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/tg/ - Traditional Games

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>Thread Question: Who are some important characters living by current year (3.161 ABE)?

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


Map of the World Wiki

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

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

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

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

Previous thread
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1 - https://suptg.thisisnotatrueending.com/archive/2022/84774616/
2 - https://suptg.thisisnotatrueending.com/archive/2022/84847594/
3#1 - https://suptg.thisisnotatrueending.com/archive/2022/84864673/
3#2 - https://suptg.thisisnotatrueending.com/archive/2022/84877899/
5 - https://suptg.thisisnotatrueending.com/archive/2022/84890048/
6 - https://suptg.thisisnotatrueending.com/archive/2022/84918731/
7 - https://suptg.thisisnotatrueending.com/archive/2022/84930206/
8 - https://suptg.thisisnotatrueending.com/archive/2022/84943450/
9 - https://suptg.thisisnotatrueending.com/archive/2022/84963046/
10 - https://suptg.thisisnotatrueending.com/archive/2022/84990296/
11 - https://suptg.thisisnotatrueending.com/archive/2022/85001905/
12 - https://suptg.thisisnotatrueending.com/archive/2022/85025361/
13 - https://suptg.thisisnotatrueending.com/archive/2022/85034498/
14 - https://suptg.thisisnotatrueending.com/archive/2022/85074457/
15 - https://suptg.thisisnotatrueending.com/archive/2022/85181021/
15#2 - https://suptg.thisisnotatrueending.com/archive/2022/85273765/
16 - https://suptg.thisisnotatrueending.com/archive/2022/85357735/
17 - https://suptg.thisisnotatrueending.com/archive/2022/85442583/
17#2 - https://suptg.thisisnotatrueending.com/archive/2022/85499731/
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21 - https://suptg.thisisnotatrueending.com/archive/2022/85580942/
22 - https://suptg.thisisnotatrueending.com/archive/2022/85686282/
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25 - https://suptg.thisisnotatrueending.com/archive/2022/85981957/
26 - https://suptg.thisisnotatrueending.com/archive/2022/86150840/
27 - https://suptg.thisisnotatrueending.com/archive/2022/86258892/
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29 - https://suptg.thisisnotatrueending.com/archive/2022/86504173/
30 - https://suptg.thisisnotatrueending.com/archive/2022/86662491/
31 - https://suptg.thisisnotatrueending.com/archive/2022/86786745/
31#2 - https://suptg.thisisnotatrueending.com/archive/2022/86924239/
32 - https://suptg.thisisnotatrueending.com/archive/2022/87072460/
33 - https://suptg.thisisnotatrueending.com/archive/2022/87171716/
34 - https://suptg.thisisnotatrueending.com/archive/2023/87267880/
35 - https://suptg.thisisnotatrueending.com/archive/2023/87388478/
39#1 - https://suptg.thisisnotatrueending.com/archive/2023/87472712/
38 - https://suptg.thisisnotatrueending.com/archive/2023/87550989/
39#2 - https://suptg.thisisnotatrueending.com/archive/2023/87627406/
40 - https://suptg.thisisnotatrueending.com/archive/2023/87795959/
41 - https://suptg.thisisnotatrueending.com/archive/2023/87956630/
42 - https://suptg.thisisnotatrueending.com/archive/2023/88125000/
43 - https://suptg.thisisnotatrueending.com/archive/2023/88278726/
44 - https://suptg.thisisnotatrueending.com/archive/2023/88372296/
45#1 - https://suptg.thisisnotatrueending.com/archive/2023/88465385/
45#2 - https://suptg.thisisnotatrueending.com/archive/2023/88563258/
47 - https://suptg.thisisnotatrueending.com/archive/2023/88666593/
48 - https://suptg.thisisnotatrueending.com/archive/2023/88762012/
49 - https://suptg.thisisnotatrueending.com/archive/2023/88855281/
50 - https://suptg.thisisnotatrueending.com/archive/2023/88948871/
51 - https://suptg.thisisnotatrueending.com/archive/2023/89035095/
52 - https://suptg.thisisnotatrueending.com/archive/2023/89127240/
53 - https://suptg.thisisnotatrueending.com/archive/2023/89215539/
54 - https://suptg.thisisnotatrueending.com/archive/2023/89309033/
55 - https://suptg.thisisnotatrueending.com/archive/2023/89389607/
56#1 - https://suptg.thisisnotatrueending.com/archive/2023/89472549/
56#2 - https://suptg.thisisnotatrueending.com/archive/2023/89552939/
58 - https://suptg.thisisnotatrueending.com/archive/2023/89637453/
59 - https://suptg.thisisnotatrueending.com/archive/2023/89718352/
60 - https://suptg.thisisnotatrueending.com/archive/2023/89797226/
61 - https://suptg.thisisnotatrueending.com/archive/2023/89868753/
62 - https://suptg.thisisnotatrueending.com/archive/2023/89944865/
63 - https://suptg.thisisnotatrueending.com/archive/2023/90013461/
64 - https://suptg.thisisnotatrueending.com/archive/2023/90087220/
65 - https://suptg.thisisnotatrueending.com/archive/2023/90166276/
66 - https://suptg.thisisnotatrueending.com/archive/2023/90241246/
67 - https://suptg.thisisnotatrueending.com/archive/2023/90313872/
68 - https://suptg.thisisnotatrueending.com/archive/2023/90389784/
69 - https://suptg.thisisnotatrueending.com/archive/2023/90469380/
70 - https://suptg.thisisnotatrueending.com/archive/2023/90556756/
71 - https://suptg.thisisnotatrueending.com/archive/2023/90644647/
72 - https://suptg.thisisnotatrueending.com/archive/2023/90721419/
73 - https://suptg.thisisnotatrueending.com/archive/2023/90795696/
74 - https://suptg.thisisnotatrueending.com/archive/2023/90871350/
75 - https://suptg.thisisnotatrueending.com/archive/2023/90944099/
Google Doc Link for the timeline. As updated as it can be.

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We have the monster descriptions half way done, so I imagine that between this thread and the next that part is going to be done. The monsters will need images too, and the plants in the herbarium as well, so any help in that regard will be helpful. As for named characters, we are in need of a comprehensive list of the people living as of CY. And of course, the images of the remaining critters from the bestiary, as well as expanding the metaphysical elements in the setting (how gods and god-like beings in the setting work) would be apreciated.
By the way, is there anything I'm missing that needs adding?
A ghoul is an individual who has been corrupted through the act of continuous ritualistic cannibalism. There are different kinds of ghouls depending of their origin, but all of them have fallen prey, either willingly or unwillingly, into the act of consuming the flesh of their own kind, often mixed with dark magical rituals, rotting their souls and twisting them into mockeries of their previous selves. The reasons why cannibalism is so strongly tied to ghouls (and why only some species are affected by is, as groups like snoloths are seemingly free from ghouls) are poorly understood. The most common type of ghoul is the vampiric ghoul, individuals who have been enthralled by vampires to serve as infiltrators to their masters. While not being bitten themselves (and thus not actual vampires), their will has been lost through the vampire imprinting their own, and as such, they gain a desire for blood, which leads them to cannibalism. These vampiric ghouls are the first sign of a vampiric infestation nearby, and local authorities pay close attention to any sign of a ghoul, as a vampiric infestation can spread very quickly if not dealt with due haste. Another kind of ghoul is the undead ghoul, beings who have been brought into a state near death, often through dark magic, to the point of acting like zombies even though they are still alive. In combat, undead ghouls can be mistaken for zombies, but they have the same weaknesses as a common living creature, but at the same time, they do not decay, and can feed from other sources of nourishment, making them last for longer, especially once the magic of the necromancer is gone. Other ghouls are the results of dark rituals, weak willed cultists who have fallen into cannibalistic rituals and have been overpowered by the dark forces they have summoned, becoming maddened beasts in the process.

