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>Thread Question: What are some important buildings in the setting?

>Thread task: Discuss the possible gameplay rules of the tabletop.

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
>>90644647
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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 - https://suptg.thisisnotatrueending.com/archive/2023/90013461/
64 - https://suptg.thisisnotatrueending.com/archive/2023/90087220/
65 - https://suptg.thisisnotatrueending.com/archive/2023/90166276/
66 - https://suptg.thisisnotatrueending.com/archive/2023/90241246/
67 - https://suptg.thisisnotatrueending.com/archive/2023/90313872/
68 - https://suptg.thisisnotatrueending.com/archive/2023/90389784/
69 - https://suptg.thisisnotatrueending.com/archive/2023/90469380/
70 - https://suptg.thisisnotatrueending.com/archive/2023/90556756/
71 - https://suptg.thisisnotatrueending.com/archive/2023/90644647/
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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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We are going pretty well, work advances steadily. The monster list complete and it's getting descriptions while we only need a few more entries for the underground list. After that, we could make more maps or write something about the mechanics of the gods, the divine and semidivine creatures of the setting.
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A few tidbits about the Extraplanar Hybrids found in Gilgemash

>Alu find it hard to speak and lack complex manipulation, but can enter the dreams of sleeping people and communicate with them there. There can be many reasons that the typically stoic Alu might find the time to invade a persons dreamworld, but it is far too often used as a "vent" for the Alu in questions frustrations and desires. Many a Gilgemashi ranger has had their subconscious used as a ad hoc diary for an Alu's heavy-handed poetry.

>Rabissu have an inclination for cooking, but many Gilgemashi people doubt that they even eat. Indeed, many a shameful scraps gourmet can be found in a military unit that is accompanied by a contingent of Rabissu.

>Lamassu knows what intercourse is, and that they can do it, but they lack the knowledge as to how babies are actually made. Many of them assume that humans are made like they are. Weaved into, grown in and then coaxed out of magical cauldrons, albeit much smaller ones that are hidden away in the tummies of the womenfolk.

>It is imperial law that to tell a Lamassu how babies are made is punishable with an execution and a hefty fine. A few of the ones that have learned have made attempts at creating Hybrids "the fun way" with marble statues depicting Tauora with horrifyingly limited success.

I will let you parse out what "horrifyingly limited success" means in this context.
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>>90722142
>Many a Gilgemashi ranger has had their subconscious used as a ad hoc diary for an Alu's heavy-handed poetry.
Does that have an ill effect on the mind? Does the affected start having thoughts and desires not of their own?
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>>90723991
>"Staring up at the stars every night seems like it would be a dream, but when you are born of the dark that hides in the night even the light of the moon and stars are blinding."
- as blurted out by a sleepy messenger boy every day for weeks on end. It is believed that the messenger boy rudely woke an Alu during the day in order to deliver a message from their commander. Other Alu in the unit gave the "prank" a 3/10, fun at first but definitely wearing thin soon after. Soon afterwards the messanger boy was discovered drowned in a nearby creekbed early one morning with a ginger root up his nose. A number of people were rumored to be heard snickering in their sleep the night the boy drowned and this event was considered an "epic trolling" by the same group of Alu.

>That the eternally sun-damned mortals were given dominion over the children of Kagal is a shameful thing, but I suppose that this is some sort of just punishment for our failings in the time before memories.
- a journal entry written by a young captain at the border patrol. The young woman didn't seem to notice anything wrong with the journal entry, but nosy bedfellows claim that this entry is definitely in neater handwriting than the usual fare.

Pic related is kinda how they see themselves, TTS Corvus is how they come across to others.
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>>90720176
I do it by hand, using photoshop layers.
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The underground by now. Out of the 85 places we have now, we still need to describe 5 still, and we also need to add 15 to get 15. Any places that could use some underground? What could those be?
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Ok, I have rechecked the wiki and found some underground places with descriptions and added them to the map, plus added some other places to get the 100 underground locations. Now the only thing we need is to finish the descriptions and add them to the wiki.
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Also, here is the full list.
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Also, I just realized we have a ton of regional maps, and most of them are not in the wiki. Any help with finding those in the threads?
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>Bimbusus Bombus Hive Community
The Bimbusus Bombus Hive Community is a conglomerate of bombus hives at the edge between the Ettin-Range and the lands of Sidarí. Located within a foothill between two small mountains at the edge of the range, this population is the closest thing the bombus have to a capital city, as it is the biggest concentration of bombus in the world. It was formed naturally due to the presence of a great deal of flower fields and fruit trees nearby. While the local sidarians wanted to turn the flower fields into agricultural land, the bombus managed to reach a compromise through the selling of bombus honey and high quality wax. This allowed the bombus’ community to grow, and nowadays it includes a dozen or so hives living in the same space. The size of this population is about a small human city, with walls, towers and other buildings built out of pure wax. Beneath the ground, however, the bombus store great quantities of honey for the winter, as well as other fruits and produces from the nearby human populations. They also keep the queens and their larvae underground, with specially built chambers designed to keep adequate temperatures for the larvae’s development. After the flood of alchemical creatures in Sidarí, the bombus expanded the tunnels to make room for the human populations nearby, safe from the alchemical beasts within the wax walls. The humans stayed within the Bimbusus Bombus for a couple of years until they could retake their old lands, and nowadays, it is not rare to see human communities living within the city.
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>Broken Horn Fortress
The Broken Horn Fortress is a long abandoned dwarven hall located in the Domain of Dovnoth, within the Witchelven Empire. Back in ancient times, it served as the capital for the Kingdom of the Iron Bull, and many believe they had ties to the old human civilization of Xaiolthu, though by the time Azan expanded around through that area, the kingdom was already a shadow of its former self. The land remained under their governance as azanese vassals and eventually it was absorbed as part of the empire proper, but the dwarves of the Iron Bull were left mostly alone to govern themselves, only paying the bi-yearly tithe to the empire. The sudden appearance of the Witchelven Empire was a big blow to the dwarves in the region, who were some of the first to receive the attacks of the witchelven. Due to the witchelven’s initial lack of siege weaponry, they isolated the hall as much as possible, and then infiltrated it, spreading multiple virulent diseases before launching an assault that eradicated the hall. Morwenna herself took the fortress and renamed it the “Broken Horn”, as a final insult from the witchelven to the old and proud dwarves of the Iron Bull. The land was also the location of the infamous Battle of the Broken Horn, where the witchelven and their succubae allies broke the back of the azanese army, causing untold destruction around the empire for years.
>>
>Da Boom Caves
Da Boom Caves is the name of a series of natural caverns occupied by a nest of common goblins in the captaincy of Tofromor, in the Changrila Empire. The local populations talk about the strange goblins in the caverns, having seemingly been living there from centuries and centuries. No one remembers where the name comes from, but the goblins living in the network of karst caves of this region are unusually pacifist, slow to breed, and friendly with outsiders. Some see them as wise and knowledgeable, and some have been seen in the local towns as soothsayers and fortunetellers, claiming to be able to see the future and solve the problems of money and love. Others believe they just say stuff that gets them attention, not risking themselves in raids by instead scamming and tricking local fools.
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So the description of the Stikki Caves is "The goblins here have converted to worshipping Gogotha thanks to the influence of the nearby nascent breach. The less that is said about this cave network the better."

So is this all there should be? Maybe as a "we don't talk about the Stikki Caves" kind of joke?
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Handbabaer is an ubiquitous vegetable found in the lands of the Drouchont.
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This sounds awesome. I love collbaorative projects. BUT. where to start?
A setting needs an identity. I was unable to find a pitch in the wiki that shortly summarize the setting.

Is it generic Kitchen sink?

What are the cooles things introduced in the setting so far?
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>>90730421
>where to start?
Jump in blindly, thats what I did
>Is it generic Kitchen sink?
No idea, I stick to the region that I felt needed some polish and learned the lore of that place almost exclusively
>What are the cooles[t] things introduced in the setting so far?
The gnolls feel like an alien/demon hybrid who conquered the empire of preternatural mages and failed to realize that by taking as much territory as they did, they inherited many of the problems of that empire.

Also there was some world defining battle, but that is across the continent from my area of expertise so imma just ignore that
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>>90730421
>A setting needs an identity. I was unable to find a pitch in the wiki that shortly summarize the setting.

This started as a "through things to the wall to see what sticks" kind of setting, not something with a singular idea that gets developed. It does not really have a theme other than trying to get a fantasy world as developed as possible.
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>>90732862
>through things to the wall
*throw things at the wall
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>>90731595
>Jump in blindly, thats what I did
Lamprey folk has a lamprey circular maw on the palm of each hand. They are know to be expert healers.
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Considering the new bing AI we should generate images for the setting.

Any point you would like for me to start?
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>>90734431
>Lamprey folk
>circular maw on the palm of each hand
>They are know to be expert healers.

Source? That's not what the description says.
https://crumbling-giantstep.fandom.com/wiki/Beastfolk#Lampreyfolk
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Can we add this guys?
>>90725778


Which region to the fit the best?
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>>90735131
I just clicked the upper link and saw it was empty. So I assumed nothing was written on them.

