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File: expand the wiki!.png (1.95 MB, 1200x1593)
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Thread question: What are the leaders and noble families of each nation?
Thread task: Expand the wiki!

>https://crumbling-giantstep.fandom.com/wiki/Crumbling_Giantstep_Wiki
>https://crumbling-giantstep.fandom.com/wiki/Crumbling_Giantstep_Wiki
>https://crumbling-giantstep.fandom.com/wiki/Crumbling_Giantstep_Wiki

How can help I expand the wiki you ask?
>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
>Write exemplary we can use as a pattern for other ones
>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 (goes trough the thread first)

Other Things that can be done right away
>Write up lore (politics, culture, economy, characters, creatures, … )
>Make maps, especially for the major areas in the world
>Expand the list of sapient species
>Expand the Bestiary
>Expand the Herbarium
>Figure out trade routes and essential trade goods for each nation
>Create a Star map and Zodiacs
>Create further World Wonders
>Create further World Horrors
>Expand the underground lore
>Help expand the worlds history
>Write about world villains, wars or other threats
>Continue the clean map paintanon started (I think he left)
>Work on giantstep’s mythology and religions
>Think about the world’s cosmology, day/night cycle, seasons, sea currents and so on

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

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>>85074457
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>>85181070
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>>85181081
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>>85181090
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>>85180191

I wasn't the one that did their original lore, but I did the "standard template" lore.

I figure they are mostly inspired by the Italian city-states and the Balkan region, but the Nasr enclaves are probably inspired by the Muslim rule of Malta and similar outposts.
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>>85181021
>Expand the list of sapient species
You don't think we have enough sapient species? Seems like we have the kitchen sink already.
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>>85181070
I love how no one has touched on the Urgun plateau for 15 threads
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What are your guys thoughts on adding some Hyaenodon to some part of the setting as native fauna?
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>>85181021
>What are the leaders and noble families of each nation?

Chancellor Farvello is an ambitious player in The Orznge Marquissates
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Kingdom of Gold

>History:

The Kingdom of Gold was founded by colonists from Greater Elanxa, a short lived nation which at the time included both modern Elanxa and the Small Giantstep region. Once Greater Elanxa collapsed, the colony that would become the Kingdom of Gold became a separate political entity, and gradually increased in size to the point they felt comfortable calling themselves a kingdom rather than a duchy or principality. Officially the Kingdom is called Lotysinhar, but it is rarely used except locally. Instead, the Kingdom of Gold is used, inspired by an old fairy tale.

The previous rulers of the region were the Aine Saevherne (snow elves), but their populations were mostly located further to the south, as although they are resilient to the cold, they found little of value in the northeast region’s endless tundra. Still, fighting was vicious, and only ended once the main elf coastal strongholds were burned down.

However, the Zemylanders (as they were soon to be known) quickly found uses for the region the snow elves had never realized. Using secretive magic studies, they located large deposits of gold, diamonds, iron, and other minerals beneath the tundra, and became famously wealthy as more and more mines were opened.

>Government:

The Kingdom of Gold is a hereditary monarchy, who rules over a collection of regional governors and hereditary nobles known as boyars.

Day to day power however mostly rests with local mayors and administrators.

The current queen is Sofia Yahontov, who is seen as greedy and arrogant, but generally capable.

>Economy:

Large mines produce iron, manganese, molybdenum, chromium, copper, diamonds, rubies, sapphires, and of course gold, in vast quantities. The towns and cities contain many skilled smiths and jewellers, whose goods are in high demand around the world.

However, the Kingdom of Gold is isolationist and much of its trade is done via the Kingdom of Silver.
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>>85182916

The land is too harsh for conventional farms, but along the coast there are many fishing, seal hunting, crab trapping, and whaling communities.

In the interior, people rely heavily on reindeer herding, hunting, lake fishing, and berry picking.

Beer, wine, bread, vegetables, cotton and silk, wood, etc., is mostly imported from other nations.

There is a fairly large population of artists, scholars, and craftsmen in the larger communities, where life is considered quite comfortable, despite the harsh climate.

>Foreign Relations:

Kingdoms of Silver, Copper, Crimson, Platinum, and Rust – As fellow lands of Zemylander origin, the Kingdom of Gold considers these areas their allies, and have signed defensive pacts with all of them, though they rarely interact with any except the Kingdom of Silver (who they have extensive trade ties with), and the Kingdom of Rust (whose near empty territory they sometimes patrol).

