florinth to keep out trouble-makers. The current “ruler” of the nation has only explored the few dozen square kilometers closest to her village.
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>>90136758

>County of Athlee

This rural province is a part of Florinth, but the faith of the Bright Ones has had significant influence here for ages. The province is sparsely populated, with forests and meadows separating small farming villages and outlying homesteads. Wheat and sheep are the main crops, but there are also some cattle farms, mushroom farms, and of course sleep poppy plantations. Most inhabitants follow odd syncretic faiths made up of local interpretations of druidic traditions from Faarowt, the Golden Sea, and Florinth.

Forsel – This large town serves as the capital of Athlee. Like many rural capitals in Florinth, it is well run, clean, beautiful, and wealthy compared rural towns in most other nations, but ultimately isn’t that noteworthy. Its only claims to fame are its large druidic presence and its close proximity to Bomilhald.

The Lush Circle – Most druidic circles in Athlee are minor offshoots of more prominent circles in Faarowt, the Golden Sea, and Florinth. However, the Lush Circle is an influential Faarowt druidic circle of Vapouria, which draws heavily from the Aphirian faith, and as such is focused on physical beauty, artistry, and romantic passions.

Viermier Lake – Although not often thought of as a druidic tradition, the Aphirian faith has many of the hallmarks, including a reverence for nature, knowledge of natural magic, and ties to fey traditions. Viermier Lake is typical of the more rustic and traditional sites of worship, consisting of a circle of beautifully carved standing stones at the edge of a lake inhabited by water nymphs.
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>>90136773

>Old Aidor

This rugged section of hills west of the Faarowt region has always attracted trouble. Around the time the Khenomeric Empire expanded into the region, it was home to a mixed bag of primitive but fierce tribes including necromantics, Gluttonites, unseelie fey, and Gogothians. The Khenomeric Empire tried to bring order to the region, even briefly forming the Province of Aidor, but even at its peak, the Khenomerics struggled to bring civilization to the region and eventually gave up. Later, the Forest of Getting Lost enveloped the region, displacing most of the original inhabitants. These days, the area is nearly uninhabited, but Faarowt druids sometimes patrol it to ensure its lingering evils don’t spill into Faarowt proper.

Namski’s Hollow – Namski is a satyr-like Faerie Lord who has long lived in this small valley. It is unclear whether he helped create the Forest of Getting Lost, or merely benefited from it. He and his small band of sadistic followers have now regularly travel between many parts of the Forest thanks to fey circles and other magical means. His followers include oakcritters, fairies, dryads, satyrs, and goatmen, all of them united in a love of tricking trespassers into compromising positions, then painfully killing them. Such trespassers are rare, but Namski’s followers are patient and unnaturally long lived. For unknown reasons, they seldom bother the Faarowt druids.

Narmista – This coastal town is a stronghold for the Rouge Trading Company, a powerful criminal syndicate based on the Orange Marquisate, but whose members are mostly from Florinth, and who also have operations in Faarowt, The Fungest, and Platanus Bog. The Faarowt druids are indifferent to some of their activities like drug smuggling, but will move against certain others like human trafficking or the smuggling of tainted items.
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>>90136797

The Frog Temple – This ancient, crudely built cluster of frog statues, monoliths, and burial mounds was once the cultural hub of the Gaar-she tribes. The Gaar-she were a mix of swamp ogres and humans who worshipped the Glutton God in the form of a giant bloated frog. The Gaar-she were driven west by the formation of The Forest of Getting Lost where they assimilated into cultures there. Now few even remember they existed.

