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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/
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/
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/
76 - https://suptg.thisisnotatrueending.com/archive/2023/91020650/
Google Doc Link for the timeline. As updated as it can be.

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Ok, so with the monster list done and added to the wiki, that is one list less we need to complete. The biggest current things in need of development are the mechanics of the divine and how the gods work and writing a clear description about how the flat world works. We could also make a special item list, with both named and no-named objects and such, since we have so few of those. And of course, finishing the lists of cities and named characters. But overall, we're going pretty well.
Which of the Marquisettes is Chancellor Farvello chancellor of?
One of the sick noble marquissates, if I recall correctly. One of the unnamed ones.
Continuing with the nogarese descriptions.

17. Popetilias. Popetilias was the center of the Church of Nogar, as it was the location of the Great Temple of Spirits, a place of pilgrimage for all nogarese. The city of Popetilias was covered in flowers as part of the ritual of bringing flowers to the spirits as a way to celebrate life. The city was fiercely defended by the nogarese army, one of the few places where they managed to get consecutive victories against the gnolls. However, the sheer level of death around the city caused a brutal plague that wiped out many of the defenders, which allowed the gnoll to raze the city to the ground. As a deliberate insult, the Great Temple of Spirits was covered in the bodies of the remaining surviving priests, impaled across the walls while the maggotgnolls ate them.

18. Vanimutio. The province of Vanimutio lived off its many mines of copper in the area. During the war with the gnoll, the area between Vanimutio and the Bastion of Eternal Harmony was defended by the nogarese in a rushed effort to keep the gnoll crossing through the last unfinished portion of the walls. This also meant that thousands of refugees tried to cross the walls through Vanimutio. Even after its completion, many survivors tried to escape Old Nogar through Vanimutio, and even to this day it’s one of the most civilized areas of Old Nogar, with organized rural towns protecting themselves from bandits and gnolls by militia.
19. Miest. The province of Miest was an area greatly covered in forests and prairies, as well as mines of marble in the southernmost areas close to the mountains. It was home to many fiefdoms, given to the nobility as rewards for their help to their aid during the war of independence. As such, the land is covered by small castles and watchtowers that served to defend the land. Many of these fortifications are still used by bandits and gnoll clans to defend themselves. Some expeditions in Nogar have tried to assist the most civilized of these groups to set the stage to a possible reconquest, but so far the ever-shifting balance of powers has not allowed any advance.

20. Okuisa. Okuisa was one of the westernmost areas of the Kingdom of Nogar. Like Vareass, after their independence from the Khenomeric Empire, it was heavily fortified with castles and watchtowers, but unlike Vareass, the presence of the Great Peaks allowed for an easier defense. During the invasion of the gnoll, the nogarese posts in the mountains were able to resist for a long time while isolated, though in the end many of these had to take their chances and run away across the mountains if they wanted to survive. Running as fast as possible to get to the safety of the Great End Peaks, they lost more than two thirds of their number before reaching the mountains. In the end, these troops never arrived to Nogar, as the gnolls’ advance was much faster than anticipated and had cut all possible return routes. Many of these soldiers participated in the tenzineses’ efforts to defend the peaks, ultimately going native and becoming part of the tenzinese tribes.
21. Taranianoss. The province of Taranianoss was the most mountainous of the kingdom, enjoying a great amount of mineral wealth, though the nogarese needed to be cautious about not crossing the borders with the tenzinese, as well as the treacherous mountain passes. Many of the people living in these areas managed to establish a strong resistance against the gnoll even with the nogarese army fleeing back to the Bastion of the Eternal Harmony. The strongholds in the mountains are still used by pockets of population, which often move through the mountains of Taranianoss to the lands of the Tenzin tribes for supplies, weapons and general aid.

22. Low Mountain. The Province of Low Mountain was one of the poorest areas of the kingdom back during its peak. Having little mineral wealth and forests that had been cut down back during the days of the Khenomeric Empire, the land had become a dry prairie, with the only noteworthy economy there being sheepherding. During the war with the gnoll, the people of Low Mountain quickly moved back into the eastern provinces, and the area saw little fighting in general. However, the region became quite an important place after the Kingdom of Drunigzar established the colony of Novo Porto in a strip of unclaimed land. Many human survivors saw the drunig city as a possible out to the wasteland that Old Nogar had become, and since its foundation, Novo Porto has received many refugees that manage to cross all the way into the city, either going to Drunigzar or back to Nogar. The city has also attacked by bandits, warbands and gnoll clans, but the strong local defenses, as well as the aid of the drunig navy, keeps any threat to a minimum.
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Southern Dwarf Elephant
Not sure if this image shows the fact this is is a small elephant, but the rest of the images I got weren't that good...
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Zemylandian Wooly Rhinobeetle
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Expanding a bit the paths of alchemy, since I feel they are a bit undercooked in the wiki page.