Aine Saevherne – The Snow Elves still resent the loss of their lands, but the loss of the forested southern coast bothers them more, so their raids are more focused on the Kingdom of Silver and the Platinum Principality. The Kingdom of Gold doesn't hate the Snow Elves as much as some other nations, but they consider the ongoing raids, slavery, and the holding of old grudges as proof the Snow Elves are fundamentally savages.

Biblon – Biblon and the Kingdom of Gold are on reasonably good terms. A rugged road from the coastal city of Odinchest through the Rust Lands to the Great Library is one of the few ways for outside scholars to visit without resorting to magical means. Many scholars in the Kingdom of Gold have studied in Biblon, and owl-folk are occasionally convinced to serve as court advisors.

Kentgorod Town – The Kingdom of Gold is Kentgorod’s only real trading partner, though trade is rare as Zemyland’s north coast is quite dangerous.
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>>85182949

Kunt – Pirates from Kunt have been known to travel as far north as the Kingdom of Gold, however, this is rare.

>Geography:

The Kingdom of Gold is geographically bland, mostly covered in endless tundra and small lakes, but with mountains and glaciers to the north, and some small pockets of pine forest along the southern coast.

The coast is mostly defined by cliffs and shale beaches, but there are a few natural harbors, inhabited more often than not by villages, towns, and cities.

Much of the population lives on the coast, with only the mines, and small hunting, herding, and lake fishing communities in the interior.

Wood is mostly reserved for ship building, weapons, tools, furniture, and remote hunting shacks, so buildings are often made from stone, with metal doors and roof shingles. Many roofs are made of copper or rusted steel, and from a distance resemble the terracotta roof tiles popular in the southwest.

>Demographics:

Humans – Most of the population is human, specifically Zemylander. However, some humans have some fey blood as well, as even one union centuries ago can affect generations. Humans with rusalka blood are incredibly attractive, and often rise to positions of power in communities, while people with hag or vodyanoi blood are ugly and tend not to reproduce as much, so are therefore rarer. Those with snow elf ancestry are also common, and many use their increased height and strength to win a place in the Royal Army.

The Fey – A wide range of semi-magical beings live in the region, including rusalka (relatively friendly siren variant), sirins (local harpy variant, name confuses outsiders), vodyanoi (cousins to pondlings), uldra (distant relatives of gnomes), hags (similar to those who serve the bog witches), and arctic merfolk. Such beings mostly keep to themselves, but sometimes interact with humans.
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>>85182965

Trolls – At least three troll variants live in the area, with rumors of two others. They are mostly hostile to humans and have beastlike intelligence, but are thankfully rare.

Gnome-Dwaves – The inbred leftovers of forgotten gnome and dwarf colonies, they have a reputation for being slightly unhinged, but are valuable workers in the mines.

>Religion:

Like most Zemylanders, the people of the Kingdom of Gold worship a pantheon of gods and spirits they brought with them from the south, and intermixed with some bits of snow elf and Hyperborea culture.

Prominent Gods include the War God Vursid the Bear, the Goddess of Death and Winter Mirslava, and Goddess of Wealth and Prosperity, Zolovora.

>Military:

Each community has its own well trained village, but the real backbone of the nation’s defensive force is the Royal Army. Trained to fight against trolls and snow elves, they use massive pikes and vicious polar bear mounts to help even the odds against their larger opponents. For fighting against human sized opponents, they prefer large axes, though many use swords instead.

Armor tends to be heavy, and trimmed with gold. At least some red is also present in uniforms (the royal color).

Mages and divine spellcasters are not uncommon, with some of the truly powerful mages who have studied all across the globe.
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Do we have any d Dragons yet?
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>>85183062
*named Dragons*
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>>85182580
He's still far from controlling the marquissates fully. He's just one of the big players on the region, especially since he has to do his power plays from the shadows.
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I've thinking of categories to add to the wiki, and I've come up with this.