Zilla’s Boneyard – The Zillans were a savage tribe of humans who worshipped the necromantic god Zilla (who has traits similar to both Shamhna and Zanzarah, and also a bit like Uruc). Although at first oppressed by the Khenomeric Empire, the Magoclergy later worked with them on a number of secretive projects. Zilla’s Boneyard is likely one of those sites. Despite its age, large amounts of bones still cover the site, which has otherwise been reduced to a few overgrown stone ruins. It is believed nearly all the Zillans were wiped out at the Battle of Empires, however, Zilla’s Boneyard still attracts trouble from time to time. The latest occupant is Olrau, a disciple of Halstan the Necromancer, and his band of bandits. The druids will likely move against Olrau eventually, but for now he isn’t a high priority as he mostly raids unaffiliated fishing and smuggling villages along the coast.
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>>90136518
>>90136533
>>90136553
>>90136593
>>90136622
>>90136652
I'm so happy we can get these lore dumps from time to time, more worldbuilding is always welcome. Great job, anon.
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>>90136518
>>90098780
>>90121961
So many maps this thread...
>>
Reminder that only the tieflings do not have a description.
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>>90139837
will do that next
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>>90140174
Thanks
>>
>Lilly Spinners
Lilly Spinners are a species of fish living in the swamps of the Bog Witch. They are small and flat like flounders, floating belly up at the surface of the water. They have light green bellies, that blend with the surrounding vegetation. In particular, they are meant to imitate lily pads, even smelling like them, and sometimes growing a yellow coloration at the center, as if a flower. They are used to lure amphibians, small insects and other critters to their bellies. Once they touch the belly, the lilly spinner will twist and clamp down, gripping the insect within it and sinking to the bottom of the water, drowning it before swallowing it whole. Despite their numbers, fishermen tend to avoid them, as they have a terrible taste, as if eating mud.
>>
>Lindwurms
Lindwurms are reptilian creatures that live in many underground areas of the world. They have a physiognomy similar to small dragons or drakes, but around the size of chumpmunks, but with more rounded wings. While they cannot fly, they are capable of gliding around the underdark, climbing stalactites and pillars and jumping all around, hunting things from insects to bats. They have a simplistic social structure, forming nests defended by multiple females, while the males hunt. They are nearly blind, but they have a tremendous sense of hearing, helping them navigate the dark caverns.
>>
I'll do your mom next
>>
>Liopleurodon
Liopleurodon are a species of reptile living in all major oceans in the world. They are about 18 meters of length from head to tail, with a massive elongated jaw full of conic teeth. Their limbs have the shape of great paddles, allowing them to swim with considerable speed to chase down their prey. Their sense of smell allows them to detect small amounts of blood through immense distances, eating anything from squids to sharks. Their preferred way of hunting is the chase, being fast enough to not need to ambush their targets. They do not lay eggs, instead they give live birth, and are skilled hunters right of the bat. However, it is during this period when they are the most vulnerable, and they have to keep close to the mother for many years, and even then very few actually make it through adulthood.
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>>90136718
>>90136730
>>90136742
This reminds me we should probably expand a bit more the rest of the marquissates.
>>
Ok, I've added most of this loredump to the wiki, but I'm not sure if I should add these >>90136718 >>90136730 >>90136742 >>90136758 >>90136773 >>90136797 >>90136810 due to not being Faarowt. I'll probably end up adding them as additional geographic notes in their respective pages.
>>
>Manticore
Manticores are a chimeric species that live in the lands north of the Glass Mountains. Manticores are some of the most dangerous creatures in the region, being the result of an alchemical experiment gone wrong. It is believed that rogue alchemists were creating a series of creatures for gladiatorial combat, making them both exotic and dangerous. However, the knights of the Kingdom of Waldemaria learned about this illegal activity, and swiftly put the operation down. While the rest of the creatures were exterminated to a fault and their researched burned down, enough manticores escaped to become a threat in the region. By royal decree, it was established that all manticores should be purged from the kingdom, something they nearly managed, but the war and eventual defeat against Mossovoy trumped their efforts, and now manticore numbers are going up again. Manticores are the size of a small tiger, with the body and mane of a lion, the face of a human, the tail of a scorpion and a pair of bat wings, though they are not capable of flying. Their body is covered by very dense crimson red fur, protecting them from slashes. Their face is always on a constant grin, showing a mix of human and animal teeth, and their eyes never close, not even when sleeping. Their stinger is capable of pumping poison, though they often do not need to, as the size of the stinger itself is as big as a shorts word, causing massive internal bleeding when in contact. If the stabbing itself does not kill, the poison slows down clotting, making the wounds exponentially worse. They are carnivores, often attacking cattle or travellers. They rarely go into heavily populated areas, though, as they are very afraid of fire.
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So, since the capitals are pretty much done, we could start making a list of important cities for eacg region/nation.
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>>90149485
>Urgun
Ghülam and Bashur
>>
>>90149485
>Drunigzar
Tarracotennas, Asul Libadi, Kastanos, North Rtega, Pesimatra, Panisfribio, Mibridor, Segaltar, South Rtega, Novo Porto, Cabakrotiro, Cabakapa, Cabakonninni, Cabakritinnii, Bibile, Paolotera, Crysanferno, Thalasoverme, Megarotera, Salamantixa, Ludzia, Goglogogolia, Xifidas, Baidacu, Kinalonga.
>>
>Mold Sponge
Mold Sponges are a species of sponge living in the swamps of the Bog Witch. They often grow beneath the roots of trees that have been submerged by water, ending up rotting as a result. Mold sponges grow on the decomposing organic matter in the area, absorbing it into its body, growing into green masses. They have been used as a drug for a long time in the swamps, having exceptionally potent hallucinogenic properties. A single dose of treated mold sponge will cause many to become addicted to the bright and clear colors they see, in comparison to the drab and dark swamps. Mold sponge junkies are very dangerous, as they will do anything to get their hands on them.
>>
So is the moose giraffe a giraffe with moose antlers? Or a moose with the neck of a giraffe? Where was this mentioned in the threads?
>>
Looking for the moose giraffe, I found another critter not on the list. Adding it now. Thread 15.