>Path of Gold
The “Path of Gold” is one of the three aspirations of alchemy defined by Hibou of Biblion. The path of gold is one of the oldest and better understood branches of alchemy, as the search of a way to produce rarer materials from common ones has been on the minds of many even before the search of the philosopher’s stone. The production of gold from other materials drove many alchemists, either due to scientific or monetary reasons, started searching ways to produce more gold. The search paid off, but the early alchemists’ techniques realized that the sheer cost of actually producing gold like that (due to time, materials, research and tools) would outweigh the actual value of said gold, as it can only be obtained in small enough quantities to not be viable. Still, the knowledge of material transmutation has been one of the great breakthroughs of the Path of Gold, giving much credit to alchemists all around. There are formulas to produce many elements from simpler items, most of which are metallic elements such as copper, iron, silver, gold… While the cost of them is considerably higher than obtaining them naturally (and a transmutated material is often of poorer quality, preserving part of the nature of the element that once was), it is a valuable skill in cases when you cannot physically access the materials through mining or trading. Still, some elements like aether and arcanium, have been unable to be synthesized. Alchemists have also endeavored to develop other materials which shine for their rarity, and even never before seen elements, though the latter is a relatively young field of research, and only the most advanced alchemists have gained some success with it.
>Path of Flesh
The “Path of Flesh” is one of the three aspirations of alchemy defined by Hibou of Biblion. The path of flesh was initially developed by expanding upon the path of gold, only instead of inert matter, alchemists would try to generate organic, living matter, initially for the purposes of creating medicines and remedies. It quickly dawned on early alchemists that the best way to obtaining organic materials was not through transmutation, but in a process of slow alteration and selective breeding. This eventually evolved into hundreds of different processes of reconfiguring living flesh. The changes to which the specimens are exposed need to be small enough for the creature to survive, as the process is often painful, especially if the alterations are radically different to the specimen’s own nature. The process is slow and needs to be monitored carefully, as throwing all caution to the wind often results in horrific undesired mutations that kill the specimen without obtaining the desired results. It surprised many that, even after the techniques and principles were discover, the creation of entire new species actually took until 15th century ABE to be discussed and actually attempted. These attempts appeared in areas of Eastern Giantstep, and slowly spread through the west and the south, but with a great taboo around it, as many doubted whether the resulting creatures could be controlled. Events such as the alchemical disaster in Sidarí at the end of the 17th century proved these concerns right, and has made many nations put stringent limitations to these kinds of experimentations.
The most common kind of creature made by alchemy are what are known as “chimeras”, beings mixing two or more species into one. These seem to be by far the most stable creatures born out of alchemy, as mixing two organisms that are proven to be able to survive on their own is much safer than adding never before seen features. The more closely-related the beings mixer are, the higher the chances of survival (per example, mixing two mammals has more chances of success than mixing a mammal and a reptile, and much more success than mixing a mammal with an insect). And by the same logic, the more species added into the mix, the bigger the chances of failure, which is why a being such as the Sacred Qilin are considered so abnormal, not only due to the sheer amount of animals mixed, but also in the time they managed to produce enough individuals to maintain stable populations, being considered one of the highest achievements of the “path of flesh”. While many practitioners will euthanize their creations after they obtained the desired results, due to the sheer amount of punishment illegal or uncontrolled alchemy of this kind can carry, it’s not uncommon for alchemists to get attached to their faulty creations and just abandon them in the wild, causing severe problems for the local populations. Creating alchemical chimeras out of sentient beings is considered beyond taboo, and an alchemist discovered even studying that matter can expect nothing but painful execution.
>Path of Self
The “Path of Self” is one of the three aspirations of alchemy defined by Hibou of Biblion. It is a branch developed from the path of gold and the path of flesh, and combines many of their principles and techniques to seek for the transmutation and transformation of the body. Unlike the path of flesh, though, the changes brought forth occur in already developed organisms, often with temporary effects. The path of self comes from the search for alchemical medicines and treatments but leads it further, creating concoctions and substances that not only can heal, but also increase the body’s abilities for a time. It did not take long for the path of self to also work in poisons and venoms, often as a result of putting defective products to good use, but perfected over time. The effects of these products varied wildly depending on the person’s age, sex, weight, physical and mental strength, exposure to other alchemical elements… but a talented alchemist can more or less stabilize the substances enough so that the effects are predictable most of the time. Most of these products are created by adding rare elements brought forth by alchemy, like organic matter created from chimeras or other alchemically-altered beings, something important as the mere mixing of natural herbs found in the wild does not make one an alchemist of the “path of self”. The path of self is highly respected within medical circles (as its stated goal is the creation of the panacea), but outside of them, the general population distrust the results of these alchemical concoctions. It is especially reviled by authorities who have to fight the spread of multiple poisonous drugs, made extremely addictive due to alchemical refinement. Events such as the creation of the “white death” by rogue alchemists has severely damaged the reputation of these alchemists, though that does not stop many royal courts to have one follower of the path of self on their payroll.
Cleaned up the watermark.
Zemylandian Wooly Rhinoceros
Zemylandian Wooly Centipede. Por some reason it kept giving it horns.
Ok, so I'm going to try to write the actual mechanics of the flat world, including expanding upon the celestial staircase bit. Any suggestions or ideas before I start?
>Cosmogony of Creation
There are many legends and tales about the origins of the world. All sentient species in the world of Giantstep have wondered about the beginning of all things, and where do they fit within the universe. Astromancers study the stars and the dark void that surrounds them, hoping to find the secrets of the universe, while priests and shamans pray to their gods for those answers. Minstrels and poets tell songs about the legends and tales that brought the world into being. And yet, very few entities, not even the gods themselves, recall when the world truly started, or what forces brought it into being. However, many ancient myths share many of the same common elements, speaking of the way the universe was brought forth, and even modern studies, both common and magical, seem to give weight to some of those theories.
>From Nothing to the Staircase
Out of all the existential questions about the origins of the world and the universe, none are more fundamental than answering the origins of the Cosmic Staircase. Also called the Giants’ Staircase or the Celestial Staircase, this universal structure holds the structure to all existence while surrounded by the dark void, the heavenly dome and the many celestial bodies swirling around it. The true nature of the Staircase is heavily disputed by sages, priests and wise men, and despite the study done, it is possible that none will ever get a full answer, as how can mere mortals truly comprehend the inner workings of existence?