My bad.
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>>90735255
I would say no, since we already have more than 120 sentient species in the setting (plus some we've missed within the lore, I'm sure). That part is already bloated as it is.
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Tooth Choy
An invasive species of magicallyiinfused root vegetables found on the Isles of Wizards. Widely known to be the result of alchemical experiments by the 18th century wizard Roggomar the Unwise.
>>
You know what sucks?
That 85% of the people who have contributed to some degree are probably gone/don't check the threads anymore so you can't ask them questions about the cultures they worked on so that you can build on their ideas if your region is connected to theirs culturally or geographically.
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>>90736435
That's inevitable in a collective project that has lasted for so long. But to be fair, there is plenty of lore for each region already, so there is plenty of material to work with. It's all in the wiki.

https://crumbling-giantstep.fandom.com/wiki/Map:Map_of_Giantstep
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>Einebeene Zidazzi Hive
The Einebeene Zidazzi Hive is one of the last Zidazzi Hives in their own holdings, now part of the Confederated Chiefdoms of Badgassi Mara Honi. The Einebeene Hive was located near the mountains, near areas with great amounts of flowers and fruit trees. At the time, it was a small hive compare to others to the south, a border population near the mountains. After Hibila the Terrible conquered the lands and near exterminated the zidazzi, the Einebeene Hive found itself very far from the fights, and was thus used as a refugee center for many zidazzi. Most of them were queenless zidazzi, while others were young queens who had lost their hive and were leading their colony to safer grounds. The Einebeene Hive was massively reinforced during those days, expanding both a massive double wall of wax and an underground to keep the growing population protected from the mountain cold. After many of the zidazzi crossed into the Ettin-Range, the hive returned to a size closer to the original, and nowadays, it is one of the biggest zidazzi hives within their old lands. Like other zidazzi hives near the mountains, they accumulate great amounts of honey to dump into the Honey River, keeping the badgassi from assaulting the hive for the sweet prize. The Einebeene zidazzi are also much more bellicose than others within the Ettin-Range and the lands of Sidarí, as attacks from bands of badgassi are frequent enough, since they cannot launch proper punitive expeditions to the south, least the badgassi decide to destroy the hive once and for all.
>>
>Great Limestone Caves
The Great Limestone Caves are a series of natural caverns found near the river mouth of the Iebrum River, in the Kingdom of Poker. This natural cave has formed due to the filtration of rain dissolving the limestone, creating massive rooms connected vertically with each other going deep underground. The cave has some of the biggest rock formations in all Littlestep, with massive stalactites, stalagmites and flowstones. Deep within the caverns is rumored to be a massive underground lake, though due to the narrowness of some of the passages to the deeper areas, it has not yet confirmed.
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>>90735912
That's sure to scare the poor farmers.
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Updated herbarium with >>90735912
>>90729782. Please, if we're going to add more entries to the bestiary/herbarium/monsters/underground, remember to also add a minimum of a written description so as to fit with the rest of the lore. It doesn't need to be very extensive, but at the very least the basics. You can check in the lists we have in the wiki examples.

https://crumbling-giantstep.fandom.com/wiki/Herbarium
https://crumbling-giantstep.fandom.com/wiki/Bestiary

Also, plenty of plants in the herbarium do not have image, so if anyone wants to add, you're welcome to try. Critters as well, but most critters actually have images, they are just not uploaded to the wiki yet.
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>>90739048
we need as much as we have for the dominion but for other nations aswell
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>>90721419
>The Bonefort Edition
made a witch elven brothel dungeon map
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>Firefins
>appearance
The firefins or "lionfish merfolk" have a human-like face with delicate features and expressive eyes. Instead of hair, their head is adorned with elaborate, translucent frills resembling the flowing fins of a lionfish. These frills radiate vibrant colors, ranging from fiery reds and oranges to pearl white. Their upper body displays a seamless transition from pale human-like skin to scales. Both bear the ornate patterns and radiant hues found on common lionfish, complementing the color palette of the frills.
In addition to the frills on their head and back, the firefins have frills along their arms and lower back, mimicking the lionfish's distinctive fin rays.
Their lower body transforms into a magnificent, serpentine tail.
>racial abbilities
With their elongated, snakelike tails, these merfolk are agile swimmers. Their flexible bodies and powerful tails allow them to navigate through underwater environments with remarkable speed and precision, making them formidable hunters and excellent in evading danger.
Similar to lionfish, these merfolk have a venomous touch. The tips of their fins and scales secrete an invisible venom that acts as a deterrent and paralyzes potential attackers.
[...]
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>>90740021
>>90740021
>habitat
The Firefins inhabit the Coral Glades. A realm of vibrant colors and bustling marine life. Towering coral formations sway gently, while schools of fish dart through the currents, creating a mesmerizing display of movement. The firefins carefully navigate the coral reefs, moving with agility and precision through the maze-like structures.
They dwell in intricately designed underwater settlements nestled among the coral formations, creating a harmonious blend of nature and architecture. These settlements serve as both a place of residence and a hub for social interactions and communal activities.
The Firefins engage in a symbiotic relationship with the Coral Glades. Their presence serves as a deterrent to potential threats that could harm the delicate coral ecosystem. They fend of any potential threats, patrolling the reefs with vigilance.
The Firefins, in return, find solace and safety within the Coral Glades.
They have evolved an incredible ability to blend seamlessly into their environment. Their coloration mirrors the coral reefs, enabling them to camouflage effectively among the intricate patterns and vibrant colors.
This camouflage allows them to remain concealed from potential predators and ambush their prey with precision.
The Firefins also find sanctuary within the graceful arms of the large scarlet anemones, utilizing their stinging tentacles as an added layer of defense. They have developed a unique resistance to the anemones' toxins over time.
>>
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>>90740021
>>90740232
>culture
At the heart of Firefin culture, they revere a colossal sea serpent, a majestic creature embodying the dangerous nature and grace of a lionfish.
This awe-inspiring deity, known as "Nerofelis," is regarded as the guardian and patron of the Coral Glades.
The Firefins construct magnificent temples adorned with shimmering seashells and intricately carved coral, where they gather to offer prayers and pay homage to Nerofelis. These temples serve as sacred spaces, connecting the Firefins with the divine energy of the serpent and reinforcing their spiritual connection.
The Firefins, in their profound devotion to Nerofelis, the colossal lionfish-like sea serpent, partake in sacrificial rituals.These rituals encompass a range of offerings, including fish symbolizing nourishment and abundance, bountiful harvests representing prosperity, and, in rare instances, the sacrifice of individuals from their own society (preferably virgins) as an expression of utmost devotion to their revered deity.
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>>90740021
seperate images for the wiki
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>>90740433
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>>90721419
What are the gods in Zemyland?
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>>90740739
Thinking of adding something like picrel. What do you guys think about it?
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>>90740739
It's in the wiki.

https://crumbling-giantstep.fandom.com/wiki/The_Northman/Zemylander_Pantheon

>>90740021
>>90740232
>>90740371
Anon, while I appreciate the writeup, we have more than 120 different sentient species already. That is the one bit that is quite full already. If we keep adding more, adding rules for all of them is going to be hell, not to mention having to add them to places with already written lore and explain what were they doing when all the history of the world was going on (and the history is written already).
>>
>>90740957
I don't see the problem since the oceans are mostly unmapped anyway. Filling them with life aswell seems to be the logical thing do to. Due to them living underwater there wouldn't be much interference with the landfolk anyway.
>>
>>90741036
>since the oceans are mostly unmapped anyway.
What do you mean? The seas have been quite explored by current year, at the very least the waters near the shores anyway, which are the relevant ones.

We do not have an Atlantis-esque hidden civilization below the ocean in this setting. The only place where it would make sense mermaid people to live are the waters near the shore. And we have already those, they are called the ancient mermaids, one of the many species who formed part of the ancient Merfolk Empire, who was destroyed by their god.

https://crumbling-giantstep.fandom.com/wiki/Beastfolk#Ancient_Mermaids
https://crumbling-giantstep.fandom.com/wiki/Merfolk_Empire
https://crumbling-giantstep.fandom.com/wiki/Historical_maps_of_Giantstep#Historical_maps_Part_9._Fall_of_the_Merfolk_Empire,_1.660_ABE

If we add another mermaid species in areas of the west, we would have to add them to events such as the ancient wars between Azan and the Western Elven Empire or the wars of the Drow Uprising.

As for giving life to the oceans, that's what the bestiary is for. We have plenty of monsters and sealife in there.
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>>90741168
>We do not have an Atlantis-esque hidden civilization below the ocean in this setting.
To clarify this, we have the Demarchists of Lesandros as the atlantis-esque, but it is more of a legendary long lost civilization, more legend than anything by this point. It's not just another nation but underwater.

https://crumbling-giantstep.fandom.com/wiki/Demarchists_of_Lesandros
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>>90741168
>If we add another mermaid species in areas of the west, we would have to add them to events such as the ancient wars between Azan and the Western Elven Empire or the wars of the Drow Uprising.
why?
>As for giving life to the oceans, that's what the bestiary is for.
says who? sounds boring
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>>90741287
>why?
Considering that they would be a mermaid species, they would be right in the middle of the war, since Azan and the WEF/drow are separated by two seas. Being a seafolk species, they would have played an important role in the conflicts.