>Antherions
Antherions are herbivorous mammals that occupy the forests around Drowchont and the Harmony Goddess' Realm. They are peaceful creatures, and are able to create illusions in order to disorient and escape from their predators. One such illusion involves mimicking various sounds of animals and nature, such as bears, waterfalls, loud gusts or even those of humans. They have the body of bears and the head of ravens, with the males having deer antlers. Their eyes are a deep blue, which can become red when enraged. They feed off vegetables and plants, and often can be found near the rivers, as they are keen of cleaning themselves frequently.
>>
>Muamar Elephant
Muamar Elephants are a species of mammal living in the Great Norossor Peninsula. They are huge, being the biggest elephants in the world, measuring more than 4 meters of height. They have a greyish skin, full of wrinkles, often scarred after the many fights they frequently have in the wild. Their skull has an elongated lower jaw, from which a second pair of tusks sprout, which grow and fall every couple of years. Their main pair of tusks are much stronger, but only grow once, and cannot be replaced. Their trunk is nearly two meters long, and strong enough to rip trees from the ground. Their ears are very small, much smaller than those from mammoths or other elephants, and often filled with holes. Muamar elephants have become sacred creatures for the people of Muapar, using them as transports, beasts of war and even moving temples. Their domestication is a long process, due to their massive size and enormous energy needs, and as such, only the most powerful lords can afford having just one. According to tradition, a Mumak is deemed unable to rule unless he is able to tame and ride an elephant into battle, and a lord's elephant was seen as a symbol of his power. Muamar elephants are covered from head to toe in sacred paintings, expected to protect the animal from harm.
>>
>Muamar Tiger
Muamar Tigers are a species of mammal living in the Great Norossor Peninsula. They are about 2 meters from head to tail, and yet somehow manage to be very stealthy. Their light orange fur is covered by white stripes, very effective camouflage in the savannah of the peninsula, and even some individuals have been spotted hunting in the desert. The muamar have managed to tame, with a lot of effort, some individuals, though due to their natural ferociousness, these are few. The beastmasters in charge of training muamar tigers are trained in some forms of magic, training them to enter into a frenzy against certain enemies. Whenever a trained muamar tiger detects a certain bright colour or a specific shape, usually the one pictured in the enemy’s banners, they will throw at them with abandon, fighting to the death and causing disarray within the enemy. However, if the tigers survive, taking them out of the trance is very difficult, and often impossible, and the beastmasters have to wait for them to fall into exhaustion to recover them.
>>
>>90149485
>Witchbogs
Bludkove, Byzantir, Craw, Crossings, Ellena, Icky’s Puddle, Murkhaus, Mutaagrad, Schmatzsicker, Singate, Skinny Dipper’s Demise, Ulwen’s Wharf, Witterskin Mine, Bluk, Croaklingen, Faarjark, Festerport, Horeark, Mukwater, Liigibai, Lubbermarsh, Mukwa, Offalbel, Shriek Hollow, Skritleskree, Toadstool, Wuwma, Bobbleguut, Drowral, Enneyes, Fishbone, Gluggle, Gorgahaus, Grundlog, Grutbog, Gurn, Lake Hunter Village, Murg, Nornville, Ree-te-tee Eerie, Ribbetcroak, Sniksnik, Winkle, Belzuub, Bhag Orrog, Birgoddegh, Blurghgrah, Fennelspolt, Gluggmarsh, Outhville, Vorence, Ironna, Toadpond also known as Ugra Mora, Bublious, Crushed Foot Mine, Lacrytown, Lacrymose, Sot Mill, Yuma, Road's Crossing, Darshee, Cargwyn, Freeton, Lilydagger, Ashen Edge, Frog Hollow, Uragog, Blubslub, Cat-Tails, Istvar, Molchloch, Muckmarsh, Murkden, Reeet, Reeet, Rotterburg, Slinngomm, Tra-la-Gurg, Wurgu, Tullywag, Tuashghah, Uarnhert, Uggmort, Uggersta, Xort, Yiidil, Yahal, Creirsa, Yod’exoh, Ganka, Urdrag, Urraga, Ulgurmorgh