Not sure if this definition is complete, as there are multiple mentions of ghouls in the wiki in different contexts...
>Glass Elemental
Glass elementals are an atypical kind of elemental. Believed to be a particular kind of crystal elemental, glass elementals are composed of absolutely pure glass, often being completely transparent. Their crystal body is one of such purity and finesse that surpasses what many of the finest glass blowers in the world can achieve. Like crystal elementals, they are slow and ponderous beings, but unlike most crystal elementals, they have a unique ability: they can explode themselves up, releasing a massive wave of minute but extremely sharp shards of glass in all directions, and then quickly growing back to their original size. The sheer speed of regeneration of glass elementals suggests a level of magical tuning and proficiency much higher than what others elementals are capable of showing. Indeed, getting a hold of a glass elemental’s body is something that many wizards believe brings good fortune in their endeavors. Many artisans also desire to get a hold of pieces of their body, so as to craft incredibly detailed crystal sculptures. The glass from a glass elemental’s body melts at incredibly high temperatures, but in exchange, it is considerably more robust than common glass, making it an excellent material for expert craftsmanship. Indeed, glass weaponry made out of the body of glass elementals are incredibly sought after, since they are very light, extremely sharp, and unlike common glass, they do not really shatter at contact, only really affected by magical strikes or very high temperatures.
Fuck off, slopfaggot.
>Gold Elemental
Gold elementals are strange creatures, even by the standards of elementals. As their name implies, gold elementals are a type of elemental, particularly an aberrant type of metal elemental, composed of completely pure gold. In fact, the energies of this element turn whatever it touches for an extended period of time into gold. However, once the gold elemental disappears, whatever it has touched returns to its original state. Gold elementals do not appear naturally into the physical realm, they need to be summoned from their original dimension. Many summoners have brought gold elementals into this realm as a form of scamming people, generating a tremendous amount of wealth while keeping the elemental in the physical plain as long as possible. Then, before the elemental becomes too powerful to successfully contain, they sent it back to their original dimension, leaving to faraway lands before anyone notices the trick. This can be quite dangerous, as the gold elemental is quite difficult to subdue without dissipating its energies back into its realm, as any possible physical jail will become gold, and then part of its body afterwards. Magical chains are an option, but the gold elemental is capable of turning even that into gold, through a process still poorly understood. Many authorities in the world distrust the sudden appearance of wizards that become rich overnight, as there is a great risk of them having brought forth a gold elemental, not only scamming the local economy, but also bringing a very dangerous creature into the world.
So what's the difference between a golem and an automata? Was it discussed in previous threads?
>Not sure if this definition is complete, as there are multiple mentions of ghouls in the wiki in different contexts...
Change your wording to say "There are several known kinds of ghouls..." and leave it open whether there are others.
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Also, we need yo update the newer entries to the bestiary and the herbarium.
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Bestiary updated with the newer entries and images. I've had to change the proportions of the file, as we have so many critters the image's height was too big for posting.
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>Guardian Monsters
The term “Guardian Monster” refers to any of the many monstrous creatures born out of the Curse of Uun for the apparent purpose of protecting the desolated remains of the Merfolk Empire. After Uun damned its land and its followers, many of the areas of worship, as well as many other places of particular symbolic importance, became hellish places, where whatever remnant of previous life has been twisted into mockeries of their previous selves, condemned to an eternity of suffering for the amusement of their god. In these areas, many bizarre creatures have been identified over the years, all of them with the goal of keeping strangers away from Uun’s domains, or to prevent foolhardy people from falling into the same curse as they. They have many different shapes and sizes, as well as varying degrees of sentience. However, it has been proven that these guardian monsters cannot die, as even if one causes enough damage to collapse its physical form, it will spawn from nothing at some other location a day or two later, continuing its job of protecting the scarred lands.
Ice Elemental
An Ice elemental is a more developed version of the water elemental, often appearing as the union between an air and a water elemental. The body of the elemental begins freezing until it completely solidifies into snow and ice. Unlike air and water elementals, ice elementals can be very slow, as their body absorb all the moisture in the air and adds it into its own. There are ice elementals believed to be the size of a glacier, and some of them have been seen as massive icebergs in the ocean, having somehow ended up in high seas (though in those cases, the salt water prevents them from growing indefinitely). Fortunately, ice elementals are some of the frailest of their kind, especially if they have not had time to grow to dangerous sizes. As long as an adventurer is well protected against the cold and the dryness caused by lack of moisture, any blunt weapon is going to cause severe damage to it. Fire and lightning attacks are quite effective as well, as anything that increases the elemental’s temperature will stop it from healing itself.
Incubus are a developed form of the family of demons known as “succubus”. Incubae are one of the rarest and least known members of the succubus family, and its existence opens up a great deal of questions to the experts. In simple terms, an incubus is a male equivalent of a succubus. As succubae tend to resemble the female figure, the existence of male succubae makes many question about if their goal is achieving reproduction or if they are artificially brought forth to attract mortal females. The aspect of an incubus is similar to that to a common succubus, only with masculine traits instead of feminine ones. Incubae are about the same power and influence as greater succubae, but rarely are beyond those levels of power and influence. Incubae are a conflicting concept for the witchelven. The Witchelven Empire venerates the succubae as divine entities, but as a highly matriarchic societies, males are looked down upon. As such, some see incubate as the divine servants of the succubae, while others see them as an aberration of the divine.
The lamassu is one of the many extraplanar hybrids living in the lands of Gilgemash. They are creatures of great size, with the bodies of either a lion or a bull, a pair of eagle wings and the head of a human. These beings often have dwarvish features, with very pronounced beards. The lamassu are often associated to the goddess Tauora, a deity of khenomeric origins that began being worshiped in Gilgemash during ancient times. Lamassu are highly sought after as bodyguards, as their physical power and their intelligence, as well as their notorious sense of loyalty, makes them perfect for the job. As such, they have long been common among many of the ruling cliques. Lamassu are often given a group of servants to cater to their needs, as they do not have hands of their own, and lamassu are well known to be prideful, wanting to have their mane and beard groomed at all times, taking as personal offense if someone messes with them. Lamassu do not have vocal cords, instead communicating through some sort of magic that makes their ideas reach the minds of those they talk to, though it is not powerful enough as a mental attack.
Also, I was re-reading the vampire lore, and I found this:

>Lesser vampires only gain large fangs and claws, like Alps and Bruxas, while stronger vampires gain access of wings, invisibility, bigger sizes and muscles, like the Ekkimaras or the Fleders.