But where did the Staircase come from? Was it a fixed point in existence, existing as a fixture in the universe, with no true beginning or end, being older than time itself and destined to last even longer? Or was created by incomprehensible forces? And if so, why? Where does the Staircase begin, and where does it lead to? Is the Staircase truly infinite, or does it really have a start and a destination? And if so, what are those realms? What was the true goal of these forces when they created the Staircase? Were they seeking something, or were they running away?

The truth of the matter is that is simply unknown, possibly a mystery for mortals to ponder until no more suns bring life to the world of Giantstep and it slips into never-ending night.
The Cosmic Staircase
The Cosmic Staircase of the Giants and the Gods and the Cosmos is the structure that existence itself has taken. It is composed of an undefined number of steps, in one of which being the world of Giantstep. Many wizards and astromancers theorize that the different dimensions summoners can access are, in fact, not parallel dimensions, but instead faraway steps, so far from that of Giantstep they are radically different. What lies beneath the step itself is unknown, and again, theories are abound, from tunnels to an underworld of hellish nature or to falling into oblivion. Around the Cosmic Staircase, the celestial bodies move, always ascending in their never-ending path to the highest point. This results in the celestial bodies seen above the skies of Giantstep constantly changing, and once they go they are never seen again. Thus, each year there will be different celestial bodies, which can lead to one or multiple suns and multiple moons to a single satellite to none at all. The graceful balance in which they always move talk about the perfect equilibrium of the universe, as even if there are many bodies moving at once, they never get in the way of each other, and there are never so many bodies that the world becomes affected by gravity or heat and light imbalances.
The irregularity of the celestial bodies also causes time to be quite difficult to measure up, as days, seasons and years can vary quite a lot, never lasting the same. The astromantic orders are the ones in charge to study the passage of time and make sense of the world calendar. Using one of the only constants in the seemingly chaotic yet elegantly harmonious movements of the celestial bodies, there is always two equinoxes and two solstices in a year, which they can use as a way to establish dates across a year. Starting from the spring equinox, it will go to the summer solstice, then the autumn equinox and then the winter solstice, starting the new year again in the next spring equinox. Astromancers divide the year in weeks of ten days, though there are some astromantic orders that prefer a seven-day week. Even so, the calculus of the astromancers are often opaque and extremely difficult to comprehend by the common populace, being only used in areas of high importance such as national or military affairs, where the presence of multiple calendars can cause great problems. Even so, many areas of their world prefer to have their own time measurement systems, often following agriculture cycles or the arrival of the seasons.
There are multiple interpretations trying to discern the true nature of the Cosmic Staircase. These theories can work alongside the worship of different gods and religions, and there will be theological discussion about the shape of the Cosmic Staircase, due to the possible theological and philosophical implications of each. The Patch of Ascension interprets the Cosmic Staircase as a straight line, going ever upwards. Each step follows the next in an orderly fashion, and its followers defend the search for spiritual enhancement, following in the literal footsteps of Giants and Gods. The Infinite Path, on the other hand, defends that the Cosmic Staircase is a cycle of infinite proportions, looped upon itself in an unending sequence. The followers of the Infinite Path give more importance to the journey than to the destination, as they defend that the gods and giants’ goals are achieving enlightenment and ascension to another plain through their never-ending efforts at crossing the infinite Staircase.
I'd like to hear your feedback about this, as the workings of the flat world have been discussed a lot, but little has actually been agreed upon.