>says who? sounds boring
Anon, if we start adding underwater nations in all corners of the sea, that is no different from adding landmasses. And that is one of the main rules, since any new addition of that kind forces the lore around the area to change, both nations, persons and history.
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Reminder we still need to complete the list of cities.
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>Kinug Cave
The Kinug Cave is one of the biggest and deepest caves within the Kinga Badlands. Like many of the caverns within the badlands, it holds a great deal of water, accumulated from ancient times. The Kinga people know the Kinug Cave as the biggest of its kind, and by extension, the biggest hunting ground for land sharks in the land. Many kinga travel a great distance to partake in the hunt, but only the most expert and ancient of kinga are allowed to travel inside the cave. Indeed, the kinga consider the Kinug Cave as sacred, and over the generations, they have built a shrine to the Goddess of the Water, which serves as both praying grounds and neutral ground for discussions of the utmost importance between kinga elders. The kinga offer great tribute to the great statue of the Goddess of the Water within the cave, near the waters where the land sharks live.
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>Kuri'tas-Sii
The drow city of Kuri'tas-Sii is one of the more secretive of all of the drow populations within Scimitarian. Very few it is known about their origins, but what we know is that it was founded by followers of the drow volcano god, Infernus, seeking a place where they could commute with their divinity. The underground lands of Kuri'tas-Sii flow smoothly through natural canals, granting the underground a very red illumination while also keeping the temperatures high, but the magma is liquid enough to not clog and cause a flood of lava. The drow here practice a great deal of rituals in appraisal to the volcano god, and many of the sculptures and temples in there are built by solidified lava, given shape through the skilled work of their artisans and wizards. In the deeper areas of Kuri'tas-Sii, some of the drow wizards sought to commute deeper with their god, and in the process they became summoners, learning to bring forth and control fire demons and lava elementals, exerting a surprisingly high level of control over them.
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>Ruins of Fsamel
The ruins of the ancient drow city of Fsamel are located near the city of Vydra, in the province of the Rigde, in the Kingdom of Copper. The history of how the drow reached Zemyland is one shrouded in mystery due to lack of proper registers, but we do know that the city of Fsamel used to be the biggest drow center in Zemyland. After Fsamel was razed by unknown parties ages ago, the surviving drow fled to the surface and mixed in with the Hyperboreans, leaving very few pure drow in Zemyland, with most of them having mixed with hyperboreans of snow elves. The causes for Fsamel’s fall are poorly understood, and their descendants do not talk about it much, either due to superstition about their past or because they have genuinely lost that knowledge. The ruins themselves have been sacked time and time again by many of the zemylander armies that have reached this place, and there is very little of interest there left safe for archaeologists studying the past of the continent.
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>Royal Tomb of Kra-Kahn
The Royal Tomb of Kra-Kahn is a funerary mausoleum built in the lands of the Gökmavi Khaganate. The Kra-Kahn was the leader of the Red Horde during the 25th century, and was widely known at the time for being a very spiritual man, even within the already pious people of the Red Horde. As a member of the Cult of Blinding Light, his praise of the Nameless King led him to begin building a massive temple, which was only barely finished before his death. However, other practitioners of the Cult of the Blinding Light saw the construction as a break with the more ascetic interpretation of their faith, especially since the temple had grown too ostentatious for the priests’ liking. Instead, at the request of his heir, he was buried within the temple, which became known as the Royal Tomb of Kra-Kahn. The mausoleum eventually became accepted by the priests, and nowadays it also serves as a temple to the Nameless King. The massive structure also holds the tombs of many other royals, high priests and warriors of note, who were buried in the catacombs of the temple.
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>>90745036
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>>90740371
My dude these threads have now been the personal hobby horse of like 3 gatekeeping autists using ChatGPT to generate their shitty lore, they're not going to allow you to add anything, specially if you dare trying to be creative. Only the shittiest most uninspired slop is allowed here.
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>Salus'oh'um
The city of Salus'oh'um was a drow population located in what is now know as the hargen of Zalabstra, in the Witchelven Empire. It was one of the drow undergrounds located east of the Azan Empire, located through an ancient canyon created by a long dry river. This allowed the drow to build their city around the shade of the canyon, which meant they were one of the few drow at the time to live as much above ground as underground. They even built a massive statue dedicated to the Spider Queen, in the shape of a elf-like figure who created a series of complex shadow forms with her arms and web-like cloth when the suns hit it from different sides. However, during the rise of Morwenna, the drow from Salus’oh’um refused to pledge their service to the prophet of the Succubus Queen, and thus a short war started between the two. While the canyon offered a good defensive position, the violent assaults of the witchelven quickly overwhelmed the defenders, and Salus’oh’um was emptied of life, with very few survivors escaping the massacre. The statue to the Spider Queen broke during the battle, and now blocks the main entrance to the underground, with the cracked pieces scattered all through the ruins.
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>Silverwhite Caverns
The Silverwhite Caverns are a series of natural caverns located in the Princedom of Platinum. They are natural mines of marble, known in all Zemyland for being a strange shinning white hue which can turn into a light blue when properly treated. This silverwhite marble is incredibly sought after by zemylander nobility, as in the last decades, there has been a building spree between the royalty and the high nobility to build the most ostentatious palaces they can, often hiring innovative architects and engineers to produce unique pieces of art. The Silverwhite Caverns, as the only known location of this valuable mineral, generates a great deal of fortune for the populations around, all organized by a half-drow hyperborean noble who gain the favor of the platinum nobility. Mining in the caverns is quite dangerous, however, since the mineral in question can only be obtained from the deeper layers of the mine, as the marble from the upper ones do not generate the same blueish shine the deeper ones do.
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>The Lair of Thieves
The Lair of Thieves is the common name for a mozadizz underground within the Ettin-Range. The hideout dates from the days when the gökmavi began pushing the mozadizz from the Red Land Steppes into the Onyx Mountains, and has held multiple generations of mozadizz raiders. This small fortification is located in a near unreachable place above the mountains, definitively not something the gökmavi could reach by horse, and thus it was the perfect hiding place for the flying mothmen. The mozadizz then built a series of tunnels to hide their treasure and loot, hiding all of their treasure before moving elsewhere to sell it. The effectively impenetrable fortress is a highly sought after possession for many mozadizz bandit groups, who will fight each other for the privilege of using it, though most of the time they will share the loot. Due to the location, the Lair of Thieves has to be abandoned during winter, as the temperatures become too much for the mozadizz, who travel to more protected and less isolated areas. The race of who takes the fort first during the first ice melting of spring is a very contested clash between the mozadizz raiders and thieves.
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>The Tomb of Decency
The Tomb of Decency is the name the local populations give to a series of natural caverns between the lands of Dia’Ul and Drowchont. The darkness of the lands around them has turned the demonic presence to coalesce within the cave, as many of the more intelligent creatures learned to hide from the dark druids within the depths of its tunnels. The accumulation of demonic entities within thinned the veil of reality even further, strengthening the monsters inside while attracting new ones. The power of the entities in the caves forced the dark druids to seal the entries, as purging the demons was thought to be too costly. The Tomb of Decency is protected with a great deal of illusion spells, causing the uninitiated to flee in utter terror, with only powerful and experienced wizards and those with great determination capable of entry. Within the cave, they will find some of the darkest horrors that should not be in the mortal realm.
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>The Tunnels of the Hopeless
The Tunnels of the Hopeless is the name of a series of natural caverns west of the Great End Peaks. The natural channels connect certain areas of the plains west of the mountains with areas much higher above in the middle of the range. Back in the day, these tunnels were used by bandits that raided the nearby towns and hid their treasures from the authorities. As the underground was quite irregular and dangerous to traverse, the authorities limited themselves to blocking the entrances, watching them by building outposts near them. However, during the fall of the Khenomeric Empire and the lands east to it, the massive amount of people trying to run away from the gnoll caused many to try to take their chances within the tunnels. With more and more people crossing the underground the closer the gnoll got, the tunnels became filled with abandoned possessions, as well as remnants of fighting, with many preying on the poor souls escaping. In the end, the gnoll eventually arrived to the caves, ending with the lives of those too slow to cross deeper into the mountains. The local inhabitants of the mountains now believe that the Tunnels of the Hopeless are curse, but they always keep their eyes on it, as from time to time, escaped slaves have managed to cross into the caves, exiting from their help into the frozen cold of the mountains.
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I got this for another attempt of merfolk castle.
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>>90739897
i like this
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>>90748573
>>90739897
This reminds me we still need to discuss the gameplay rules, if we're going to add any.
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>>90750613
That sounds like a lot of fucking work, why don't we just let giantstep just hang as a setting? The world needs more system neutral settings and working on further developing the setting would actually be fun
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>>90750739
This is a very good point. OSR tried to do system neutral settings. What they created are pretty easy to adapt to 5e or pathfinder.

Should we go in that direction?
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Finally managed to get a decent pic of the star people, after cleaning it a bit with photoshop and correcting some AI weirdness.
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>>90735912
Lovely image. Here's a bit of lore.