Correct me if I missed any. Not sure if stuff like Hundred Stings Farm or The Forsaken Mine qualify as villages since there are quite a few inhabitants/slaves stated to live there. A short description for every city would be pretty neat regarding stuff like:

Overview/flavortext
Population (roughly estimated)
Racial composition of the population
Location/Surroundings
Governance (Rulership/Management)
Governor
Town or city?
Aesthetics/Architectural style
Industry, Market & Storage (Import/Export)
Security, Military, Fortification
Relations
Economy & Taxes
>>
>>90153288
Wow, those are a lot. Do we know which ones out of all of these can be considered proper cities? Or something like that wouldn't exist in the Bog Witch swamps?
>>
>>90153313
Most of those are explicitly stated to be cities/villages while with others it's implied by high concentrations of certain sentient species living there
>>
>Witchbog Mudskipper
So is it something special? Or are these just common mudskipper fish?
>>
>Northern Grouper
Northern Groupers are a species of fish that live in the northern shores of the world, particularly northern Giantstep, Littlestep and Northern Scimitarian. They are around a meter of length, with an oval-shaped body and a big mouth, used to swallow other fish whole. They are an important part of the local ecosystem, being one of the main predators in the reefs near the shore, but small prey when going into deep sea. They are a popular fish for culinary purposes, and many cultures around the world know how to catch and prepare them.
>>
>Oakcritters
Oakcritters are a species of fey animal living in the Forest of Getting Lost. They seem to be a bundle of butterfly wings, all lumped together around a wooden worm-like body, no bigger than a human hand. These critters feed off meat, though they are too weak to hunt. Thus, they are often scavengers, moving around the magical forest eating whatever corpse they can find. However, once they find a living sentient being lost in the forest, they have learned to trick them into their doom. Oakcritters will act as helpful creatures, leading them to water and food, until they trust them enough to lead them into poisonous mushrooms. These mushrooms are innocuous to the oakcritters, but anything else enters a psychedelic trance, lasting for hours upon hours. After the victim is completely incapacitated, the oakcritters will expel a pheromone calling other oakcritters, entering a feeding frenzy, and slowly eating the victim alive. They use a similar eating mechanism as some sea cucumbers, pulling out their stomach and spewing acids into the victim, drinking the resulting smudge. Sometimes the target can break out of their malaise, only to find their flesh eating almost to the bone.
>>
>Phantom Bat
Phantom Bats are a species of mammal living in the Cocoon Islands. They are very small insectivores, half the size of a human hand. This size, combined with their flexibility and reflexes, allows them to eat many quick and nimble insects that live around the death blossoms. To avoid the attention of the death blossoms, phantom bats are covered with a strange fur that blurs the light around them. This, combined with their nocturnal habits, makes them very difficult to detect by the spiders as long as they do not get snared by the webs.
>>
Found the fire salamander. Thread 18.