>Place
>Land
>Geographical element/feature
>Nation
>Person
>Creature
>Plant
>Event
>Tags related to each country/nation
>Tags for each continent

Anything else we should add?
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>>85183081
His main advantages are limitless ambition and intelligence. He was actually born quite a bit farther from a privileged start than some of the other major players in the region.
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>>85183115
I like this
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>>85183081
Maybe we can start fleshing out some of the leading nobles from the Healthy Noble Houses in the Marquissates?
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>>85183152
I think we should write more about the lore of the region first. I wrote a lot of history about it, but little about society, economy, religion and so on. And also the differences between the different marquissates.
Also, I left the sick marquissates purposefully empty because their loyalties and borders are constantly changin, since they are the puppets for both the healthy nobles and the merchant cities.
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>>85183189
Perhaps we should at least add the sick Marquissate that Farvello is Chancellor of
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>>85182163
He means working on like a "bestiary" compiling the sentient species
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>>85183067
There are 3:

1. Dragongod King - no clue if he had a name
2. The last Dragongod Egg
3. The Hogman Dragongod
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>>85182916
Based but do they have a castle made of gold?
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>>85183724
there's also the Magma Dragon in the Oroma Islands
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>>85183115
Excellent idea! I'd suggest:
>City
>Mountain/s
>Forest
>Lake
>Legend
>Ruler
>Trade Good
>Drug
>Food
>Wonder
>Horror
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I'll try to work on some lore for the Nasr satrapies and Azhar nar in the following days
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>>85182567
To which region would you want to add them?
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>>85183867
And the terrible Liquorice Hydra if that counts
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>>85181021
>Expand the Bestiary
The Hagsfiend is a rare species of black owl found in the Forest of Getting lost. The great black bird is a favorite familiar of witches and black magicians. It's feathers are said to have powerful magical properties. Its cry sounds like a mixture of the cry of a screech owl, a raven and the death scream of a dying human being. The females only call when someone within a radius of 666 meters dies . For the larger males, it's the other way around, resulting in certain parts of the forest being traversed only with earplugs on. The few dark wizards who keep a male Hagsfiend usually have his beak tied for this reason. Death by a Hagsfiend's scream is said to be instant and entirely painless. The bird is considered an allegory of death and in the poetry of the continent it is often used as a literary motif synonymous with the grim reaper. He is said to take the souls of the dying and bring them to the realm of the dead, which is why it is customary for the dying and those who are weary of life to sprinkle sugar on the window sill to lure him in.
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Now that we're talking back about the bestiary. Do the Biblion book creature count? Or do we assume they are just magical contructs?
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>>85184441
None of them are magical but some of them are bookimistic constructs (crandles, inklings or book golems and so on). I'd say bookwurms, living books and light jellyfish for example should count as creatures since they might be altered by bookimism but probably came into existence by using other living creatures as a basis for their creation and they are able to procreate.
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More Drunigzar lore. This time about the colonies.

The expansion project of Paoulos III the Explorer was planned due to the high demographic pressure the kingdom was suffering at the time. While the country still had a very low population density, the simple fact was the growth of the merchant and artisanal towns in the coast was causing supply problems. The investments in growing farming output throughout the land done by Paoulos’ father, Jus I the Wise, was decades away from any kind of tangible result, so Paoulos decided to expand the borders of the kingdom. The dilemma was, where to expand it towards? And how? War was immediately discarded, since it would generate a lot of bad faith in many of Drunigzar’s clients, and the drunig navy couldn’t just risk valuable ships in war, since they were needed to defend the coastline and trading lines. Plus, the drunig army was, and still is, considerably smaller than that of its neighbours, and relying on mercenary work during a war is extraordinarily risky. Buying foreign land was also discarded, due to the costs of such a business. Increasing the kingdom through marriage deals was also mentioned, but since the politics of such measure would invariably mean the partial loss of Drunigzar’s economic freedom and independence, it was seen as an unacceptable outcome. A fourth option was proposed: the exploration of the lands southwards. An exploratory fleet wouldn’t really arise immediate suspicions from the neighbouring kingdoms, and since most of the kingdoms south of Drunigzar were in a state of somewhat disorder ever since the Gnoll expansion, stablishing footholds in those areas seemed easy. Plus, the enticing chance of discovering treasure and raw resources alongside arable land was a great bonus.
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>>85184886
The explorator teams were composed of young men, usually married and with children in Drunigzar, searching for either land to work or for treasure overseas. The idea was that, once a beachhead was established, they would bring their families and it would grow quickly, with population being attracted by the promise of fortune. The colonization projects also gave some of the younger trading houses a chance to establish themselves in rich lands, while also making great business from moving families throughout the sea.
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>>85184886
>>85184901
Thus, the project began its planning stages. The first wave of colonization was conceived as a combined land and sea efforts, exploring the coastline close to Nogar and the lands near the Great End’s Peak. The land part of this exploration was unsuccessful, due to the protests of the nogarese, who threatened to cut all ties with Drunigzar if they occupied any part of what was considered as “Old Nogar”. The sea part of the exploration effort actually managed a singular success in the form of solid diplomatic and trade relations with the Tenzin people. Many of the drunig had been either herders or belonged to herding families, so they connected immediately with the yak and tenzinese herders. The drunig expedition decided to settle in a strip of land that had been unclaimed by both tenzinese and nogarese, and thus didn’t infringe on the “Old Nogar” prohibition. After a couple of decades, the colony city of Novo Porto became an important shipping port, giving the tenzinese an outlet to trade their charges with their outside world, since many of them hadn’t ever come out of the mountains, and thus have no sailing experience. Many drunig explorers also tried to find the hidden city of Tanzurutu, but after “persuasive” arguments by the locals, the drunig authorities decided to dissuade any official expedition through the mountains.
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>>85184911
The success of the Porto Novo colony was a mixed bag in the eyes of the drunig authorities. While they had managed to expand and establish a solid outpost far of Drunigzar, it was of very little real value. The size of Novo Porto was very limited to avoid entering in conflict with Nogar, and trade with the local population was not that much profitable. The nogarese authorities also expected at least four or five more colonies along the abandoned nogarese lands, which were not to be to avoid a conflict with Nogar. It was still a moderate success, though, proving that expansion southwards was indeed possible, but that it needed to go even beyond the Great End's Peak.
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>>85181021
I haven't been keeping up with these threads for a while now but I was the guy who suggested the Elfwood.
What's the deal with it now? I remember there was a bit of a lore conflict with elves reproducing by planting seeds that grow into fully formed elves going against the established witchelven and drow lore, so has that been resolved or retconned or whatever?
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>>85185089
>What's the deal with the Elfwood now?
Not much as far as I'm concerned
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>>85184886
this is rad
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>>85183820
They have some castles with a lot of gold in them (fixtures, gilding, gold leaf ceilings and walls, etc.)