Who are these groups? Are they mentioned anytwhere? I cannot find them if they are...
>Light Elemental
Light elementals are one of the most unique types of elementals. These creatures do not have a physical bodies, challenging the rules that elementals are believed to abide by. Instead, light elementals are described as “spheres of pure light”, so bright that they can illuminate even the darkest night. Indeed, looking at a light elemental can cause severe eye burns, to the point of recorded cases of eyeballs having melted due to the intensity of the light. The way one of this beings feed off energy is poorly understood, and some even speculate they are a damaged elemental, having been somewhat corrupted by its arrival to the physical realm. These light elementals often do not need to be combatted to be dispelled, burning out on their own after a while, but causing great damages wherever they go. The best way to combat them is to hide in places as dark and isolated as possible, without any opening through which the light could enter and made out of materials completely opaque. Darkness and shadowcasting spells on one’s eyes could also work, but light elemental’s energies can be so powerful that they might dissolve at any moment.
>Lightning Elemental
Lightning elementals are a more advanced version of air elementals, brought forth by the result of the magic energies that feeds the air elemental reaching critical pressures, letting to a discharge of electricity that becomes a localized electric storm. This process often results in the division of the elemental in two: the storm elemental and the lightning elemental. The lightning elemental is a fast creature, with a body made out of pure electricity, which tends to be connected closely with its twin elemental for access of energy. It can discharge blindingly fast jolts of electricity all around, burning down even wood with the amount of energy it can output. However, it also means it consumes itself incredibly quickly, and without the help of the storm elemental, the lightning elemental will fizzle out on its own relatively quickly.
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>Maddened Ghost
A maddened ghost is a type of specter that, due to many circumstances, has lost all of its sense of self. They forgot who or what they were, but the dark feelings and emotions that brought them to this state, they still feel eternal despair and solitude, condemned to roam the world forever. Their pain have caused to become mad, driving them to attack anything and anyone that enters its territory. They are extremely dangerous, as their rage makes them easily able to affect the physical domain, while any damages the other way around is not guaranteed. The best solution against a maddened ghost is a ritual of containment, trapping the lost soul in an item from whit it will never escape or harm anyone again.
>Magma Elemental
Magma elementals are a more developed version of an earth or a sand elemental, often the result of a fusion with a fire elemental. The higher temperatures can cause the mineral body of the elemental to melt into lava, becoming a viscous liquid that slithers around across the land, melting and scorching anything that gets into contact with it. Magma elementals are often slow, and are easily stopped by natural barriers, though if enough of the elemental’s body gets stuck and still in one place, it can result in an explosive burst of magmatic material, the force of which can simulate a small volcano. Magma elementals need to move constantly, as staying still means they will begin solidifying, and the previously mentioned explosion can be so big that it will dissolve the elemental outright. Any physical attack against a magma elemental is pointless, unless the weapons are protected by powerful magic. The best way to take one of them down is to quickly cool it, causing it to burst and spend all its energies, dissolving back into its dimension.
>Metal Elemental
Magma elementals are a more developed version of an earth or a sand elemental, often the result of a fusion with a fire elemental. If the body of the elementals holds enough metallic materials, the higher temperatures will cause them to become cleansed from impurities, becoming a fully metallic monster. The weight of some of these creatures can be so that it cracks and crumbles the earth below it, but this also makes them the slowest of all known elementals, in exchange for a near impervious body. They walk at a glacial pace, ignoring near all attacks due to its seeming invulnerability. Its strength is such that it can often chuck into its potential enemies pieces of itself, which hit with the strength of a cannon. However, metal elementals can be stopped in their tracks by using fire attacks. While not lethal, melting the arms and legs will cause them to become immobilize, and then it will be open to attacks for long enough to dissipate its energies back into its realm. The remains of the elemental end up as a strange statue of pure metal, which is highly sought after for its mineral components.
Necromantic Construct
Necromantic constructs refers to any artificial being brought forth by necromancy. The term goes beyond the simple reanimation of skeletons or zombies, or even the more elaborate upgrading of said undead. A necromantic construct is subjected to so many modifications and artificial additions that stops being said skeletons or zombies, becoming a completely different entity. These necromantic constructs often require the addition of dozens upon dozens of bodies of different species, origins and states of decomposition (sometimes some are left alive as some sort of horrific anchor for the dead), becoming massive engines of destruction. These constructs require months and months of rituals to complete, and depending on the power and talent of the necromancers who build them, they will obey the given rules to a limited degree. Indeed, the necromantic constructs can sometimes regain a certain level of sentience, creating a whole new identity out of whatever fragments from the carcasses that compose them remains. As such, necromantic constructs need powerful sorcery not only to keep alive, but to keep shackled and under control.
>Mossovoian Colossus
Mossovoian Colossus are a unique type of necromantic construct, only seen once during the Battle of the Needle Ridge between the Mossovoian necromancers and the Kingdom of Waldemaria. These hulking undead behemoths were made out of remains of ancient giants, brought back to life after years of research and rituals. More than 30m of height, and patched out with all manners of creatures to gain flesh to hold the impossibly heavy giant bones, they were clad in chainmail iron, and their skin was covered in burns, stitches and ritualistic runes. After that, they disappeared from the world, and no one has seen one of the mossovoian colossus since. The information we have about these monsters come only from the chronicles of the knights that survived that day, but from their tales, we can imagine that these monsters were under more than controlling spells. Indeed, they seemingly showed possible signs of a new sentience fighting back against the necromantic shackles put over them, but it is not truly confirmed. We also know that these horrors are mere shadows of the giants of old, as one of them was taken down and destroyed during the battle, whereas a true ancient giant would have never fallen by mortal hands.
>O'oze Mutant
O’oze mutants are animals and plants that have been transformed and twisted into near unrecognizable shapes by the spewed liquid from the Mountain of O’oze. The black ooze at the center of the Great End Peaks has the unnatural abilities, such as curing diseases to even regrowing entire limbs. However, it also causes small mutations of a seemingly random nature. The extent of the mutation will depend on amount of ooze consumed/touched and the amount of time under its influence. The more they consume, and the longer they spend in contact, the heavier and faster the changes will come. And even so, these vary from individual to individual, and can range from a change in the color of a spot of their head to growing limbs where they are not supposed to. The local fauna is a clear indication of this, as the closer they are to the spewing mountain, the more horrifically gruesome the mutations are, somehow keeping these unfortunate souls still alive where they should have perished long ago by any other metric.
>Sand Elemental
Sand elementals are a more advanced version of the earth elemental, often the result of it fusing with an air elemental. The high pressures and winds cause enough friction to create a very sped up erosion of the environment, making the body of the earth elemental turn into fine sand. This makes the sand elemental much faster and lighter, and capable of blowing great clouds of dust against any attacker. While much easier to approach and attack, the body of a sand elemental is so unstable that it actually becomes quite impervious to damage, as any melee hit will just go through it. Sand elementals are also capable of chocking their enemies by filling their lungs with dust and sand. Not only that, but sand elementals are capable of creating such abrasion that any weapon that touches them will become dented and decayed. For a sand elemental to be dealt with appropriately, a combination of magical attacks is needed, either freezing it over so it can receive physical damage, burning and melting it, and even watering it enough to damp all its movements.
>Sandstorm Elemental
Sandstorm elementals are a strange type of sand elemental, born either by a fusion with an air elemental or when a sand elemental gains so much power it becomes unstable. Unable to control the shape of its body, the sandstorm elemental will begin to pulsate, creating wave after wave of sand in all directions, slowly spinning at first, and then gaining hurricane-like strength. While sandstorm elementals are incredibly powerful and lethal, gaining the deadly traits of both air and sand elementals, they are simply too powerful for their own good, as they will invariably end up blowing up in a mushroom cloud of sand that will reach kilometers around the center. Sandstorm elementals can be contained somewhat, but the best route of action is often running away from them before they explode, as being caught in the epicenter of one of these creatures’ dying explosions can result in lethal consequences.
>Quicksand Elemental
Sandstorm elementals are a type of sand elemental, born by a fusion with a water elemental. Though most of the time, a sand elemental will dissolve into nothing by a powerful water-based attack, or by drowning it into a deep enough pool of water, if the elemental is powerful enough and the water is shallow enough that the elemental can keep its shape, it will turn into a quicksand elemental. Quicksand elementals share the physical abilities of a water elemental, splashing their way across the land, while also having the abrasive abilities of sand elementals. What’s even stranger than that, quicksand elementals display feats of intelligence greater than most, and are able to camouflage their presence while digging their way into the ground, to prey upon whatever enemy is trying to hunt it down.