The fire salamander is an amphibian of the order Urodela which often has been ascribed fantastic and occult alchemical qualities. It has no digestive organs, and gets no food but from the fire, in which it constantly renews its scaly skin. The salamander is completely immune to heat and fire and enjoys being surrounded by flames. He and his oily exudates are used for all sorts of potent alchemical recipes. The fire salamander hibernates in and under rotting logs. When this wood is brought into the house and lit, the creatures often "mysteriously" emerge from the flames. There is a larger fire-breathing variant of salamander, often confused with dragons, that were trained by the knights of the kingdom of wands and used as mounts. They are ideally suited for scaling the rugged volcanic landscapes and magma-drenched mountain passes local to the eastern tarot kingdom. Salamanders are the heraldic animal of the kingdom of wands and the archetypal elementals of fire.
>>
Did the anon who began the Tarot map ever finish it?
>>
>>90153288
>>90153313
>>90153341
I think Birgoddegh and Gluggmarsh are the only ones described as cities, though there are perhaps more underground

Grundlog and Mutaagrad are the largest surface communities but both are towns

>>90156549
If they did I have never seen it
>>
>>90157161
>If they did I have never seen it
Shame, it was looking great.
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Reminder we still need to complete the herbarium list. At least a hundred entries would be neat.
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>>90159690
Someone should continue his work
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>>90157161
>Birgoddegh and Gluggmarsh are the only ones described as cities
also Mutaagrad, Ellena and possibly Skritleskree and Uggmort but I think it is implied with quite a few others.
As villages are described:

>Lake Hunter Village; population: Gombwoddles (trade/commerce)
>Tra-la-Gurg; population: Gombwoddles
>Tuashghah; population: Gombwoddles
>Blurghgrah; population: Gombwoddles, Human Slaves
>Slinngomm; population: Gombwoddles, Bog People ("trade village)

>Schmatzsicker; population: Peat-Cutterlings.(Peat Production)

>Ree-te-tee Eerie; population: Kikimori
>Croaklingen; population: Corrupted Kikimori ("A small fishing village.")

>Lubbermash; population: Pitchhaulers (pitch production)

>Drowral; population: Mirelow ("trade hub")

>Muckmarsh; population:Ulwogs ("Their largest settlement is Muckmarsh.")

>Grutbog; population: Grützlings
>Tullywag; population: Grützlings

>Ribbetcroak; population: Toadlings (recruitment, poison supply)

>Sniksnik; population: Surface Boglins
>Grundlog; population: Surface Boglins

>Bhag Orrog; population: Cave Boglins, Swamp Ogres
>Crushed Foot Mine; population: Cave Boglins (Fanatics)

>Murg; population: Swamp Ogres (recruitment)

>Reeet: Froglins
>Bublious; population: Froglins, Bog People (Corrupted) ("the closest thing Pestara’s Realm has to a capital."

[...]
>>
>>90161359
[...]