Also, if we're talking about the world's cosmogony, we have to establish what gods are.
idk about the horns bru
How do we get more people on board again?
It's going to be difficult to do so, since we have +70 threads of lore to go through. That's a lot for newcomers (hell, I'm constantly going back and forth through the wiki and I still miss things). The best thing for that is going to be completing the compendium and have a version 1.0 of the setting, so that more can discuss expanding what's already there. Right now I'm trying to complete the >>91093648 list for that, but even so, there are plenty of areas to fill.
What about this? One of the few without horns, though it has more segmented parts and legs than its wiki description...
>The Flat World
The world of Giantstep is part of the Cosmic Staircase. As such, it is contained within the rectangular shape of the step. Most of the edges of the world are located within deep ocean, with the exception of some areas of the south of the world, in which the land actually enters in contact with the edges. The study of the edges of the world has been quite troublesome due to the difficulty in reaching, as the borders of the world are full of dangers, ranging from sea monsters, vicious hurricanes to the Nothing that devours Everything. The study within the lands of the Zulutaur Steppes, however, has given a great deal of insight in how the barriers work. Once one reaches the limits of the world, one can see a landscape seemingly identical to the one they are standing in right now, and no apparent indication of it being the edge of the world other than a seeming uniformity stretching as far as the eye can see and a lack of animal life. If an individual in question tries to advance further beyond, they will have the sensation of actually moving forward for as long as they keep walking. But it reality, they are not moving, they are merely walking on the spot. Once they stop, they will realize they have not advanced at all, staying in the same spot as they were before. And if an outsider observes someone trying to advance beyond the edge of the world, they will see how they are still on the same spot, walking and acting as if they were truly moving. This strange wall ignores the effects of inertia, and no matter how fast one charges against the edge of the world, the result will be the same. One cannot truly crash against the edge of the world, as all the momentum will be ignored no matter how fast they are moving. While the attempts at studying this phenomenon in the sea are few, the results are seemingly similar, with the exception of the western edge of the world, where the Nothing impedes any kind of study.
What lies beyond the edges of the world, it is unknown. Logic dictates that at the other side lies the next or previous step of the Cosmic Staircase, but the bizarre nature of the edges of the world simply impedes any conclusion. And even then, it is unknown whether the Cosmic Staircase follows the western-eastern sides of the world, or the northern-southern ones. Discussions are plenty, especially with the presence of the Nothing, but so far there is no solid conclusion.
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Also, after many attempts, I finally got something akin to a Gaudi-esque ziggurat. I would like curlier balconies, but I'll take what I can get.
Also, I was thinking that, instead of explaining the climate of the world as a general thing, the best way to do so would be in the specific regions. Otherwise, it's going to be a mess, since there is not a clear climate system other than north cold and south hot.
Also, talking about the divisions of Giantstep, would this be adequate?
Forgot the Northern Giantstep square, but you can see where it would go.
Also, is there a way to count the pixels that occupy each layer? I'm trying to determine the size order of the continents (Giantstep is the biggest, Wanaidheain is the smallest, but I'm not sure the order of the other three), and the pixel info doesn't seem that reliable, so I guess I'm doing something wrong.
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Now that we have the monster list complete, we ought to add the images to it. Some are on the wiki, some are in the threads to be uploaded, most need to be added from scratch.
Also, I just realized I haven't updated the physical map in a while, so here it is.
Ok, I've been checking the "Pages in need of revision" category in the wiki, so I'll post the referenced pages:

>Azan Empire
It needs a lot of cleanup and a lot of filling the empty areas in its history.

>Azan Faith
There are many areas marked as "Incomplete" or to "add later".

>Circle of Scatology Wizards and Scatoley
We could probably clean up these two pages, separating them between the nation of Scatoley and the domain of the Circle of Scatomancers. Also, it has a lot of "add later" tags.

>Cocoon Islands
Not sure what's missing here, we could probably take the tag from the page.

>Drow Citystates
Same as above, we could probably take the tag from here as well.

>Great Floating Garbage Patch
There are bits that say "in need of revision".

>Orange Marquissates
Other than expanding the marquissates, this is very complete.

>Sentient Species of Giantstep
Tieflings lacking.

>Snoloth Country
The introduction does not fit with the current lore.

>Thirteen Wonders and Horrors
We need to expand the different described places, as well as adjusting the pages to the lore in the Thirteen Wonders of the World