I'm not sure what to do with the quicksilver elemental (basically mercury). Any ideas, other that it's highly poisonous?
>Rust Elemental
Rust elementals are a corrupted version of metal elementals. If a rust elemental somehow absorbs enough dark magical energies to overcharge its being, the nature of its metallic body will change, becoming frail and rusted. This rusting process will take a long time to fully affect the elemental, but during all this time, the rust elemental’s powers are able to corrode anything that enters in contact with, even that which is non-metallic. This magical rust in organic materials is described as “a mix between magical burns and necrotic decay, where the wounds begin wrinkling and peeling off the wound while spreading to the rest of the body”. However, once the rust elemental’s transformation is complete, the rust elemental will collapse under its own weight, as its corroded body can no longer sustain it, becoming unable to move and eventually dissipating back into its own realm.
not aquatic and black enough
I've tried to, but all those end up looking more like a serpent than an actual worm or leech.
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I also got this, but I'm not sure if it fits that well.
>Steam Elemental
Steam elementals are an advanced type of water elemental, often the result of the fusion with a fire elemental. The higher temperatures evaporate the water into its gaseous state, somehow staying in place instead of ascending into the atmosphere. This creates a body made out of dense clouds, absorbing the moisture from the air to grow, and turning any solid or liquid water into more steam. Steam elementals can reach colossal sizes due to the expansion of the steam within their bodies, though their power output often begins to decrease at certain sizes, as the inner pressures makes difficult not to produces rains within itself. The steam that conforms the body of the elemental is at very high temperatures, causing severe burns if in contact with bare skin. The best way to defeat steam elementals is to blow them away, or to cause differences in temperature so that the elemental loses control over its body and dissipates back into its realm.
>Storm Elemental
Storm elementals are a more advanced version of air elementals, brought forth by the result of the magic energies that feeds the air elemental reaching critical pressures, letting to a discharge of electricity that becomes a localized electric storm. This process often results in the division of the elemental in two: the storm elemental and the lightning elemental. The storm elemental is a slow creature, as its body is constantly wracked by heavy rain, thunder and powerful winds, and as such, it needs a great deal of effort to not collapse under its own forces. The storm elemental is connected to the lightning elemental, as it is the storm elemental’s job to obtain energies from the environment. As the storm elemental is very vulnerable to interference (though still lethal to the touch, especially to those covered in conductive metal), it needs the lightning elemental to defend itself, roaring every time it gives energy to its twin elemental.
Better but I don't imagined them THAT big. More wormlike, very long and thin kinda like eels or lampreys
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>Succubus Cherub
Succubus Cherubs are a developed form of the family of demons known as “succubus”. Their task within succubae hierarchy is the temptation ad corruption of religious personnel, saints, preachers, clerics and other important people of the cloth. They will do this by camouflaging themselves by passing as messengers of their divinity, exhorting their praises and imitating the behavior best suited to pass for a true divine envoi. Once the succubus cherub has its grasp on the individual, it will incite its victim to spread the word of the god, gaining enough of a following due to the miracles and powers granted by the cherub, always camouflaged as divine blessing. And once that is done, the succubus cherub will start slowly but surely corrupting the flock into debauchery, bringing them inexorably to damnation. That way, succubae can end up feeding off those more resilient due to the protection that grants their religious convictions. Succubus cherubs have an angelic appearance, though most of the time they can mimic the ideal appearance that the victims have of what a messenger of their god would be.
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>Succubus Gorgon
Succubus Gorgons are a developed form of the family of demons known as “succubus”. They are an evolved version of the succubus soldier, which has been transfigured into more of a bestial appearance. Their lower half has become serpentine; having either one or two snake tails, and from its head and back sprout multiple reptilian heads. Its face has been contorted to loose all humanoid semblance, often with a massive jaw that can rip a human head in half. Its magic has focused into the ability of spread terror in those who see them, paralyzing them while the succubus gorgon cuts them down. Succubus gorgon are still quite skilled fighters, both in armed and unarmed combat, and are blindingly fast even without their influence slowing down the enemy’s movements and reactions.
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>Succubus Hunter
Succubus Hunters are a developed form of the family of demons known as “succubus”. They have been through a tortuous process to become incredibly skilled in the arts of chasing down important targets. For that end, they can survive for months and months without feeding of the lifeforce of humans, being the most resilient of succubae in that regard. The succubae hunters are able to detect their target if they are given anything that belonged to them, as they can detect even the minutest of effluvia. Once a succubae hunter has detected its prey, it will stalk it for as long as it needs, waiting for the time where it is most vulnerable, either while sleeping or during other unexpected movements. And once the time comes, it will barrel down against it, tearing them apart with their massive claws, its jaw or its poisonous tail. Despite succubae hunters having the remnants of wings, they cannot fly. Instead, they can mimic themselves into near any background, using their miasma to make people ignore its presence, being the complete opposite of most succubae effluvia.
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>Succubus Dominator
Succubus Dominators are a developed form of the family of demons known as “succubus”. They are one of the most powerful members within the ranks of the succubae, often serving as leaders of their armies, only below the Duchess of Hell and the Greater Demons Succubae. They have an uncanny and unnatural figure, having lost any pretense of humanity or mortality, showing a true demonic appearance that causes dread and fear in those who see them. Their arthropod-like bodies are segmented, often having legs covered in the screaming souls of those who have been its victims, still howling in pain and agony. The succubus tail has become a massive prehensile stinger, with a poison that, if injected fully, can turn a mortal into a lower demonspawn after months of painful transformation. Their upper half is humanoid, often having multiple arms and legs in a clear mockery of the human form. They have no eyes or mouth, instead communicating through telepathic messages and images. Succubae dominator are incredibly strong, as well as powerful spellcasters, often having their own domains within the succubian necropolises, where hundreds, if not thousands of slaves are locked in an orgy of violence and torture.
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>Succubus Screamer
Succubus Soldiers are a developed form of the family of demons known as “succubus”. Succubus screamers are designed to demoralize and torture the enemies during great battles. They are seemingly identical to a greater succubus (safe for one or two extra heads sprouting from its neck), but during a fight, their body will begin to split apart by the middle to reveal dozens of different screaming heads and mouths. These will begin to moan and scream until reaching incredibly loud and high pitched tunes, singing terrible threats of doom in eldritch languages. These are designed to be heard from miles, scaring pack animals and gripping the hearts of men in terror. Screamers are also in charge of the torture dungeons of many of the succubae in the higher echelons of power, dedicated to creating new ways of producing screams of pain and horror for later usage in the field of battle.
Succubus Screamers, my bad.
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>Succubus Seer
Succubus Seers are a developed form of the family of demons known as “succubus”, and one of the rarest. They rarely interact with those of their own kind, and rarer still interacting with those outside of them. Succubus seers are incredibly old beings, twisted by the ravages of time and magic when by all accounts that should not be possible. They have lost their ability to produce their alluring miasma, and their face has become that of a bestial creature, with eyes completely white. They completely blind, but they are said to be able to see anyone’s fate when looking at it for long enough. They often hide in some of the deepest parts of the succubus breaches, but from time to time, a succubus seer will appear to bring forth a prophecy, either to a fellow succubus or to a mortal, and then go back to its lair to meditate. It is said that gaining the eyes of a succubus seer will allow one to see the threads of fate as well, but in return they will slowly but surely be turned insane.
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>Succubus Siren
Succubus Sirens are a developed form of the family of demons known as “succubus”. Succubus sirens are believed to be a cross between succubae and an unknown kind of demon, its origins and nature unknown. Sirens have the upper half of a succubus, with three to six pairs of clawed arms and deep blue eyes. However, their lower half is composed of multiple centipede-like bodies, all attached back into the succubus’ torso. Across these insectoid bodies, dozens and dozens of creatures live in symbiosis with the succubus. Once the siren enters into the battlefield, it will begin chanting a soothing melody, often playing demonic instruments, which serves to both captivate and enthrall the hearts of men and to lead its swarm of insects to war, spewing them from its body in the dozens. These insectoid monsters will then seek those victims paralyzed by the music, and then begin burrowing into them from any possible orifice. After a couple of hours, the body will dry up and die, and from it, more insects will be born, bringing the life energy of the dead victim back to the siren to feed it.
Ok, so I have a couple more succubus designs I can write about, but before that, we have to choose which one could be the Duchess of Hell. I have threee possible options:

A. Giant snake with multiple heads, the biggest one has a succubus as a tongue.
B.Succubus controlling giant mass of writhing bodies.
C. Eldritch succubus with many brains coming out of its bulbous head.
D. Something else.

Also, if we choose one as duchess of hell, we have to name the other two...
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And the image didn't load. Here it is.
>Swamp Elemental
Swamp elementals are a strange type of elemental, only really appearing in the domains of the Bog Witch. These creatures are brought forth in dark summonings either by powerful mirewenches or by higher beings like the Bog Witch’s own daughters. They are a type of earth elemental, but due to the powerful and evil magic of the swamp, they are corrupted into different beings, as all the horror and death seeps through them. Because these beings have the dark energies of the Bog Witch within them, they become eldritch figures, with the bodies of those long dead, buried and decayed attached to them, moving and screaming as they were alive.
>Swamp Gas Elemental
Swamp Gas elementals are a strange type of elemental, only really appearing in the domains of the Bog Witch. They are a derivate from the swamp elemental, being brought forth by a swamp elemental growing strong out of the death and decomposition from the swamps. The amount of gas around the swamp elemental will make it spawn lesser spawns, made out of the noxious gasses born in the swamps. These gases are both poisonous and highly flammable, quickly drifting into anything that the individual who summoned the original swamp elemental wanted. However, swamp gas elementals are often small, dividing into smaller elementals instead of growing into a singular massive elemental.
>Water Elemental
Water elementals are one of the most common types of elementals. As one of the four most basic elementals, their liquid bodies flow around creating waves all around it, swirling and foaming wherever they go. They are incredibly flexible and mobile, able to go through even the tiniest crack if it has enough time, and causing great damages to structures while doing so. It also can reach massive sizes quite fast, as it can absorb the moisture in the air and add it to itself. Despite this, the water elementals can hide if they feel threatened, filtering through the ground or going deep into rivers or lakes, peerlessly camouflaging with its environment. Water elemental cannot be hurt through blunt force, as any attack simply goes through its watery body without actually dealing damage. However, water elementals have been seen weakened by crossing areas of dense foliage, as if the plants are well rooted enough, they will absorb part of the creature’s water. The best way to deal with water elementals are magical solutions, combining cold and heat to dissipate its energies.
>brains coming out of its head.
>not tits
I was trying to get the sphere-of-bodies succubus and I got that one. Might as well use it, plus I wanted to make succubae somewhat more eldritch, and not just mere lust demons.
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>Succubus Macabre
Succubus Macabre are a developed form of the family of demons known as “succubus”. They are a strange entity within the succubae, as their magic specializes in necromancy. However, as necromancy is seemingly contrary to the nature of the demonic succubae (after all, the demonic cannot consume the energies of the undead), their bodies and souls have begun to rot away, with their bodies showing their insides as their skin falls off. However, even in this degrading state, succubae macabre have seemingly any sense of reason, rising as many dead as possible, ordering them to kill as many as possible, all while rising the bodies and putting them into surreal dances, which will last until the bodies decay so much they can no longer move. Succubae macabre are wildly hated by the entire succubae community, as their necromantic ways and their waste of perfectly viable life energy into these infernal balls are seen as an insult to the Succubus Queen herself. Thus, all succubae macabre are rogue succubus, often living in areas of dark magic, having been summoned by an incautious summoner. Most succubae will attempt to take down and capture succubae macabre alive, as they are reserved a great punishment for their sins if they are brought to the succubian necropoles. Succubae macabre have been rumored to be linked to the dancing curse, but all research point out this not to be the case.
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Ok, so after all these descriptions, I feel we are nearly done with the monster list. Only a couple of points still in need of discussion:

>Demon Lord
As this seems to be a generic term for a very powerful demon, it'd be nice to see how demon lords work for some demons that are not succubae (I was planning of getting a family/species of demons for each sin, but I don't know if that is overkill).

>Duchess of Hell
See>>91054796 >>91054763. The only description of the "duchess of hell" is that it's massive, and important. But other than that, we could do any of the mentioned examples.

Not sure what the difference is between golem and automata.

>Quicksilver Elemental
I don't know how a mercury elemental would work.

>Therianthropy stages.
It's established that the therianthrope's curse weakens when it goes from host to host, though I'm not sure if this bit should be just left for the stats if we ever get into the rules. We have the description on its page already.

Any other monster that I've missed?

Also, I've taken down the thunder elemental, as the lightning and storm elemental already cover it.
>I was planning of getting a family/species of demons for each sin

I touched on this on the Platanus Bog page "The Temple of the Seven Sins", but never got around to describing it in detail

My thinking is:

Lust - Gogotha - succubi - looks good

Gluttony - See Glutton Island page. He demonstrates his power in a wide range of ways, including appealing to the refined palate (culinary god), inspiring grotesque over-consumption of food, or creating an army of ravenous monsters (gnolls)

Wrath - Althazzar - evil dragon god, but also seems to have some degree of control over the raw elements. His demons should be dragon-y and/or bristling with raw elemental power (fire, ice, lightning, etc). Despite being the wrath god he is also quite sneaky (so some shapeshifting emissary types in addition to mindless fodder beasts and demon dragons)

Greed - Goddess of Greed is the obvious match, but I wasn't the anon who made her, so maybe she isn't supposed to be a demon. If she is, I imagine she is subtle and maybe just has a few individualistic demons

Sloth - basically all the Cthulu-type gods get lumped here. They keep a low profile, and the few cults they do have tend to be in isolated areas where people are burnt out from living in harsh lands and are willing to sacrifice a lot for a break

Envy - god of undeath. Basically attracts people who envy long lived and/or inherently magical beings and entities. Probably doesn't have too many demons, and those he does have are kind of halfway between undead and demon

Pride - goddess of magic - it is deliberately vague whether she is a demon or a god, and even if she is a god, it is ambiguous if she is good or evil. Are the Azanese just being dicks to other cultures? Or has one of the beings instrumental to creating the universe gone a bit crazy. She doesn't have many angels/demons/emissaries/whatever, but those she does have were meant to have a night sky motif, though I didn't post many of the pics I had
I imagine we do not need to make them all demons. They can be gods and their messengers/angels (kinda shocking we do not have an angel equivalent for the setting for this long).