>Tooth Choy
The Tooth Choy is a type of alchemical vegetable located in the lands of the Isle of Wizards, as well as in some areas of the Hedge and northern Scimitarian. The origins of the plant can be attributed to Roggomar the Unwise, a wanaidheaian wizard who predated the formation of the Ancient Order of Most Practical Wizards. After a particularly bad plague of mice, he decided to experiment, alongside a few alchemists, in a type of crop that would not only resist mice attacks, but also help combat them. The strange answer to that question was the tooth choy, a seemingly innocuous mix of choy and onion, but transformed into a carnivorous plant. The bulbous half will remain underground until it detects a warm blooded animal touching it, at which point it jumps from the earth and takes a massive bite with its human teeth. While it helped with the mice infestation, the plant also bit the farmers who tried to harvest it. While not particularly dangerous for bigger beings, the bites themselves can be quite harmful, and the plant does not have the same nutritional value as others, as it needs meat to truly develop. While the plant stopped being produced a year after the end of the mice infestation, enough specimens survived to become part of the environment, occasionally appearing in farms and giving the local farmers a fright.
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>>90740755
A necromancer using a dead giant crab as a mount?
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Ok, so with the undergroud done and added to the wiki, we can continue with the monster descriptions.
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>>90740371
I like the giant lionfish eel monster.
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Different celebrations for Santa Oderica.
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>>90755589
The second and the third are probably the best, but I like the first and the last more in a sort of creepy way.
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Yearly burning of Old Marz at Manzan
>>90755604
It's supposed to be a bit weird I think.
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>>90755682
>>90755589
>Santa Oderica
This was for Furlaniya, right?
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>Trading Companies
A trading Company is an organization whose business is the buying and selling of different kinds of products, often connecting very distant markets with each other. They are a vital part of the modern economy of many coastal nations and regions, often needing to connect with each other through massive distances or dangerous territories. They also are responsible for the safekeeping of the cargo during the travels, needing to have a certain degree of armed power to protect the valuables from pirates, bandits and other miscreants.
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>>90757994
The importance of trading companies in the current year cannot be overstated. The growing trade between faraway lands, especially between the east and the west of Giantstep, require a massive effort to be brought to fruition. For a successful transport, one needs to either go through the northern route, which needs to go around the northern shores of Giantstep, a long and arduous travel by sea; or following the southern route, combining sea travel with land caravans, rife with pirates and bandits at all points. As crossing through the central lands of the continent has grown more and more impossible over the years, these two routes concentrate most of the trade in the world, and that is without taking into account the trade between Giantstep and Scimitarian, or the growing economic weight of Littlestep and Zemyland. For this long and arduous voyages to be done successfully, there needs to be a massive organization: sailors and haulers, administrators and merchants, bankers, diplomats, mercenaries, shipbuilders… and all the capital, infrastructure, vehicles and animals that these highly qualified people need. This means that common traders simply could not afford these massive travels, which necessitated additional help to be viable.
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>>90758009
>Origins of the Trading Companies
The organization of modern trading companies began after the fall of the Merfolk Empire. Before the Curse of Uun, the trade between the empires of east and west was done by coalitions of merchants, joined ventures that grouped their capital together in the hope of obtaining great profits. However, these alliances often dissolved after a successful deal, since the sheer risks involved required amounts of money and influence even the most successful trading families did not have. Occasionally, nobles would invest in these ventures, but many of them saw this as an afterthought. For the most part, though, before the Curse of Uun, products were traded between trading guilds and local federations of merchants from the different areas, with each of them taking a cut of the profits, increasing the costs immensely. After the Curse of Uun in 1.660 ABE, the Merfolk Empire disappeared overnight. This sent shockwaves across the world beyond the religious fear: the Merfolk Empire was the most stable of the four major powers at the time, and had been since even before the Battle of Empires. This meant that trade with and from it was a cornerstone for the world economy. For it to suddenly disappear in such a way meant a major crisis, in many ways worse than that caused by the Battle of Empires. The economic crisis created by the void left was massive in eastern Giantstep, and it even caused great disturbances in Azan, particularly to the biggest trading families, the ones who could afford sending ships to the east. The lack of the merfolk navy also began the “Golden Age of Piracy”, making the seas more dangerous than ever. The economic crisis lasted for decades, and pretty much cut the trade through the northern route overnight, while also hurting the southern route.
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>>90758027
The organization of modern trading companies began after the fall of the Merfolk Empire. Before the Curse of Uun, the trade between the empires of east and west was done by coalitions of merchants, joined ventures that grouped their capital together in the hope of obtaining great profits. However, these alliances often dissolved after a successful deal, since the sheer risks involved required amounts of money and influence even the most successful trading families did not have. Occasionally, nobles would invest in these ventures, but many of them saw this as an afterthought. For the most part, though, before the Curse of Uun, products were traded between trading guilds and local federations of merchants from the different areas, with each of them taking a cut of the profits, increasing the costs immensely. After the Curse of Uun in 1.660 ABE, the Merfolk Empire disappeared overnight. This sent shockwaves across the world beyond the religious fear: the Merfolk Empire was the most stable of the four major powers at the time, and had been since even before the Battle of Empires. This meant that trade with and from it was a cornerstone for the world economy. For it to suddenly disappear in such a way meant a major crisis, in many ways worse than that caused by the Battle of Empires. The economic crisis created by the void left was massive in eastern Giantstep, and it even caused great disturbances in Azan, particularly to the biggest trading families, the ones who could afford sending ships to the east. The lack of the merfolk navy also began the “Golden Age of Piracy”, making the seas more dangerous than ever. The economic crisis lasted for decades, and pretty much cut the trade through the northern route overnight, while also hurting the southern route.
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>>90758027
The first signs of recovery were the resurgence of powerful sea fleets to defend trade from pirates, as the Kingdom of Nogar and Greater Elanxa began building their naval strength, cleaning the eastern and northern waters, and even the Khenomeric Empire was able to concentrate their naval resources in the few coastal areas it had left. The renewed interest to reinstate trade between the two halves of the world, however, still needed a push. After all, the 20th century ABE saw the beginning of great crisis in the western side of the world, with the azanese wars with the Witchelven Empire, the Drow Uprising and wars between the Second Elven Empire and Azan, finally culminating in the Azanese Civil War and the dissolution of the Second Elven Empire. With the west embroiled in conflict, it left the eastern powers a chance to take the initiative by trading with each other. Many merchants began organizing the old system of joined ventures, but with the waters still dangerous and the scars of the economic crisis still in the mind of everyone, they needed further assurances. Thus, many began asking for help to the royal courts or the Council of Greater Elanxa for help, either with the funding or getting the navy ships to guard them during the travel. This system work considerably well, but in these cases, the interests put on the projects by the authorities left little room for failure. Over time, however, this system began to be perfected, particularly by the Kingdom of Nogar and Greater Elanxa, developing many of the basis needed for the trading companies to work, such as a complex banking and credit systems, as well as harbors beginning to develop warships for private enterprises.
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>>90758050
However, it would not be until the appearance of the Kingdom of Drunigzar that the system grew into what we know today. The void of power that the rise of the Gnoll Empire caused allowed Drunigzar, a nation already on the rise through trading activity, to become a powerful merchant nation. As the nation’s efforts were already stretched thin to pay the enormous debt they had accumulated, they allowed the merchant families and joint enterprises much better terms so long as they got the results fast, allowing for a growth of the trade companies. And with the chaos and turmoil in Nogar, an injection of capital and knowledgeable personnel fleeing from the gnoll allowed these companies to grow fast. All of this allowed the trading companies’ name and prestige to grow, attracting the investment of nobility into the enterprise, further growing the companies. The colonial projects and investment for the development of bigger and faster vessels, all of these together made the drunig trading companies some of the most powerful entities in the east. Their model also began to be copied in other nations, such as the Platinum Princedom, the Empire of Elanxa, and even faraway places like Azan or Changrila.
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I wanted to write a bit about the different trading companies in the world before going back into the monster description.

About the workings of the trading companies, I imagine Drunigzar's are a mix of the old portuguese Casa da Índias and the early east indian company. But what about the others from other nations? Is it worth getting into their inner workings, or would it be better to describe each individual company to give them personality (areas of trade, products, people, personal history...)?
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>>90758129
I imagine Gilgamesh, being one of he last magocrastic nations left after the Gnoll empire ate the last big one, would be the center of trade when it comes to magical ingrediants in the South. Blind Bastards country would of course be where you find the cheapest mundane goods for sale if you dont mind it being second hand and the Crab nation having overall the most stable economy, having enough city-states to encourage competition while also having (i assume) a currency shared between all of them.

t. the dude reading up on southern Giantstep
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>>90758183
Gilgemash could be a decent place to theorize, in a "what would a babylonian-style early modern trading company look like?" way. The Ra aren't suited for it, though, since they do not exit their swamps that often (it would be more typical of the frogmen to do so, since they do like to explore the world, but they lack the backing of a powerful nation). As for the Blind Bastard's Domain, they are mostly pirates, not suited for organized trading companies. I can see some pirates being paid off to "protect" certain trading ships, but not organizing the whole project themselves.

Still, now I wonder how a gilgemashi trading company would look like... Gilgemash really needs a bit of lore expansion.
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>>90758247
I figured that the nation of Great Ra'Ga was just an egalitarian version of Morrowind with Crab-people and Nord god-kings, my bad for the mental shorthand on that front. That being said, they do have a coin based economy even if their ability to extract resources from the land is limited.
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What if the person running the trade companies in the south was the Elder Vampire living on Usul?
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>>90758381
The Ra pretty much adore the thuleans as gods, and as such, everything they brought with them is implemented, even though they don't have that much use for some of them. For example, they do have a coin based economy, but the slow trade (no roads, no beasts of burden, dangerous wildlife...) means there probably isn't that strong of an economy, favoring instead local production. They are also mentioned to not have appropiate resources to trade with outsiders, and their own physiognomy makes them slow and uncoordinated outside of the swamps. Not a good combo for trading.
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>>90721419
How should I go about contributing to the lore, looking at the main post, I am not finding much information.
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>>90758439
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>>90758439
That would be... out of character. See the vampires page, he's stated to be isolated for centuries.

https://crumbling-giantstep.fandom.com/wiki/Vampires
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>>90758463
Check the compendium list, we track all progress of the setting there.

>>90721692

You can always try to write something that's already completed for further expansion, but you'd need to check a lot that the new lore does not clash with the old.
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>>90758183
>one of the last magocrastic nations left
There are plenty. The Isle of Wizards, Mossovy, Okhost, the Gnoll Empire (ruled by a lich), Empire of Avangar...
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>>90758464
>>90758470
>We are gonna crash the Great Indigo market this year right?
>Are we gonna squeeze the Zidazzi this year for greater shipments of honey?
>Of course... The Badgassi Mara Honi are starting to get too fat off of their labours, how can the poor tasty humans of the Mona Ki Ngi Xica Savannah hope to compete and thrive if the Zidazzi are dominating the region economically?
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>>90758604
One of the last magocrastic nations left in the south, the only region I do any reading on

Do you just sit in the thread and "well, ackchyually" people every time they say something incorrect because they haven't read the 71 threads worth of lore like you have?
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>>90758617
>Dump it
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>>90721419
What is the current year in the setting, and what is the calender like, the names of the months? And what about the languages of the Drow.
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>>90758992
Not OP, but the current year is 3161 ABE (After the Battle of the Empires) according to the "Historical maps of Giantstep" wiki page you get to if you click the "general history of the world" link in the wiki main page, and I dont know a damn thing about the Drow because most of them aren't in the South. I believe there are a few in Gilgemash and some others in other regions where you can find elves but I dont know for sure.
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>>90758644
I didn't meant anything wrong with it, anon. Sorry if it came out wrong.
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>>90758992
The last historical moment mentioned is the end of the emergency in Kinalonga, at the very last day of the year 3.161 ABE.