>Witchelven Empire
Multiple paragraphs in need of expansion and revision.
Ok, I got it, order of continents: Giantstep, Scimitarian, Littlestep, Zemyland and Wanaidheain.
Forgot to add some things, here they are.
Scimitarian is the westernmost continent in the world of Giantstep. It has only a land border with the continent of Giantstep through the Scabbard Range, and it is surrounded by multiple seas: The Sea of Merchants, the Treasure Sea, the Sea of Wraiths, the Everdark Ocean, the Sunset Ocean and the Sea of the Dragons. Scimitarian is the second biggest continent in the step, ahead of Wanaidheain, Zemyland and Littlestep, and only behind Giantstep.
>Geography of Scimitarian
The continent of Scimitarian is characterized for its seismic nature. Scimitarian is the most volcanically active continent in the world, and that results in the irregular and mountainous landscape (especially in the southern-central area of the continent, where it is active to different degrees to this day), as well as the hundreds of minuscule islands and islets around the continent itself. Around the continent, we can find the Emerald Islands and the Adamantine Archipelago (Including the Western Adamantine Islands, Moin Duiki Island and the Islands of the Three Sisters) as the biggest island systems tied to Scimitarian, with smaller island formations in the south, east and west. In regards to the mountains, it includes the Calcabrian Mountains in the north and the massive volcanic range at the southern-central area, which includes the Scabbard’s Range and the Murun Petriash Mountains. Most of the shores of the Scabbard’s Range are actually massive cliffs, elevated hundreds of meters from sea level and separating the Sea of Merchants from the Sea of the Dragons. The Scabbards’ Range also connects with the continent of Giantstep through the Terusia Isthmus. Outside of this volcanic area, Scimitaria presents less irregular landscapes, like the western shores and northern shores and the paradisiac Cornfloor Peninsula.
>Demographics of Scimitarian
The continent of Scimitarian is remarkable demographically speaking due to it being the only continent that is not predominantly inhabited by humans. Indeed, the main population of the continent of scimitarian are drow, mostly inhabiting underground cities and the volcanic southern-central area of the continent, as well as many areas of the southern, eastern and western coast. Other prominent species living in Scimitarian are humans, sea elves, dwarves, hobbits, orcs and wood elves. The drow undergrounds are quite populated, both underground and in the surface lands around it, though the hidden nature of these cities can make the landscape look somewhat deserted, while that is far from the truth. The north has a more regular landscape, as the Calcabrian Mountains are not volcanically active, and the lands around them have a milder climate that allows normal agriculture and husbandry. These areas are populated by human-style towns and cities, as well as hobbit burrows and sea elves’ coastal cities and towns. In ancient times, this drow predominance was much more subdued, as Scimitarian was the core of the Western Elven Empire, and as such, it was mostly populated by many fey species. Even the arrival of azanese influences due to the wars between Azan and the WEE did not bring enough humans to outnumber the fey, but the drow were just one of many of the fey species. Over time, the number of drow grew and other assorted fey populations deminished, which helped Celia start the Drow Uprisings, which pushed many dwarves and humans to some extent out of areas within their influence. Meanwhile, the north would concentrate the human population, while also mixing it with halfling migration from the Hedge, running from the witchelven threat in the east.
>Regions and nations of Scimitarian
-Adamantine Archipelago
-Alliance of the Belsire States
-Castle Athassel
-Cocoon Islands
-Drow Citystates
-Earldom of Chrysovica
-Former Kingdom of Kinnog
-Grand Dutchy of Calcabra
-Kingdom of South Belsirya
-Kingdom of the Aurous Highlands
-Kinh Hee Palm Grove
-Land of Storms
-Mountain Hobbit Clans
-Oligarchic Republic of Hithlone
-Purple Shell Coast
-Red Lotus Congregation
-Scarred Phantoms
-Sea Elven Domains
-SonQo Temples
-The Remnants
-Triarchy of the Three Sisters
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Made the map of the Hedge. I'm not sure how to mark the division line between the Swaying Meadows and the actual hedge lands...
>the main population of the continent of scimitarian are drow
the drow aren't even the most numerous race in their own nation
>the drow aren't even the most numerous race in their own nation
Oh, wait, I found it, nevermind. I'll change that bit.
So I probably should rephrase to something like "Drow are the dominant species even if they are not the most numerous one".
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It's been well-documented that orcas and their ilk rarely attack sapients on purpose. The same can't be said of uplifted orca, who are usually subject to torture and/or mind-altering spells to increase aggression, on top of grafting the ability and instinct to use humanoid limbs and weaponry.

This spreads to uplifted whales in general, and armies that utilize uplifted whales either keep the different species segregated in different camps, or learn the hard way after a macroraptorial whale the size of an ogre is subject to yet another 'accidental' musket discharge one too many times from the orca pod and starts redecorating the camp by picking them up from their tails and smacking everything until most of their bodies are smeared across the ground.

Smart uplifters shake their head and stick with the almost-whales, the ones that look like wolves trying their best to be amphibious. At least that's easier to graft dog instincts onto. Playing fetch is more interesting and fun when it's a weird-looking dog and not the bored orca who's looking for excuses to ragdoll your body into the air and 'accidentally' forget to catch you like it's Fuchsprellen Day.
I'm not sure if "uplifted" is a good term for an enchanted animal turned into a weapon. It kind of implies they are becoming much smarter, instead of them being directed through magic.
Fixed the wrong bit.