Also, Pride is DEFINITIVELY Uun.
Also, about the rest:
Gogotha seems fine as it is.

Again, obvious choice. Probably a more neutral god, since it has the benevolent side in its island and its "evil" side as the Maw (then again, the Maw is probably a titanic animal from unremembered times, that aspect is quite vague and better for it).

The Goddess of Greed. Probably those who end up under its influence would become its demons.

Althazzar as wrath is a bit vague, as there isn't that much of a description of althazzar (we know it's a dragon, but is it a creature of flesh and blood, or an entity living in another dimension? If so, how can it have demons?).

We have nothing that fits that role.

We have nothing for this either. Undead does not really fit as envy, though.

Uun. Definitively Uun. That god condemned its entire empire and followers (followers who absolutely adored it) into eternal damnation into a fit of boredom.
>kinda shocking we do not have an angel equivalent for the setting for this long
Bronzar has dragons, most of the other gods are pretty hands off

>Althazzar as wrath is a bit vague
it was established a while back, see Siuverland page

>we know it's a dragon, but is it a creature of flesh and blood
except dragons are basically the angels of this setting so it shouldn't be surprising there are evil demonic versions

>Sloth and Envy
I feel it is too late in the setting to bring in major players that haven't been mentioned before

The undeath-type gods and the cthulu-type gods are the only ones I can see being perceived by the Azanese as being equivalent to the likes of Gogotha, Glutton, and Althazzar

Alternately the demon lords of sloth and envy are so weak that the Azanese are barely aware of them, and assign their roles to others in their theological view of the world

I wrote Uun as meta-humor about how some anons initially put a lot of effort into worldbuilding, then either get bored or upset about some small little thing and then try to get the world to crash and burn. I feel that:
a) making Uun evil all along basically ruins the joke
b) given that he switched between being good and evil pretty suddenly, then disappeared, never to be seen again, it is not like we would have many opportunities to see what his theoretical demons would look like anyways
Oh yeah, I forgot Siuverland had the althazhar cult (also, is it Althazzar or Althazhar? It's written both ways in the wiki, probably althazhar is a typo).

>Uun disappeared forever
Isn't its influence still in Kowloon? I'd prefer it if it really left and never went back, but if it is still affecting the mortal realm with its "raining food" thing, then that means Uun is still relevant.
Also, reading Siuverland again, we really need to complete the tieflings' description and background.
>is it Althazzar or Althazhar?
also sometimes it is Althazar. We can probably just treat them as alternate spellings of the same thing

>"raining food" thing, then that means Uun is still relevant
Uun's magic curses are active in many areas, but that doesn't mean Uun himself is still around

I partially finished the tiefling write up, but won't be able to finalize it until I am back from work travel
>I partially finished the tiefling write up, but won't be able to finalize it until I am back from work travel
Oh, neat. Don't worry, man, take your time.
I was trying to get an image like "Laocoön and His Sons", but instead of long leeches, it makes it gigantic.
>Quicksilver Elemental
Quicksilver elementals are a type of elemental, believed to be a strange variation of the metal elemental. Quicksilver elementals are composed entirely of quicksilver, a silver metal that stays in liquid state at common temperatures. This element is incredibly dangerous when in direct contact with the land, poisoning all areas that come across with it for a long time. Quicksilver elementals are very irregular, with an ever-changing shape, often slowly sloshing across the land, but reacting with incredible speed and ferocity when feeling threatened. Quicksilver elementals can spew great amounts of quicksilver against its enemies, which can corrode armor and weapons (even magical weapons can be vulnerable to quicksilver) and inflict severe poisoning and burning in living tissue. The noxious gasses that emanate from the quicksilver are also very dangerous, as while not flammable, they can cause severe hallucinations, temporary blindness and difficulty to breathe. Quicksilver is very difficult to freeze over, as it solidifies at very low temperatures, and fire attacks could make things worse, as it will increase the amount of noxious gasses emitted. Alchemists have developed many rituals and processes to deal with quicksilver, and as such, their expertise are essential to deal with these creatures and the pollution of the land.
>Demon Lord
The term “Demon Lord” refers to any particular individual demon (or in occasions, other extradimensional entities) that becomes through infamy well known within the world. These individuals are often incredibly powerful, and command dozens, if not hundreds, of their lesser kind. These individuals are beyond rare, for the simple fact that they reside in dimensions far from the physical realm, and they rarely act upon the step unless they are attracted by powerful summoners, who open a dimensional door powerful enough for them to reach the world and act upon it. Those poor souls who bring them to the mortal realm often get more than they bargained for, and end up paying with their souls, as whatever business the demon lord has does not include being manipulated by a mortal. Thankfully, most demon lords have little interest in the mortal world, seeing it as more of a distraction from their own domains, and as such, powerful demon lords acting against the world are exceptional. The exception in this comes from the demon lords of the succubae, as the witchelven have brought permanent tears into their dimension, and as such, demon lords of the succubae family have appeared from time to time to lay waste to the mortals, being only pushed back by the bravery and sacrifice of those armies who fought against them.

I imagine this is vague enough to fit into any other kind of demon added. Either way, some feedback on this would be appreciated.
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>Duchess of Hell
Duchesses of Hell are one of the highest forms of the family of demons known as “succubus”. These creatures have become bloated with power, having reaped the souls of countless mortal and demon alike. Due to their successes in bringing butchery and despair, the Succubus Queen Herself will elevate them to the highest echelons of succubus society, and are given control of their own army to command as they wished. Their heart is opened and branded with the seal of Gogotha, giving them a direct connection to their goddess. They are also given a herd of demonic horses from the Succubus Queen’s personal stables, able to stampede through the air, their steps causing dark thunder wherever they go, and their neighs gripping one’s soul to the bone. Duchesses of hell are masters in both physical and magical fighting, moving across the battlefield in their war chariots. Each of the duchesses of hell possessing unique skills to serve the Succubus Queen. Fortunately, once a duchess of hell is elevated, they will rarely step unto the mortal realm, as they will spend most of their time seeking to expand their influence over the rest as to gain a closer role within the court of Gogotha. This is indeed the intended result, as the Succubus Queen’s heart engraving is intended to chain the duchesses into total servitude, to never allow one of its most powerful servants to try to usurp her place.
Is this >>91069287 duchess of hell better than these >>91054763 >>91054796 ?
Is the difference between golems and automata their level or sentience or their origin (golem magical and automata astromantic)?
What are you writing about now, anons?
Golems are artificially created entities made to accomplish a series of tasks. The line separating golems and full automata is blurry, as the two are so similar, but the main points of contention is their creation and their sentience. Unlike automata, which are made by a mix of astromancy and magic, golems are purely magical creatures. Thus, they do not need aether for their creation, but the quality of their production is often limited by the talent of the wizard and the amount of time active. Second, golems have no sentience to speak of, and if they are, they have no sense of self, not understanding the concepts of “I” or “me”. Golems are older designs than automata, created before the correct usage and treatment of aether was discovered. As such, golems are made out of poorer material, and its treatment over time needs more and more energy, compared to the automata designed to last for centuries at a time. Golems also need to recharge their magical reserves more often than automata need to recharge their aether, making them less dependable and self-reliable. Golems are designed for a multitude of tasks, from domestic work to military functions, though nowadays the use of golems is relegated to a couple of areas in the world, as their maintenance and general utility in modern battlefields make them not particularly useful.
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Andromalions are demonic beasts used by the succubae as weapons of war. They are the shape of snakes the size of three-four men, but made out of infernal bronze. Their bodies are covered in eyes and gemstones, constantly vibrating and pulsating. Andromalions are used by the succubae as line-breakers, setting them free to hunt the mortals to their leisure, breaking them under their coils and swallowing them whole with their unnaturally wide mouth. They have two tongues, one use to swallow and other that serves to produce a highly corrosive poison, capable of melting their victims fast. However, andromalions are very sensitive to sunlight, and as such, they will not be sent during the day.
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>Lunar Legion
Lunar legions are a demonic weapon of succubus origins. These entities are the result of punishments of a great number of succubae together, their souls welded together, using a particularly misfortunate succubus as the nucleus. This creation keeps the souls trapped together in eternal pain, always trying to escape but never being able to. The souls begin building within the central succubus, making its body grow in abhorrent ways, developing horrendous bulges and humps all over its body, with each of them the result of a soul scratching the body for the hopeless chance of release. These underdeveloped lunar legions will soon grow into massive beings, the original body swallowed by the effects of the punishment, and the accumulated energy will make either grow insectoid legs or float in the air. The bigger they grow, the more dangerous they become, as they can transmit their physical and mental pain to those mortals nearby. Once they mature to a certain side, the lumps will begin morphing into screaming bodies, which will now be able to see and feel the despair of all others who are trapped within them. The horror of this situation has made them lose all sense of self, only the ability to feel pain remaining. While these creatures are immensely dangerous, as they can bring madness to whatever area they are sent against, their actual physical presence is very vulnerable, and as such, they are prime target for artillery.