>>90759051
The drow are mostly in Scimitarian, and there are a few colonies scattered around western Giantstep (though most of those drow fled during the war between Azan and the Second Elven Empire). There are a minuscule remnant in Zemyland, mostly mixed with the local populations. I recall reading about half-drow in Faarowt and other areas in the north, but don't quote me on that. I cannot remember any major mention of the drow in the south. The only major presence of elves in the south are the moon elves.
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>>90758992
>what is the calender like, the names of the months?
We do not have a calendar, as time is a wonky concept in Giantstep.

https://crumbling-giantstep.fandom.com/wiki/Time_Measurement_in_Giantstep
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>>90759285
There are drow in Gilgemash, it is explained on the wiki page

According to the original lore, the drow were scattered across the western and southern continent, with a few pockets in the north, and many were rallied to invade Scimitaria

In the retcon version, the drow were an underclass to the dwarves and the Azanese who rebelled
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>Swearing of the Tribunes
On the second Friday after the spring equinox the newly elected provincial tribunes of the Senates of Gurize publicly swear upon the ancient laws of the city and holy scriptures of Aza to renounce any personal preferences or grievances and only work towards the betterment of the Republic for the duration of their service.
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>>90759863
>There are drow in Gilgemash, it is explained on the wiki page
True.
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By the way, since we have pretty much descriptions for all sentient species (minus tieflings), we probably should try to get an image for each of them in AI.
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One question. So I was checking the Azan map to add it to the wiki, and I noticed Gvildeerstaten isn't marked on it. Even if the wiki says that "Gvilderstaaten is still technically an Azan Empire province, but the Merchant’s Guild runs the military, sets foreign policy, and elects the governor, who is mostly a figurehead anyways".

This reminds me, exactly which lands outside of the mainlands are part of Azan?
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>>90763923
>I noticed Gvildeerstaten isn't marked on it.
I guess Gviderstaaten technically would be a "special territory" like the other light grey areas on the map, but it would be the most independent of them

>exactly which lands outside of the mainlands are part of Azan?
Pretty much just Asvaran in modern times
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>>90765927
We could use an Azan map that includes all territories, not just the core lands.
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What are you writing about now, anons?
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>>90758644
But the Gnolls are in the south... So is the Drow Empire. How far south are we speaking. Do you exclusively read Zulutaur lore?
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>>90763744
That sounds fun. I'll see if I can do that.

What style though. Anime, old times painting or nu-fantasy?
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>>90768427
Because I can only post 1 image per post. I will post 1 per race and then if it's disliked Vero it to get an AI reroll.

I will go the list as per wiki skipping Humans as i feel we know how those look

1. Dryads
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>>90768526
Dryads are described as considerablyy more plant-like. Here is a link with all the descriptions thus far. They are a bit wordy, but I guess it can help to get prompts.

https://crumbling-giantstep.fandom.com/wiki/Sentient_Species_of_Giantstep
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>>90768413
The Gnoll empire has a lot of lore and I started reading the wiki 3 days ago, and I thought the Drow were in the West on a big fuckoff island of their own? Are you talking about that Azar colony on the East Coast just south of Blind Bastard's Domain?
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>>90768427
>old times painting or nu-fantasy
These.
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>>90768526
2. Ent - Ai does not want to make a living tree so gotta skip this one

3. Hags (pic)
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>>90768576
I did take the description from there, but the AI has limits. I ain't gonna be able to generate a springan. Trust me I tried for a personal project. best you'll get is like a woman with leaves.
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>>90768650
Nymph. Described as hot water fey with mind controll power.
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>>90768683
Do not worry, if we cannot get a decent AI pic from the more generic species in the setting, we can always just use google images. We've done it from day 1.

>>90768745
>The AI adds titles
Why would it do that?
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>>90768745
The Wood Elf description is a bit too vague. Literally just "hunter gatherers of varrying apprance, depends on lord"
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>>90768782
Wood elves are basically light dryads with elven characteristics.
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>>90768763
because it's trained onliterally everything including movie posters. Also tries to add signatures.

Snow elves: description is literally just tall pale and pointy ears

AI seems to want them to wear decorative Viking horns apparently too.
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>>90768815
I would try another to not mistake it with horned elves. I'm fighting with the AI to get dryads, maybe I have to modify some bits with photoshop, but first I have to get a decent pic (they all do just like women with leaves, how do the people in the AI threads do it...).
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>>90768815
Sea Elves

Bit, very blue
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>>90768839
I guess have a Snow elf redo.

Reminds me of Griffith
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>>90721419
Here is my attempt at creating a character for the lore looking for feedback/any lore inconsisitencies :
>Žur Emasari Amú'Zilsor, or Archpriest Emasari III. (0W-5D-SE (0 Weeks, 5 Days after Spring Equinox), 3.096 ABE - Present) is the current ruler of Kuri'tas-Sii ever since 2W-4D-SS (Summer Solstice) 3.152 ABE after the death of the old Archpriest Srior V (6W-0D-WS 2.966 ABE - 2W-3D-SS 3.152 ABE) He was born to the famous Zilsor family and is the second of four children, known for his unusual talent for making allies, after becoming ruler of Kuri'tas-Sii he became one of the few Drow leaders to allow the settlement of non-Drow within the city, provided they were also worshippers of Infernus.
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I think I got it, though I had to fix the eyes, I gave them a more alien look to differenciate them from the wood elves. If I get a more plant-like result, I'll post it.
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>>90768902
Got two good ones for witchelves with different vibes. Guess we can vote which to keep

so 1
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>>90768945
Lookes neat. Bit feral though I think they are supposed to be equal to nobility/knights directly serving the fey lords. This one looks feral.

>>90768956
Witchelf 2, with fancy hat
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Goddammit. I just erased dryad and put snow elves, and nothing else, and I got the best dryads yet. I feel the AI is trolling me.
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>>90768956
>>90768969

Drow

AI was weirdly insistent on trying to make the Drow negroids.

Least negrofied I managed to get out.
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>>90769046
Moon Elf

I like this one best yet. I liked the misfires where AI dressed an elf as an astronaut too though
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Snow elves
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Horned Elf

AI seems incapable of generating facial hair without also making the wearer in their 40's and wrinkly. So Horned elves are hard because I either get old man or beardless teen.

After like 10 regeneration attempts I think I gotta settle for old man Horned Elf

>>90769159
Their faces are completely fucked and no elf ears. Recomend redoing this one.

Also the guy looks like he has a beard. Thought ionly Horned Elves had facial hair among elves?
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>>90769197
>Thought ionly Horned Elves had facial hair among elves?
This is true.
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>>90769197
The AI keeps giving them beards. This is the best image thus far.
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>>90769364
Think as good as it'll get.

>>90769197
Common Fey - seems to include 4 separate type of fey that being Thorn, Sky, 'normal and Pixie

so dunno if these subcategories also should get an iamage each.
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>>90769713
Chote - humanoid with Insect wings is vague as hell I wager it's implied they don't look like Common fairies

So looked for something more 'exotic'
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>>90769781
Sprites
A catch-all term for the smallest of the fey, usually in the 4-6 inch tall range. Mushroomites and fire sprites are the most common races considered sprites. Some have insect wings and are considered both sprites and fairies.

The fuck is this description what the actual hell am I even supposed to generate from

"sometimes fire, sometimes mushroom, sometimes has insect wings"

Like I get what's meant but thos is like a dozen different things what do I tell the AI?

Managed to get a Fire Sprite even has weird insect fairy wings and some fey traits
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>>90769872
Bog Fairy

Think it turned out well. Looks like a meaner fairy. With more Wasp/bee wings and even a small wasp/bee ass under the skirt probably with the poison stinger.
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>>90769937
Check the Bog Witch page, they have images of a good chunk of the species mentioned on the list. You can use them as a basis to get images.
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>>90769937
See fairy

See fairies are apparently rat frog flower bug. fairies... who are also undead?

I think this mermaid frog corpse looking one is okay

These are weird
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>>90769963
Unless I am gonna train a whole ass new model that ain't gonna help.

>>90769968
noticed even the Wings are plantlike so yeah good representation from the description

This one's the Halfling
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>>90769995
I mean, isn't there an option to upload an image to modify through prompts?
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>>90769995
>This one's the Halfling
A hobbit, I assume?
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>>90770022
Image to image is basically always paid and even then it's not magic. It basically takes the colour outlines of what you put in and tries to fit a new image within the partially dissolved colour blobs.

Doesn't even remotely help.

>>90769995
Hobbit

Had to use this one with cropped out AI defects because everything else is foot fetish stuff.

I used up all the free outpainting trials but can likely be fixed using those.
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>>90770076
hobbits are supposed to have big hairy feet.

>>90770085
Common Gnome (whys is there 3 types of gnome alone..?)
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>>90770123
So what is it? There are no "halflings" as an individual species. Halflings are a catch-all term for an entire group of species.

https://crumbling-giantstep.fandom.com/wiki/Halflings
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>>90770123
Swamp Gnome
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>>90770160
Aaah, misread it.