>Fennelspolt; population: Mixed ("nearly a dozen swamp races have a presence here.")
>Ganka: Mixed ("a training ground and indoctrination camp for swamp creatures destined for service at Purg Hill or the Urdrag Tree")

>Festerport; population: unknown, probalby mixed ("a de facto capital of sorts")
>Icky’s Puddle; population: unkown probably mixed
>Freeton; population: unkown; probably mixed
>Lilydagger; population: unkown; probably mixed
>Ashen Edge; population: unkown; probably mixed
>Yuma; population: unkown; probably mixed ("the de facto capital of Yuma’s Realm")
>Istvar; population: unkown; probably mixed ("trade village")

>Cat-Tails; population: Bog People
>Outhville; population: Bog People ("the de facto capital of the regional bog people")
>Enneyes; population: Bog People (Cultists)
>Belzuub; population: Bog People (Demon Worshippers)
>Ironna; population: Bog People (Platani)
>Vorence; population: Bog People (Platani) (trade village, dugs, poisons)
>Skinny Dipper’s Demise; population: Bog People, Human Slaves (purpose: trade/smuggling)
>Lacrytown; population: unkown; probably Bog People
>Road's Crossing; population: Bog People ("the largest of the human communities living in Yuma’s Realm.")
>Frog Hollow: Bog People; Bullwags (trained)
>Yod’exoh: Bog People (Cultists)
>Gurn; population: Bog People, Gombwoddles (smuggling/trade)

There are more villages implied to exist than the ones listed however.
Some examples: Pondmaids are said to have villages but there are no named ones listed so far, Glubbos are said to have villages aswell ("there are entire villages full of these creatures, but no one has found them yet.")

Source: https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch

Also I previously forgot a village called Urogney an "ironworks village" located in the "Sulfur Swamps" which I guess is meant to be a location in the Witchbogs.
>>
>>90161359
Well, for now I'll add to the city list Birgoddegh, Gluggmarsh, Mutaagrad, Ellena, Skritleskree and Uggmort.
>>
>>90161629
Judging by the image and description Urdrag is a city aswell. Not sure what to do with Ulgurmorgh since it's descibed as a subterranean kingdom.
>>
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>>90161651
>>
>Phantom dolphin
Phantom dolphins are a species of sea mammal living in the waters around the Cocoon islands. They are about 3 meters of length from tail to snout, being quite powerful, yet silent predators. They are very intelligent, and are one of the few creatures that know how to hunt the death blossom spiders. They have a second hole below their respiratory orifice, which can be used to throw big streams of water upwards. Once they detect a death blossom near the shores, the pod will slowly move below it and shoot it up, making the spider lose equilibrium and fall into the water. Once there, the dolphins will sink the spider into the water, keeping themselves far from its fangs, until it drowns, and once it is done, they will eat their innards.
>>
>Pirahgator
Are these piranhas the size of alligators, or alligators that behave like piranhas? Small crocs that swarm their prey?
>>
>Protoceratops
Protoceratops are a species of reptile living in many areas of the south of Giantstep. They are about 1.5 meters long from head to beak, and are characterized by their bone frills around their upper neck and their parrot beak. They are herbivores, spending quite a lot of time eating grass, fruits and mushrooms around the land. Protoceratops are very gregarious, moving in groups of 10-20 individuals, often creating monogamous pairings for all their lives, and protecting their nests collectively. Many farmers have managed to turn these animals into domestic critters, taking advantage of their meat, their scales and their eggs (though taking a protoceratops’ egg is a risky job if one wants to keep their hand intact, as the protoceratops will bite whoever tries to approach them). In particular, they are very easily to turn into farm animals, quickly adapting to enclosures, as they thank the protection that gives.
>>
Do we still have the 7 day bump limit?
>>
>>90165799
yes
>>
BUMP LIMIT REACHED. NEW THREAD

>>90166276
>>90166276
>>90166276
>>90166276



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