Pic related, an underdeveloped lunar legion
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Pic related, a fully developed lunar legion.
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Well, I think with this, we can consider the monster list done, though we can always add more.
I'm adding the monsters to the wiki. After this, I think I will finish the local lore of a couple of maps I left unfinished. I'll see what I can do afterwards.
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I'll continue with the map of Nogar and a bit of lore development. Also, fixed the missing province.
1. Serantar. The city of Serantar is the capital of the Kingdom of Nogar, and one of the oldest. It has served as the capital since the independence of Nogar, as it was the birthplace of Feriun Doroseck, and his center of operations during the war of independence. Serantar is one of the most beautiful cities in the east, with great wide streets, lush gardens, and many great marvels of architecture focusing on design rather than height. After the war with the gnoll, however, Serantar received a massive influx of refugees, increasing its population considerably, which led to a great deal of crime and poverty. The pearly white city was surrounded by ghettoes and criminal neighbors, all while some of the most powerful and wealthy families abandoned their properties, exiling themselves in the Kingdom of Drunigzar. Serantar is a ghost of its former self nowadays, and while the city still keeps the charm and beauty that characterized it, the financial crisis of the kingdom and the tensions due to the war has scarred the city. Many areas are in disrepair, and some of the great monuments lay in wait for maintenance, and the once wide and comfortable streets now tent to accumulate great amounts of rubbish, causing seasonal diseases.
Also, we should start getting images for the monster list to add to the wiki.
I just realized the province of Ax should be in the Old Nogar category. Fixing.
2. Dorofer. The province of Dorofer has a very rural economy centered around agriculture and many small fishing towns. It has never been too populated despite its proximity to the capital, with most of the land owned by rural aristocrats owning great estates. The fishing towns are often poor, with many families owning small vessels to fish in the nearby waters. Many of these towns still harbor the scars of piratic activity, with many watchtowers and bell towers spread across the coast to warn about bandits. During the war with the gnoll, the province was quite devastated by the great amount of refugees trying to escape, overloading the land’s capacity to house and feed so many people. Many of the most desperate families ended up staying in the land, working as serfs for those local aristocrats and nobles who decided to stay. This has generated a great deal of tension all around, as the newer families resent their fortune and the aristocrats who took advantage of their fortune.

3. Athusar. The province of Athusar was the stage of many battles during Nogar’s war of independence, and as such, many castles and fortifications were built around it, protecting the route to Segaltar. While Feriun Doroseck’s campaign eventually managed to drive the war to the west, the region of Athusar was still considered critically important to the war effort. Even after Nogar’s independence, these fortresses were built and expanded upon, creating a strong line of defense. Athusar’s population and nobility have a great martial tradition, being present in the ranks of both the Guardians and the Keepers of Harmony in great numbers. During the war against the gnolls, the dense fortification grid of Athusar was considered as one of the areas in which to build the Bastion of Eternal Harmony, though that plan eventually went away due to the loss of land being unsustainable.
4. Chussa. The city of Chussa used to be one of the most important military shipyards within the Kingdom of Nogar, serving as the main training hub for the nogarese army. Chussa’s inhabitants had a reputation for courage and loyalty in the name of duty, after long years of fighting pirates across the shores of Nogar and Drunigzar. However, the war against the gnoll became a massive blow to the city. Not only the navy could not do anything to help slow down the monstrous hordes coming from the west, but many ships were being used to move people away from the gnolls’ advance. The sight of so many refugees, both destitute and rich, trying to escape to safer lands, resulted in the “Revolt of Chussa”, in which a group of admirals took over the city in a coup, to force the evacuees, seen as cowards and turncoats, to accomplish their duty and go back and fight the gnoll. The threat of a coup spreading around the country was so severe that the king ordered the detention of all involved. While they could not be executed for fear of sparking a major revolt within the navy, the imprisonment and demotion of the affected caused severe resentment within the population of the city. Nowadays, the inhabitants of Chussa see themselves as betrayed by their own rulers, who prioritized running away from their enemies by sea and by building a wall rather than fighting them in honorable battle. Many of the elites in Chuusa are regenerationists, claiming vociferously to recover the lands of Old Nogar as soon as possible rather than wait for another conflict with the gnoll.
5. Sherefer. The province of Sherefer controls the isthmus to the Sirena Cape. Back in the day, the shores of Sherefer were home to many exiled mermaids from the Merfolk Empire who had managed to avoid the Curse of Uun by serving overseas. Lost and without a home to return to, many of these mermaids began creating colonies in the area, dedicated to seaweed and oyster farming, as well as helping the local human fishermen. These colonies were independent from the Khenomeric Empire, and that independence continued when Nogar freed itself from the empire’s grasp. The human populations of Sherefer live mostly due to agriculture and fishing, being a considerably poor area, organized in hundreds of family farms.