Uldra and Domovoy have no description

So for uldra: generic halfling description + name + northern
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>>90770191
Demovoy

generic halfling description + name + slavic + servant

Their name implies domestic servants of sorts I think.
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>>90770219
brownies are described as having human proportions... no clue how to generate "humans but shorter so I'll Skip brownies.

Mushroomites - I think they were also classified as sprites? Is this a different subsecies.

The Mushroomite wiki link does not describe Hafling-liek Mushroomites

Can't get AI to work for them either anyhow. Humanoid mushroom is too much for it.

I'll continue tomorrow from Wolbede as animalkin mostly just look like animals so no point generating stuff for them.
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>>90770281
Brownies are just humans but very small, put a human next to a giant pumpkin and boom, brownie.

Mushroomite are a type of fey, their own thing.
https://crumbling-giantstep.fandom.com/wiki/The_Fungest
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>Trading Companies from the Kingdom of Drunigzar
The mercantile companies from the Kingdom of Drunigzar are the most well known example of modern trading companies. As the ones who popularized this model, the drunig companies are one of the most powerful private enterprises in the lands of eastern Giantstep, with considerable influence in many other areas of the world. These companies began popping up during Drunigzar’s economic expansion in the 27th century. The economic reforms and projects of Paolos II were showing their fruits fast, and the king needed to canalize the growing prosperity with the creation of Drunigzar’s Royal Merchant House, which controlled many of the more profitable products the kingdom traded with in a monopoly. The company was also able to access to the help of navy ships to protect their investments, granting them a great deal of safety. Soon enough, the company grew prosperous, and many other guilds, merchants, nobles, and even pirates joined forces to imitate the model.
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>>90770850
Nowadays, these trading companies have a great deal of help from the kingdom, both in matters of leases, legal help and even military aid. In exchange, the kingdom is allowed to own at least a quarter of the company, granting them a great deal of power within the enterprise, and access to the ships and the companies’ most valuable products should the kingdom needed it. Many of these companies were promoted by nobility who saw the writing on the wall and decided to invest their fortunes in trade. Drunig companies have a great eye for talent, and seek to hire the most capable personnel available. It has become a common custom to see noble houses adopting plebeians who show a particular talent for business, so long as they are successful in their role within the trading company.
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>>90770865
Drunig trade companies use the network of drunig colonies extensively, giving them a great deal of control over most of the southwest of Giantstep. The lack of any other significant competition in the area has allowed the drunig to expand, both commercially and territorially. This has given them access to the rare resources from these waters (from gold and silver from the Runaan to the strange flora and fauna from the Terrania Freeholds, and even the long abandoned treasures smuggled from the gnolls), while also having plenty of ports to restock and repair. They also have a great deal of trade with the bigger nations to their north, as Tarot, the Platinum Princedom, the Empire of Elanxa and even Avangar in some form, are interested in their wares. The access of innovative long distance vessels also allows them to move their products fast through the norther route, and the presence of the drunig navy can scare away most pirates. However, the reputation of the drunig merchant as “ruthless” merchants that will dabble in pretty much every market no matter how shady can cause problems of trust in some. Their control of their southeastern holdings has also costed them a great deal of problems, such as the War of the Lord Descended or the Plague in Kinalonga. Finally, the quick growth of the different trading companies has led to a considerable friction between each other, competing for the glory and the fortune with each other, though there is a tacit acceptance that they need to collaborate to keep the drunigs’ economic influence overseas as strong as possible, to avoid any possible competition in the future.
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>>90768912
Looks ok to me, not sure about the lore conflicts.
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>>90770191
Uldra description, from the halfling wiki page.

>thicker body hair than most gnomes, with dense unibrows and beards that can sometimes hide the near entirety of their faces, leaving visible only the sharp and long nose.
>Female uldra share the thick unibrow, but due to the lack of facial hair, they instead have a bigger percentage of fat in their faces, making them look like they are constantly swollen.
>Uldra skin is a light blue, which darkens when in contact with extremely cold temperatures. This is caused by a chemical within the skin itself,
>uldra have claw-like fingers
>Uldra are slightly shorter than most gnomes,

Domovoy description from the wiki page
>While they are shorter in stature than common gnomes, they are also broader and more muscular
>with very dense body hair, sometimes covering the near totality of their face.
>Domovoy are also known for having two thumbs, one at each side of their hands.
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>>90741342
stop making everything about azan faggot
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>>90774136
resolution is fine you stupid retard, faggot. If you got complaints do it yourself.

Always the same loosers "Umm I won't do it myself, but it tottaly could be better if..."

Unironically kill yourself you parasitical trash. Yes if i spent 3h poer image to get it perfect it'd look better but I'd also only be at the 2nd one so it'd never get done.
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>>90774272
your prompting is gay and your shit all retarded.
get gud.
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>>90774297
Fine. I'm not doing it anymore then. Hope you redo it better fucktard
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>>90774485
Anon, do not let the troll get to you. He comes around every couple of threads and throws shit to see if it sticks.
>>
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>Drunigzar's Royal Merchant House
Drunigzar's Royal Merchant House, also known as Drunigzar's Royal Trading Company, is the most powerful trading company in the Kingdom of Drunigzar. Fully owned and administered by the drunig crown, it was created by Paolo II to advance the nation’s economy as well as gaining the profits needed to drive the growth of the kingdom’s influence overseas. During the earlier days, the Royal Merchant House had the monopoly of many of the most lucrative products in the market. Over time, the growing demands from the other merchant houses and trading companies saw the king abandon that, though some products are still left as the sole purview of the royal trading company, such as gold from the Runaan (as it is needed to coin “escudo rei”). Nowadays, Drunigzar's Royal Merchant House has a great deal of power and influence all over the east of Giantstep, with most ports note having at least one of their offices and representatives, and in the north and the west, many of the most important ports and capitals also have them. The company’s headquarters is located in the capital of Tarracotennas, in the Marianna Palace, built as a vanity project by Maria I and refurbished to serve as the center of operations and administration.
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>>90778075
Drunigzar's Royal Merchant House is as much a political body as it is a private enterprise. The close bond between the organization and the crown means that it is often used to accomplish the policy of the kingdom. Many other merchants accuse Drunigzar's Royal Merchant House of anti-competitive practices, such as presenting themselves as representatives of the kingdom (and as such, ingratiating with them means ingratiating themselves with the kingdom), or getting priority access for help from the navy. However, many agree that their contribution to organizations such as the Royal Navy Academy and the Royal Engineering Academy, since many of the individuals gain experience by working with the Royal Merchant House, benefiting the other trading companies indirectly.
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>>90778091
As the trading company is owned by the king, most of the time the royal duties do not let them manage the company directly. As such, they choose a representative of the crown, a man on whom the king deposits his trust, to run the company. The current head of Drunigzar's Royal Merchant House is Rogelio Gellas, an experienced merchant and the right hand of Menelao VII back in the day. After the rise of Menelao VIII, Rogelio was given the honor of ruling over the Royal Merchant House, something he has done with great care and diligence, though some criticize him for being too cautious with his investments.
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>>90768912
Decided to expand on this:
>Archpriest Emasari III, formally known as Žur Emasari Amú'Zilsor, is a figure of considerable importance and intrigue in the city of Kuri'tas-Sii. Born into the prestigious Zilsor family, which has long been one of the leading noble houses in service to the volcano god Infernus, Emasari showed early signs of diplomatic aptitude and spiritual connection to the deity.

>Early Life:
>Born on 0W-5D-SE (0 Weeks, 5 Days after Spring Equinox) in the year 3.096 ABE, Emasari was the second of four children, including his older brother Keloresen (3.095 ABE - 3.128 ABE), his younger sister Mašana (3.095 ABE - 3.160 ABE) and his younger brother Janseŋ (3101 ABE - Present). Keloresen was groomed for priesthood from an early age, but it was Emasari who showed an uncommon talent for creating alliances and spirituality. Whether it was bringing rival factions within the city to compromise Emasari displayed a unique talent for diplomacy, almost as if he had been blessed by Infernus himself. After Keloresen's accidental death

>Ascension to Archpriest:
>His ascent to power was not initially foreseen. The sudden demise of Archpriest Srior V on 2W-4D-SS (Summer Solstice) 3.152 ABE at the hands of the assassin Nesari left a vacuum in the spiritual and political leadership of Kuri'tas-Sii. After an unusually short amount of debate between the other Emasari was elected as the new Archpriest on 2W-6D-SS (Summer Solstice) 3.152 ABE.