>>85185089
Some elves like drow, snow elves, and sea elves are completely unrelated.

Other subraces were produced due to the elfwood elves (called wood or primal elves) being able to hybridize with anything.

Others like the witch-elves have unclear origins.
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>>85185737
maybe it's the product of convergent evolution
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>>85183820
One has a giant floating grave
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>>85186260
That sounds unsanitary.
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>>85184954
The second wave of colonization efforts started around a decade after the founding of Novo Porto. Wanting to avoid the bottleneck problems of Novo Porto, they prepared in search for lands that would allow the potential colonies to grow. The preparations were as thorough as they could be: diplomats, merchants and colonists were versed in the customs of the region they were to “explore”, and prepared gifts and other niceties to start talks about the colonization efforts. And yet, the first attempts of this second wave of colonization ended in disaster. The original plan was starting negotiations with the Heraldic Kingdom of the Otamlar to explore the mountain ranges of the region in search of mineral deposits, and maybe creating a couple of port cities to trade that wealth with the rest of the world. However, drunig ambassadors were received by a rain of warning arrows before they could even approach any discussion. Shocked and confused, the drunig emissaries tried to establish any contact with the otamlarese, to see what exactly was the reason of this hostilities. After months of trying to establish any kind of contact, it turned out that the reason of the attack was a series of slaver raids in the coast of the kingdom done by the gnolls. Since the Gnoll Empire has few shipbuilders, they relied early on in the services of drunig craftsmen, and thus, many of the ships used were of drunig manufacture. And while this situation was tense as it already was, the actions of the drunig diplomatic team turned a bad situation into a worse one. While it is not known exactly what was said during the negotiation, it is believed that the team uttered some form of the expression “it’s just business”, and they offered to sell them ships to defend themselves from the gnoll. Afterwards, the entire diplomatic team had to run for their lives as otamlarese warriors chased them.
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>>85186831
While a full-blown war was avoided, to this day drunig traders are forbidden for stepping into the Kingdom of Otamlar. Bad languages say that the entire diplomatic team was stripped of their nobility titles, their possessions and now spend their days anonymously herding sheep in the harshest parts of Drunigzar, never to set foot on a ship again. They also decided to publicly stop the sales of ships to the Gnoll Empire, although this has not stopped the sale behind curtains, which suits both drunig shipbuilders and the Gnoll Empire well.
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>>85186372
IDK seems neat to me
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>>85185737
>>85186009
I dont know if it would contradict any lore, but maybe it's a possible idea that all elves originally stem from another step with an extremely distant ancestor there?
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>>85186848
A play of this story was written decades after, which was a hit in Elanxan theatres. When asked about their opinion, Drunig ambassadors and traders said they find it amusing. Rumours about the original diplomatic team demanding royalties are unconfirmed.
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>>85187043
The drow straight up descend from DnD drow and TES dunmer who came from other dimensions.