>Demographics of Scimitarian
The continent of Scimitarian is remarkable demographically speaking due to it being the politically dominant species is not humans. Indeed, the main power of the continent of scimitarian are drow, mostly inhabiting underground cities and the volcanic southern-central area of the continent, as well as many areas of the southern, eastern and western coast. This power does not translate into numerical superiority, as they are still slightly outnumbered by the humans of the north and the south, though drow do vastly outnumber dwarves, sea elves, hobbits, orcs and wood elves. The drow undergrounds are quite populated, both underground and in the surface lands around it, though the hidden nature of these cities can make the landscape look somewhat deserted, while that is far from the truth. The north has a more regular landscape, as the Calcabrian Mountains are not volcanically active, and the lands around them have a milder climate that allows normal agriculture and husbandry. These areas are populated by human-style towns and cities, as well as hobbit burrows and sea elves’ coastal cities and towns. In ancient times, this drow predominance was much more subdued, as Scimitarian was the core of the Western Elven Empire, and as such, it was mostly populated by many fey species. Even the arrival of azanese influences due to the wars between Azan and the WEE did not bring enough humans to outnumber the fey, but the drow were just one of many of the fey species. Over time, the number of drow grew and other assorted fey populations deminished, which helped Celia start the Drow Uprisings, which pushed many dwarves and humans to some extent out of areas within their influence. Meanwhile, the north would concentrate the human population, while also mixing it with halfling migration from the Hedge, running from the witchelven threat in the east.
Also, in the drow city states pages, there's this bit:
>Extraplanar Beings: Summoned by religious spellcasters as advisors, servants, or champions. Depending on the religion could include succubi, fire demons, or yochlol.

What are the yochlol in this setting? There is no other mention of them in the wiki...
That's fair. I didn't want to go full-on "make all animals human-like willy-nilly", but enough to comprehend orders, tactics, and wield weapons (if they're not magically enchanted to swim on land). I don't like the "immediately turns humanoid" stuff furry artists do, so it'd look more like grafting flippers and legs onto the whales than making them look human.
Also forgot to add: the whales anre more traditionally uplifts, because compared to the re-wolved Pakicetus et al., they're basically beaten into becoming orc troopers.
I've tried to re-write it to adapt it into something more fitting how the magic works in the setting. Let me know what you think.