>Rule:
Since his ascension to Archpriest, he has put in places policies that have bolstered the number of fire mages in the city and also been one of the few rulers of the city who has permitted non-Drow to inhabit the city provided that they also worship Infernus.
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>>90778370
>>90768912
Had to post the last part separate because of character limits:

>Personal life:
>Emasari is unique amongst archpriests of the city, as he is one of the 5 men that have held the position of Archpriest; he is also a family man. The Zilsor family remains a critical part of his inner circle, additionally, he is one of the few Drow leaders to maintain friends of other races, with his most notable friend being that of the Human Elian Quanis (3.136 ABE - Present), the present Triarch of Kabal ever since 3.157 ABE
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>>90778370
>0 Weeks, 5 Days after Spring Equinox
I actually really like this system as the generic calendar of the world. If each region has its own calendar, and the only ones to trully know what time it is are the astromancers, I can see them using the only constant in time (there will be 2 equinoxes and 2 solstices in a year), to count the time, instead of creating arbitrary months. I assume the week has 7 days, or does it have more?
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>>90778418
I am going with a week being 7 days.
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>>90779124
I would assume the astromancers would use a more utilitarian number, like 10.
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>>90721419
>The 5 Shithengǖd (Gökmavi for Wizards) of Gökmavi are 5 powerful wizards from each of the 5 Hordes of Gökmavi famous for their extreme mastery of one type of elemental magic, they are each chosen by the Khan of the respective horde upon the death of the previous Shithen, and the element of mastery rarely changes from Shithen to Shithen.
>Boroldaiuyalbi the Pyromancer of the Red Horde. (Born 3.093 ABE, Shithen since 3.120 ABE) The longest serving Red Shithen in history since 3.120 ABE.
>Tömörbataar the Aquamancer of the Blue Horde. (Born 3.118 ABE, Shithen since 3.150 ABE) Considered to be one of the kindest of the Shithengǖd.
>Bogarji the Umbralmancer of the Black Horde. (Born 3.132 ABE, Shithen since 3.157 ABE) Considered to be a very hot-headed individual.
>Guchiu the Terramancer of the New Horde. (Born 3.120 ABE, Shithen since 3.145 ABE) Currently considered to have gone rouge and is currently fighting Succubi in the Lustrus Breach, there is talk amongst the New Horde to replace Guchiu with Dagasi, an Illumimancer , breaking with the tradition where Shithengǖd are only replaced on death.
>Seruuntungalag the Aeromancer of the Silver Horde. (Born 3.137 ABE, Shithen since 3.160 ABE) The youngest of the Shithengǖd and the only woman currently to bear the title, she is the first women from the Silver Horde to be a Shithen.
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>>90779951
Honestly that could also work.
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>The Silver Five
The Silver Five are a group of five trading companies from Drunigzar. In combination with the Royal Trading Company, they represent the biggest and most important trading companies in the nation, having a considerable power in terms of influence, fortunes, properties and ships. The companies known to be part as the Silver Five are in a constant clash with each other, fiercely competing for control and influence over local and foreign markets. To that end, they not only deal with trade of all sorts, but also have their hands in banking, industry, cartography and even gambling. The often cavalier attitude most drunigs have when competing with each other is stretched to the breaking point when the Silver Five clash, as there are plenty of stories of unconfirmed sabotage, espionage and bribery to reach their goals.
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>>90782319
Despite the growing influence of the Silver Five outside of the Kingdom of Drunigzar, none of them have the size or the influence of the Royal Trading Company. Drunigzar’s Royal Trading Company still has the direct protection and backing of the crown, whereas the companies that conform the Silver Five not only need to rely much more on their own resources, but also are partially controlled by the kingdom, limiting their action. However, this has allowed the families behind the Silver Five accumulate immense amounts of wealth, which they use to gain power and influence, both within and without the kingdom.
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>>90780259
Minor correction, Tömörbataar is now spelled Tömörbatār and Seruuntungalag is now Serūntungalag, I have an idea for the Gökmavi alphabet having a rule when if two vowels that are exactly the same are next to each other, they are combined into one with a macron above it, indicating a long vowel sound.
>aa ā, öö ȫ
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>>90782319
What are the names of each of the Silver Five companies?
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>>90782571
I'm writing them now, but I'll probably post them tomorrow, as it is pretty late.
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>>90778370
And as another addendum, for Drow last names in some cities, the prefix Amú (Masculine) or Anú (Feminine) is added to the last name, which translates roughty to "of (Last name)"
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Would this kind of architecture be too modern for Elanxa or the zemylander nations?
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>>90782334
>House of Silverfish
The House of Silverfish is name of the oldest trading companies in the Kingdom of Drunigzar. It was founded in 2.920 ABE by Manuel Nekkos, an old navy captain that was crippled during a daring assault to a pirate base. His successful accomplishments and his heroism had gained him a great deal of prestige, but after his wounds, he was honorably discharged from the navy, and as a recompense for a lifetime of service, the king offered him a boon of his choosing. Manuel chose to be able to keep the ship that they had captured from the pirates, the “Silverfish”, to which the then king Paolos III agreed. Manuel then sought the aid of some nobles and other fellow retired navy men to organize a trading company, at a time where they were still rare. The expertise of the old sea dogs, combined with the investments from the nobility proved effective, and it quickly grew into one of the biggest trading companies at the time.
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>>90786077
The House of Silverfish has been renowned for their trustworthiness and reliability, guaranteeing the arrival of the wares promised no matter the odds. The appreciation for duty and honor comes from the fact that most of the personnel in the company still comes from retired navymen and even members of the old knight houses, presenting an image of military proficiency highly appreciated by nobility. Indeed, the nobility of places such as Nogar or the Empire of Elanxa highly respect the House of Silverfish, as an ideal of gallantry between rowdy opportunists. Other merchants, however, see them as uppity and uptight, too inflexible for the modern times. Indeed, the House of Silverfish has struggled to keep up as the competition grows around them, but nevertheless, their well established position means they are very difficult to displace by the younger companies.
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>>90786093
Nowadays, the House of Silverfish is ruled by Lady Lilia Kourou. An experienced trader and excellent administrator who has served the House of Silverfish for decades now, she came from low drunig nobility, and joined the company at the behest of her father, seeking to improve the family’s fortune by venturing into business. Proving to be a very savvy merchant, she quickly rose through the ranks, and nowadays, she’s known to be a levelheaded but cunning person, known to have very strong connections behind the scenes with most of the nobility from eastern Giantstep.
>>
the bing art is really elevating this thing to another level
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>>90785056
yes
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>>90787308
It's shocking to see AI going from unidentifiable messes to consistently competent works in the span of months. Trully terrifying stuff...
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>>90786095
>The North Rtegan Gentlemen
The North Rtegan Gentlemen, also known as The Gentlemen is one of the biggest trading companies in the Kingdom of Drunigzar. The origins of the North Rtegan Gentlemen can be tracked to the early days of the nation’s economic expansion. During the beginning of the economic expansion, the growing opportunities saw the skills and abilities of previously brigands, pirates and scoundrels on high demand, as there were not enough men with the needed skills to go along. In particular, the criminal syndicates of the city of North Rtega saw the chance getting a piece of the pie, and began opening mercantile fronts for some of the more unsavory products and services, growing rich from drug and human trafficking. The syndicates built a city of vice and pleasure in North Rtega, with luxurious services such as casinos, brothels, theatres, gladiatorial rings… all centered around the pleasure of the rich and powerful.
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>>90787496
Creating a haven for the debauchery and the pleasure of the nobility and the great fortunes from all eastern Giantstep was not an easy task, and the constant demand for luxury products and services can be considerable. Thus, the old syndicate families joined together again and, in the year 3.015 ABE, founded the “The North Rtegan Gentlemen”, to avoid losing their independence from other merchants and businessmen encroaching on their city. The objective of the trade company is supplying the syndicate’s businesses with all the luxury products and items they need. To that goal, they present themselves as cultured and educated gentlemen, while at the same time, using their old ties and links to the criminal underground to obtain some of the more questionable products they may require. This makes them a very difficult business to compete against, as their experience in underhanded tactics and secretive deals can outplay more honest organizations. However, their focus on luxury products means that they often leave money on the table in regards of other markets.
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>>90787508
The current head of the North Rtegan Gentlemen is Aleixandro Medrexas. A man believed to having been born in the slums at the outermost part of the city, he dedicated worked his entire life for the syndicates, skillfully gaining power and influence until he arrived to his current role. A man of incredible charisma and happy demeanor, he is adept at presenting the company and the people he works for in an immaculate light, keeping both their clients and drunig authorities from discovering (or caring for) some of the things the North Rtegan Gentlemen do to keep their little empire afloat. However, his sunny character should not make anyone believe he is a harmless old man, as there are plenty of rumors about his escapades and activities during his youth…

I'm so happy about this prompt came out, look at that shit eating grin.
>>
An interesting idea is for Kleo II Pater to be born in 7 BBE and died in 86 ABE
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>>90787681
A family tree would be interesting.
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>>90788950
We could do that, but a family tree of the khenomeric empire would be massive. The line of drunig king is massive already, and they are a relatively young kingdom. Imagine a timeline that goes from ancient times.
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>>90789008
Dare you challenge my autistic need to see an unnecessary barely coherent project absolutely nobody but me will appreciate through?
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>>90789092
If you want to try, by all means you're welcome. Though to be fair, now that the history and the background lore is mostly done, I do think we should focus on things current year.