6. Doroot. The province of Doroot is on the southernmost point of the Kingdom of Nogar, and in charge of protecting one of the five great fortresses of the Bastion of Eternal Harmony, the Great fortress of Doroot. This area was well known for its great abundance in rabbits and hares, which caused frequent damages to the crops. As such, the people from Doroot became adept at hunting down these pests, developing great skills with the bow, as well as following the rabbits’ tracks to their nests. This custom led them to becoming some of the best hunters in the kingdom, skill which has led many of them to enlist in the Expeditionaries. The Doroot have a considerable distrust of the drunig in the colony of Novo Porto, not only seeing them as profiting from the misery, but also enjoying the protection and watchful eye of the nogarese from the threats from Old Nogar. However, these complaints are often ignored by the drunig, confident in their own defenses and their own navy’s protection to fear any bandit from the lost lands of Nogar.
7. Mechelis. The province of Mechelis covers most of the Sirena Cape. It is covered by dense pine and oak forests, which make for most of the wood needed for Nogar’s navy. The local populations live of the exploitation of the forests’ resources, being mostly herders. The provincial capital of Mechelis is surrounded by forest, built in an area believed to blessed by the spirits. Mechelis did have a very prosperous economy, with many banks and craftsmen working to provide for the shipbuilding done in the docks to the north, but nowadays, the stagnation of the nogarese economy and the limited growth of the navy has left them very damaged. As a result, Mechelis has lost a great deal of population, with many preferring more rural areas rather than a city surrounded by forests with limited agriculture.

8. Djan. The province of Djan is one of the most important within the Kingdom of Nogar. Back in the day, most of Nogar occupied the Nogarese Plateau, a massive flat area perfect for agriculture. However, after the loss of most of that land during the war with the gnolls, Djan was left as the breadbasket of the kingdom. As such, its importance within nogarese economy is paramount, and it is especially defended in case of attack, having two of the five great fortresses guarding the province. The Great Fortresses of Fijan and Deyjun keep watch over the land, making sure the fields are safe. However, the province of Djan did not come unscathed during the war, as it had to sacrifice its provincial capital, the city of Djan itself, one of the last cities to fall to the gnoll during the conflict. Despite this, many nobles in the area actually prefer this state of affairs, as they do not have to compete with the rest of the agricultural produce of the western provinces, despite the severe ruralization of the local economy, with many of their number being part of the “realist” faction.
9. Adaramsos. The province of Adaramsos harbors the biggest civilian ports and shipyards in the region. Many of these cities were founded during Khenomeric rule, especially at the time when they needed to connect with the Northern Khenomeric Empire through sea. As such, these docks are of considerable size, much bigger than the current volume of trade necessitates. Adaramsos’ economy is also helped by the many vineyards spread across the area, generating a greenish wine greatly appreciated within the rest of the kingdom. The competition with drunig traders has made made many of the local traders to push for more protectionist policies against foreign merchants, but the dominance of drunig traders in most markets makes this quite unviable.

10. Ames. The province of Ames is well known in the kingdom for its rolling plains that, while not particularly suited for agriculture due to soil composition, they are nevertheless excellent for transhumant husbandry. It is also used to breed many of the pureblood horses used by the nogarese armies, said to be of great resilience and nobility. The province of Ames also has one of the great fortresses protecting the Bastion of Eternal Harmony, the Great Fortress of Siv. Ames has gained a great deal of population after the war with the gnoll, with many of the refugee families becoming shepherds.
11. Eremthross. The province of Eremthross was a key cornerstone back when Nogar had to deal with the pirates to the north, as it was able to control the pass to the Chickenbone Gulf. However, the independence of the Kingdom of Drunigzar made it lose the control it had, though nevertheless the nobility of the region maintained good relations with their northern neighbors, as their presence was greatly appreciated to deal with the banditry there. The growth of Drunigzar and the fall of Nogar’s position in the area caused a reversal of roles, with now the drunig fleet keeping watch over the waters of the gulf. Many of the nobles and aristocrats of Eremthross went to Drunigzar during the war, and many families still keep strong ties between the two. Indeed, rumors of the eremthrossian nobility pushing for straight up drunig annexation are slim, but are persistent enough that the authorities are greatly worried.
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12. Ax. The province of Ax used to be the border between the Kingdom of Nogar and the Kingdom of Drunigzar, and as such, it was covered in fortresses and military posts to protect the rest of Nogar from the banditry of the north back in the day. This was rendered obsolete by the conquest of the lands of Izar and the eventual formation of the Kingdom of Drunigzar. During the invasion of the gnoll, the creation of the Bastion of Eternal Harmony was established to start at the borders between Ax and Eremthross, which meant abandoning the fortresses without a fight. Despite the protests of the generals in charge of the defenses, the position of these fortifications gave no military advantage to Nogar, and the order to abandon was given. Many of the old fortresses and fortifications were occupied by the gnoll, and after their retreat from Old Nogar, were overtaken by bandits and the scant survivors, who gathered their strength in the empty strongholds. After some time, part of Ax was retaken by the Kingdom of Drunigzar, arguing that the risk of banditry from the south was too great. While Nogar accepts this situation reticently, they have stated multiple times that advancing beyond the current border would be considered an act of war, as Nogar still considers the abandoned lands as its sovereign territory.
13. Rigraf. The province of Rigraf was one of the richest provinces back in the day, with a dynamic economy due to its fertile soil and its iron mines. The cities in Rigraf were rich and full of craftsmen, particularly adept in ironworks. The region saw some of the bloodiest battles of the war against the gnoll, as the armies of Nogar had to contain the hordes while the Bastion of Eternal Harmony was being built with due haste. This meant that the ruins of Rigraff still bear the scars of the horrific battles, and in many areas it is easy to dig up the rest of armored knights, so many fell here. Many bandits and gnoll packs still roam the region, often in bloody fight with each other for the scant remnants of infrastructure still standing.

14. Mogas. The province of Mogas was one of the least inhabited of Nogar. Due to the old khenomeric borders, this piece of land was claimed by both Nogar and the Mataandura Haishü. Due to this, the nogarese sought to avoid tensions with the cowmen, limiting as much as possible their presence in the area, with the land being occupied by small farms. During the invasion of the gnoll, the area was witness to many battles between the gnoll and the nogarese and cowmen forces, but in the end the area was deemed as too difficult to defend properly, and thus quickly abandoned. After the retreat of the gnoll, the cowmen simply took over the land, as they argued that the nogarese fleeing while they stayed gave them the right to the land, words that still wound many of the nogarese nobles.
15. Paemulisan. Paemulisan was one of the cultural and artistic centers of the kingdom, famous for their great monuments of white marble. Many nobles invested great sums competing in building the biggest and most elegant summer residence in the green fields of Paemulisan, developing a great deal of villas full of art paid by the patronage of the aristocracy. The city of Paemulisan itself was full of artists and artisans, attracted by the booming economy, with many academies of art and philosophy. All of this was destroyed by the war with the gnoll, as the region was never as militarized as other areas. The brutal sacking of Paemulisan was a deep blow to the nogarese morale, with the elegant streets and monuments running red and black with blood and soot. Nowadays, the city is a ghost, fought over by multiple gnoll clans for the control of the ruins. Many other groups have fortified the now abandoned villas, creating small fiefdoms ruled by fear and violence.

16. Vareass. Vareass was one of the westernmost areas of the Kingdom of Nogar. After their independence from the Khenomeric Empire, the area was heavily fortified to avoid any possible conflict with the quickly dissolving states that gave way to the Khenomeric Empire. However, Nogar’s stability and power compared to their western neighbors made it so the physical defenses were seen as unnecessary, and as such, many of these fortresses were understaffed and poorly maintained. This would come back to haunt the nogarese, as the massive armies of gnolls simply strolled through with little resistance. The great numbers of gnolls allowed them to both siege the fortifications and keep going into enemy territory at the same time, quickly dividing and isolating any nogarese resistance. Nowadays, a good portion of Vareass is under direct control of the Gnoll Empire, while the rest is a wild wasteland, reclaimed by nature and increasingly populated by wild gnoll.
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Sabertooth Tiger

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