>Enlightened Animal
The concept of an “enlightened animal” is any natural creature that, through a series of magical enchantments, is controlled, partially or totally, by a wizard. Originally a druidic spell, the idea of using magic to control a creature is a popular one due to the practical implications and uses of it. When a wizard uses an “enlightening spell”, the individual is able to influence the mind of the animal. The greater the control of the animal, and the greater the size and power of the creature, the more magic and concentration it is needed. The most basic forms of enlightened animals only influence the creatures in the form of suggestions, either increasing aggression or pushing them to a certain action or target, allowing a relatively great deal of freedom for the critters. The more direct control it is needed, the more the conscience of the wizard will take over the creature’s own, and it will become more or less a puppet. This can be disadvantageous, as while the animal retains its strength, its reflexes and some of its senses are dulled by the wizard’s own mind. Controlling multiple lesser beings at once is possible (like directing a swarm of rats), but the required levels of magical energy and concentration grow exponentially). Some of the greater enlightening spells actually give the animals in questions magical constructs, often humanoid limbs and weaponry, only for these to disappear once the spell runs out. These more elaborate spells generally require the wizard’s full concentration, and leave them vulnerable while stuck on meditation.
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Salt Cucumber
Ooh, that's nice. I was actually pondering that they were "piloted" at times, too (pilot whales hurr). Also gives an interesting twist on making sure wizards know how to fight/units protecting wizards producing their heavy units/logistics of transporting wild animals.
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Slippery Tuarapon Toad
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Reminder we still need to complete the descriptions of the latest bestiary additions.
I've been trying to get an image of the stymphalian bird, but I don't know whether to use herons or vultures, and I can't get the "bird with metallic wings" right, they just look like common birds. Any help with the prompts?
What are you writing right now, anons?
Zemyland is the northernmost continent in Giantstep. A fully islandic continent, it is located in the northeast of the world of Giantstep, surrounded by the Okhelian Ocean, the Sea of Wraiths and the Platinum Strait. Zemyland is the second smallest continent in the step, behind Giantstep, Scimitarian and Littlestep, and only ahead of Wanaidheain.
>Geography of Zemyland
The continent of Zemyland is full of contrasts. The middle of the continent is dominated by the massive mountain ranges of the Corteau Canyon, which nearly divides Zemyland in two areas, and in its center lays the desert valley of the Rognarey, a bizarre salt desert isolated from the rest of the world. The extreme heights of the mountains block nearly all water and rains, only with the few people living there accessing water through the glaciers at the edges. North of the Corteau Canyon, the land is covered by a massive semi-frozen tundra, the White Fox Tundra, starting from the forests at the feet of the mountains and quickly becoming a massive tundra with vast grasslands and plants resistant to freezing during the coldest periods of the year. Further north, and one can find the White Mountains and the Perpetual Frost Peaks, two mountain lines that signal the massive Great Frozen Glaciers, covering nearly the entirety of the shores of the north, with the exception of to the valleys between the White Mountains and the Perpetual Frost Peaks, where the lost town of Kentgorod resides. South of the mountains of the Corteau Canyon, one can find the Grey Western Tundra and the Grey Eastern Tundra, massive plains covered in either taiga forests or grasslands. Unlike the north, however, the presence of big rivers like the Vovrova, the Zymeya and the Etheraidd allows areas where more productive agriculture can be developed, so long as the river stays flowing and not frozen. Further south, the Hyperborean and the Elder Mountains allows the presence of further rivers like the Sorokoronka and the Cherr. Areas south of these mountains are more densely covered in forests, with frequent rains and fogs, and strong snowstorms during winter, but the lands are agreeable enough to regular agriculture so long as one knows how to deal with the harsher periods of the year.
>Demographics of Zemyland
In ancient times, the demographic layout of the continent was marked by the duality of the human tribes and nations, led by the hyperboreans, and the fey, led by the snow elves. Aside from these groups, the presence of the owlmen in Biblion is poorly understood, but they have occupied part of the White Fox Tundra since many could remember (though records show the first inhabitants of Biblion were actually primitive dwarves). Minor groups now mostly displaced are dwarves, drow and many minor fey, as well as ogres and trolls. This balance was broken once the humans from the south began the colonization of Zemyland during the 22nd century ABE. The arrival of the “zemylanders”, the name they received from the local populations, and the name that would eventually replace the names the locals used for the continent, quickly increased the human populations. The south and the east quickly filled with small towns and coastal cities, pushing the hyperboreans and snow elves back, though their influence would not be felt as much north of the Corteau Canyon.
>Regions and nations of Zemyland
-Ashen Shore
-Collapsed Realms of Rust
-Corteau Canyon
-Elder Kingdom of the Aine Saevherne
-Kentogorod Town
-Kingdom of Copper
-Kingdom of Gold
-Kingdom of Silver
-Kingdom of the Crimson Queen
-Nerim Tribes
-Princedom of the Platinum Strait
-United Nomads of New Hyperborea
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Trash Titan
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Map of the Island of Wizards
What other places need a map?
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Tuahotel Wyvern
Wanaidheain is one of the five continents in the world of Giantstep. A fully islandic continent, it is located between Scimitarian and Giantstep, surrounded by the Widening Sea, the Sea of Merchants, the Strait of the Sargassum and the Treassure Sea. Wanaidheain is the smallest continent in the step, and it is also fully occupied by a single government, ruled under the Ancient Order of Most Pragmatic Wizards. The name “Wanaidheain” is believed to come from an unknown an ancient fey culture that used to inhabit the island in times unrecorded. What it meant, however, is still discussed. Some experts say it meant "home", whereas others think it meant "sheep", as they were seemingly nomadic herders, something unusual for fey.
>Geography of Wanaidheain
Wanaidheain is an islandic continent, surrounded by a few big islands and dozens of small islets. While the islands of Heccu, Athassel and the Island of the Scarred Phantoms are geographically part of Wanaidheain in terms of geological composition, they are often more tied to either Giantstep or Scimitarian in political terms. The island of Wanaidheain itself is marked by its regularity. Most of the land is flat with varying degrees of inclination, with the main geographic landmark being the Great Central Plateau, which divides the height of the island in two, the lowlands and the highlands. Most of the population live in the lowlands, outside of the Great Central Plateau, which contains the most fertile lands. The highlands are made out of poorer grasslands, though the presence of transhumant husbandry and modern methods of irrigation allows certain levels of population. The only areas mostly uninhabited are the mountainous formations, of ancient volcanic origin and long dead, which make for the highest peaks of the island. The climate of Wanaidheain is very agreeable, with hot summers, mild winters and regular rains. This allows for the presence of many grasslands and forests, made out of both trees from Giantstep and Scimitarian. The north of the island tends to receive the colder winds of the Treasure Sea, while the south enjoys warmer weather.
>Demographics of Wanaidheain
While one would expect the island of Wanaidheain to be highly populated, as the availability of great fields and mild climate would suggest, this is far from reality. Indeed, the population is distributed sparsely, mostly in the form of small rural towns, small coastal cities and hobbit burrows. The reasons for this are complex, but most of the weight comes from Wanaidheain being a frontier territory between Azan and the Western Elven Empire. Even after Azan gained the upper half in the territory, the treaties established with the WEE greatly limited the population that could migrate there. And at the same time, the presence of a great deal of fey populations kept the human population to gain too much power too fast, though humans did outnumber the fey eventually. The relatively lax control of the island by Azan allowed many wizards to settle in Wanaidheain, with many wizard towers popping up all across. During the chaotic days of the 20th century, many groups, both human and fey, travelled from the Hedge and Azan into Wanaidheain, running away from the witchelven threat. Many ended up establishing there, while others continued to move towards northern Scimitarian. After that, the brief drow invasion forced many populations back into Giantstep, and while the drow were pushed back into the sea relatively quickly, this resulted in the azanese losing control of the island. Wanaidheain would fracture into hundreds of independent towns and cities, but the growing wizards’ influence eventually resulted in the unification of the continent into a single nation, the Island of Wizards, with the Ancient Order of Most Pragmatic Wizards as its ruling body.
The distribution of the population varies considerably. While humans are present in all areas of the island, they mostly center around the southern lowland, as it is the most populated part of the island. The western and eastern sides are most populated by fey, especially of the halfling variety like hobbits, gnomes and brownies, which arrived during the 20th century and established themselves. This concentration of halflings is particularly important in the east, as they actually outnumber the humans in that area. The west also used to hold some populations of drow, remnants of the old invasion and allowed to stay due to them having deserted from the drow armies, though nowadays the drow population is so minuscule to be near extinct. Other small minorities are dwarves, which managed to escape Scimitarian during the Drow Uprising, but most of them ended up going into azanese lands centuries after the Azanese Civil War subsided. The arrival of many wizards from all species can often create a massive hodgepodge of species living in the cities, but not big enough to create stable minorities in the island.