Besides, Azan's own royal timeline is not complete, so I would like to see that one finish first before starting something else. Azan in general needs more attention, or at least enough to finish all the incomplete bits, which there are plenty.
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>>90789008
I would say start on focusing on the immediate family of Kleo II Pater and his son and expand from there.
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>>90789161
If it helps, I imagine these are the wiki pages with the most info about the history if the khenomeric empire and the pharakahns.

https://crumbling-giantstep.fandom.com/wiki/Khenomeric_Empire
https://crumbling-giantstep.fandom.com/wiki/Historical_maps_of_Giantstep
https://crumbling-giantstep.fandom.com/wiki/Northern_Khenomeric_Empire
https://crumbling-giantstep.fandom.com/wiki/Magoclergy
https://crumbling-giantstep.fandom.com/wiki/The_Battle_of_Empires
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>>90787512
>Caranguexo Association
The Caranguexo Association is one of the biggest trading companies in the Kingdom of Drunigzar. The origins of the Caranguexo Association can be tracked to the growth of the population in the Kingdom of Drunigzar, and the problems that began causing. The lands of Drunigzar are famous for their poor quality, only fitted to feed goats and farm some varely nutritive produce. Because of this, the sudden population growth caused years after the economic growth began worrying the monarchs, as they saw that the land might not be able to sustain so many people. Imports from outside could only compensate so much, and ran the risk of not arriving if the storms or wars blocked the seas. This fear multiplied tenfold during the War of the Lord Descended, where the nation’s fleets were focused on bringing the refugees to safe ports and maintaining the Expeditionary Force. While the kingdom was busy in the war, the king Aeropo IV made a call for the smaller trading companies and independent merchants to focus on basic food providing, promising lands in the Pinewood Peninsula once it became pacified.
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>>90789544
The royal proposal did not obtained the results monarch hoped. Most companies saw this as an overly cautious move that would occupy valuable ships from more profitable enterprises, and the arrival of food shippings was under no real threat. Moreover, the increased taxes to pay for the war, while understandable, had alienated many of the smaller enterprises, and to then abandon their markets to supply food was not a good move in their eyes. And on top of it all, the promised lands were only if the war was won, and even then, the horror stories coming from the refugee settlers made few want anything to do there. However, a group of small traders of South Rtega, many of them on the risk of being driven out of business by bigger companies, joined their ships together and accepted the king’s offer as a last resort, dedicating themselves exclusively on food shipping. After the war, the king donated great patches of land to them, which gave them a considerable weight in colonial affairs in the colonies of the Pinewood Peninsula. In 3.129, after the confirmation of drunig victory and the pacification of the land, the association, now renamed as the Caranguexo Association, moved their headquarters to the colony of Crysanferno.
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>>90789553
As the only one of the Silver Five to have their HQ in the colonies, the Caranguexo Association have a much easier time accessing to the resources of the colonies. In particular, they have proven to be quite efficient dealing with the Dual Kingdom-Empire of Voita-Malagsh, selling them food or anything they could use in exchange for anything those cursed lands can produce. The Caranguexo Association has also dedicated a great deal of resources selling wood from the Forest of Bloody Vengeance. While in public he only sells the wood for building construction, the Caranguexo Association are suspected of selling wood to shipbuilders with little scruples, as the fear of the curse is outweighed by the cheaper building material. True to their origins, the Caranguexo Association have purchased great portions of land within the colonies, both to have a considerable political influence in colonial politics as well as to grow their share of the food exports to the mainland. However, the Caranguexo Association’s distance from the capital means that they are somewhat isolated from the news coming from them, which could see them lose lucrative opportunities, instead focusing on the nations south of the Pinewood Peninsula.
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>>90789585
The current head of the Caranguexo Association is Oliver Elaionas. A silent and taciturn man, he was going to be a priest before he changed his vocation and joined the company to see the world. He is one of the people who know all the intricacies of colonial politics. In particular, he has invested a great deal of time and resources to explore the lands of the Terrania Freeholds, since it promises to be the most lucrative achievement in the entirety of the colonial project. He has also started talks to the Necrocracy of Okhost to attempt to buy a small island from the archipelago, as the long voyages across the sea would greatly benefit from a port in the middle of they travel. This project is going at a glacial pace, as the undead do not seem to be interested in selling their lands, and their perception of time means that any answer takes a great deal of time.
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>>90789596
> The Sailing Pigs' Joint
The Sailing Pigs’ Joint is one of the biggest trading companies in the Kingdom of Drunigzar. The origins of the Sailing Pigs come from the jails of Panisfribio. The Navy’s growing raids against pirates saw many of the city’s jails full of pirates, bandits and buccaneers, jailed within the farthest prison from the sea, to keep other sea dogs to help them. The overcrowding of the prisons was causing problems to the administrators, both in the risk of riots and diseases. This meant that the city sought a way to release the pressure by putting their abilities into use. A plan was formed to organize some of the most trustworthy of prisoners and offer them a deal: having to serve their sentence by working on navy and merchant vessels. If they worked diligently, their sentences would be reduced considerably, but if they tried to escape or commit any further crimes, they would be condemned to death by jumping the plank. While the project saw many failures, it was considered successful in partially empting the jails. However, the few individuals who did gain their freedom were put in an interesting situation. Having immense experience at both piratical and navy life, plus the connections to both sides, they were in a perfect position to capitalize on both.
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>>90790291
During the War of the Lord Descended, with many of the biggest navy ships concentrated in the conflict, these freed convicts created the Sailing Pigs' Joint, with capital acquired by treasure scurried away and never found, as well as from favors collected by a lifetime of piracy and fighting. Initially, the Sailing Pigs' Joint was a mercenary band, working as corsairs protecting smaller companies, either as crew within said ships or by sailing on crude, almost derelict ships. However, their success quickly gave them a considerable reputation, though not without dark rumors. Some say some of the successful fights back during those days were actually staged, with members of the Sailing Pigs' Joint acting as pirates so their services were seen as more valuable. However, those rumors have never been confirmed. The growth of the mercenary company allowed them to purchase bigger and better ships, and soon enough, the Sailing Pigs' Joint had become the premiere private bodyguards of the kingdom. Seeing the success of the Sailing Pigs, many pirate crews actually offered to join their vessels into the enterprise, growing a fleet of considerable size.
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>>90790306
Nowadays, the Sailing Pigs' Joint doubles as both a mercenary fleet and trading company. The fact most of their personnel come from piratic background makes them some of the most skilled individuals against banditry in the sea, not only in fighting, but also on preventing attacks. This corsair services also makes them able to obtain info from their clients about the latest news and trends on the different markets around the seas, and while the Sailing Pigs technically are sworn to not abuse of their position, the fact they are old pirates makes their word questionable. Out of all members of the Silver Five, the Sailing Pigs' Joint are the most hated by the other trading companies, seeing them as nothing but pirates in the open, using their old connections and hideouts, and subtly using their muscle to coerce smaller companies into giving them information that could give them a lead. And while smaller companies would prefer to not depend on them, the fact that it is very difficult to access to the navy protection or buying military-grade ships of their own makes the Sailing Pigs the only choice.
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>>90790321
The current head of the Sailing Pigs' Joint is Mengo Xes. Previously the captain of the “Sinking Lady”, he was chosen as head of the company due to his skill with words, which makes many forget he used to be a pirate captain. He also has a great instinct for business, and he is capable of utilizing every rumor and bit of information from their clients to the fullest. While his formal education is reduced in comparison to others, he has gathered around himself an army of consultants and scholars, helping him administrate the company, though it is not infrequent that a small rumor makes him take quick action to not waste the opportunity, leaving his assistants aside.
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>>90790336
>Angelato-Aralonso House
The Angelato-Aralonso House is one of the biggest and most influential trading companies in the Kingdom of Drunigzar. It is the youngest of the Silver Five to appear, born out of the alliance between the Angelato and Aralonso families. The Angelato and Aralonso are one of the many nogarese noble houses that came to Drunigzar after the invasion of the gnoll. Both houses were highly experienced in the arts of banking, and as such, they quickly established themselves as some of the biggest banking houses in the nation. The growth of the kingdom saw them gaining more influence around, both in the mainland and the colonies, and competition between the two families is well documented. Many have called the clashes for dominance between the two as a war, and considering some of the violent incidents throughout the years, it is not surprising to see why.
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>>90790976
However, it all changed when Maria Angelato and Demetrio Aralonso, the respective heirs of their families, ended up falling in love with each other. Despite the fierce rejection from their families, a convoluted plan to convince to make amends that is rumored to have included a fake double suicide saw the two families finally accept the marriage. After the deaths of their parents under mysterious circumstances in 3.100, the young Maria Angelato and Demetrio Aralonso joined their banking ventures into a single organization, becoming the most powerful banking entity in the kingdom, moving their headquarters into the city of Segaltar. The sheer amount of wealth accumulated meant that they could expand in many areas where they could not individually, purchasing many smaller trading and shipbuilding companies. The end result was a massive enterprise, backed by one of the biggest fortunes of the kingdom.
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>>90790990
The Angelato-Aralonso House is the youngest member of the Silver Five, and also the fastest growing by far. The combined fortunes of the Angelato and the Aralonso makes them incredibly fast to adapt, as they can just purchase anything they need in relatively small amounts of time, without need to accumulate the necessary capital. Their banking roots also makes it so that many companies and businesses depend on them for loans, giving them tremendous influence over even some of their biggest competitors. The sheer amount of wealth accumulated can compensate for their inexperience in many areas, and seeking and educating their personnel into the businesses they are entering is something they are dedicating great efforts. The fights between the two branches of the family, while much less violent, have never truly disappeared, and politicking within the different factions can cause problems in the future.
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>>90791007
The current head of the Angelato-Aralonso House is Lorena Angelato-Aralonso, the grandchild of ia Angelato and Demetrio Aralonso. Showing promise since a very early age, her parents invested a great deal of time and capital into her education. She is highly educated in economics, diplomacy, navigation and rhetoric, making her quite skilled and knowledgeable in all the markets her family dabbles in. Lorena Angelato-Aralonso also has shown great proficiency in being an intermediary between both sides of her family, keeping them focus on the growth of the company instead of old squabbles.
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Finally got a decent maggotgnoll pic. I had to fiddle a bit with photoshop, and add some pics together to fill empty places, but I think this is near spot on.
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And I got one on the hyenagnoll. Who would've thought a quick paint doodle could end up half decent if you use photoshop and AI enough times?
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This was a productive thread.
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>>90789212
Here is my work so far for the family tree, I have created some siblings as references to musicians.
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>>90792551
I would try to get more egyptian sounding names, at least in some of those (Kleo I Pater is probably a dumb pun on Cleopatra). The Khenomeric Empire is a thinly veil ancient egypt proxy.
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>>90792583
Fixed up some of the issues and a accidental duplication of names, and added Amenhem between Kyle and Klion to pad out the years.
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WEEKLY LIMIT REACHED, NEW THREAD
>>90795696
>>90795696
>>90795696
>>90795696



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