>Regions and nations of Wanaidheain
-The Island of Wizards
I'd say Handprint Desert is south too
The thing with that is, if the Handprint Desert is south, then Drsrvyth also has to be, and they are much more related to the west than to the south.
Littlestep is one of the five continents in the world of Giantstep. Littlestep connects to Eastern Giantstep through the Faarowt Isthmus, and surrounded by the Sea of the Lamb, the Sea of Wraiths, the Platinum Strait, the Okhelian Ocean, the Sea of Innocence, the Labyrinth Bay and the Grënndell’s Sea. Littlestep is the third biggest continent in the step, ahead of Zemyland and Wanaidheain, and behind Scimitarian and Giantstep.
>Geography of Littlestep
The geography of Littlestep can be divided into three areas, each considerably different. At the westernmost part, we can find the shores of the Orange Marquissates, between the Sea of the Lamb and the Great Peaks. The climate in the area consist of mild summers and cold (but not too cold) winters with frequent rains all year round, concentrated during autumn and winter. The proximity of the Great Peaks means that there is easy access to rivers, allowing for fertile soil in most areas but the swamps southeast of the Sea of Silver Foam. The plants in the area are used to the cold humidity, with the most famous examples being the northern citrus. The southern areas, near the Faarowt Isthmus, are covered in forests, perfect for the many druids in the area. East of the Great Peaks and west of the Red Lake lies the massive Green Oak forest, an expansive forest covering more than 1/3rd of the continent, surrounding the Blue Mountains and the Blue Lakes within. Most of these area is uninhabited, safe from woodcutters and hunters living in the woods. The cities are near the coast, in the form of the many independent Woodcutter Cities. East of the Red Lake, the humidity and cold weather creates many cold swamps, occupying most of the land between the Red Lake and the shores, with mangrove forests in the Iebrum Estuaries. The harsh weather and dangers have caused it to be very sparsely populated, though the presence of dark sorcery by Avangar has created some inhabitable areas where agriculture is possible. East of the Great Swamps, the Clean Fields are occupied by grasslands, mostly used by the local populations for hunting and agricultural purposes.
East of Littlestep proper, one can find the Sitrai Martöflu Archipelago, which includes Stór Kartöflu, Zeresh, Devon, Rukan, Nerega and Ils Muslík. These islands are covered in lush forests, with a milder climate due to the less continental nature of the islands, but keeping the frequent rains. Stór Kartöflu in particular has a low volcanic activity, with frequent eruptions that bring little lava but many volcanic cinders.
>Demographics of Littlestep
Out of all continents, Littlestep is the most demographically uniform of them all. Humans are the absolute majority, with very few minorities of fey and ogres east of the Red Lake, no non-human minority of note west of the Red Lake. Mostly located in the Princedom of Platinum and the Avangar Empire, these groups are limited to very small elven populations, as well as some ogre tribes in the swamps. The only area with a considerable amount of non-humans is Stór Kartöflu, where the horned ogres ruled until the Avangar Empire took them over, and elyrian colonization has been steadily increasing ever since. The human cultures are quite different from each other, from the peoples from the Orange Marquissates, the peoples from the Woodcutter Cities, the many cultures from the Great Swamps (with the elyrians as the most powerful) and the peoples of Greater Elanxan descent.
>Regions and nations of Littlestep
-Avangar Empire
-Black Prison Island
-Dreaded Wharf
-Green Oak Forest and Woodcutter Cities
-Kingdom of Poker
-Kingdom of Tarot
-Orange Marquissates
-Princedom of the Platinum Strait
-Republic of Vilga
-The Fyrd
Northern Giantstep should probably encompass up to Mossovy and part of Zapalovach.
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please stop talking to yourself

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