The snow elf guy makes it clear that snow elves also aren't related to other elves. For starters they are 7 feet tall.

"Elf" is probably just a catch-all term for anything that sort of looks like an elf.
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>>85181021
Sell me on the setting
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>>85187473
read the wiki
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>>85187353
>"Elf" is probably just a catch-all term for anything that sort of looks like an elf.
That sounds interesting. It should really be expanded upon. How did the term come to be? What elements do you need to be considered an elf? What do the different elven groups call themselves?
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>History
The peninsula where Azhar Nar now lies has been inhabited for thousands of years, although its people have been under the rule of the Southwestern Dragon Empire and Azan for most of their history. Despite that, the Azharnarese have enjoyed a high degree of autonomy for most of the Azanneese occupation, with only a few forts and temples being built by Azan.

During that time, modern day Azhar Nar was under the rule of six separate realms – also known as Taifas - who were under the authority of Azan and ruled by their own semi-autonomous Arifas. Those Taifas’ names were Rajl, Hamrun, Bashar, Saraqusta, Dragonera and Cospicua. The Taifas were able to gain their independence almost five hundred years ago, thanks to internal strife and unrest in the Azan Empire.

There were some measly attempts by the Emperor of Azan to gain back control of the seceded realms, although they were unsuccessful. By the time of the Tenth Dynasty, almost all Azan presence in Azhar Nar was gone, with only small communities surviving towards the eastern end of the peninsula.

Then followed three hundred years of conflict between the Taifas, until an invasion came from the East. The satraps landed on the western shores of Azhar Nar, and the quarrelsome Arifas had no choice but to settle their differences and fight back. Even though the Satraps could not advance towards the heart of Azhar Nar, they had control of the eastern shore for almost two centuries.
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>>85189064
Soon, Misrah liberated the people of Dragonera and Saraqusta, although he did not enact revenge on the Nasrian settlers that had made their home there. Misrah was welcomed with applause and tears of joy back in his homeland, and the local Arifa pledged fealty to him. This led to many other Arifas bending the knee to Misrah, and those that initially resisted eventually crumbled under the pressure. It was 80 years ago that Misrah tas-Sur was crowned as the first King of Azhar Nar.

As a unified Kingdom, Azhar Nar had many battles against the Nasrians for control of their former lands, as well as with the Furlan city-states for control of the valuable resources of the Maula Desert. These conflicts, however, came to a halt less than 50 years ago, when the rapidly expanding Changrila Empire turned their eyes to the West. These former enemies put aside their hostilities and soon formed a defensive alliance against the Eastern menace. This very threat of invasion was the binding rope of peace and fragile stability in the region, something that still holds true today.
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>>85189078
Fuck me I accidentally deleted the continuation of the first part and now I have to rewrite it again.

A hundred and ten years ago a boy called Misrah tas-Sur was born to a royal family in the city of Melitah, in the province of Dragonera. The boy was not even ten years old when he was taken from his family during a Nasrian raid in his hometown. Due to his aristocratic blood, Misrah found himself in the court of the Satrap of Saraqusta, rising to the position of military advisor as the years passed.

When Misrah found out about his heritage and the atrocities commited towards his family, he fled the city of Banu Hud, taking those loyal to Azhar Nar with him. He went from town to town, rallying many knights and peasants to his noble cause. Eventually, he gained the support of many smaller rulers, and it didn't take more than a few years to raise a formidable army.

Using their military tactics against them, Misrah pushed back the Nasrians, who suffered defeat after defeat at his hands.
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>>85189308
>Fuck me I accidentally deleted the continuation of the first part and now I have to rewrite it again.
I can feel your pain, anon. It happened to me too...
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>>85187083
The expedition launched into the Dual Kingdom-Empire of Voita-Malagsh found much more success. The two kingdoms, still independent from each other, were in desperately need of resources to fuel their war against the cursed forest. This not only meant that drunig traders could sell immense quantities of salt and herbicide for whatever price they asked for, but also a good portion of the coast had been abandoned, prime real estate for the colonies. While they started the creation of the colonies that would eventually become Cabakrotiro y Cabakapa, they were warned by the locals to avoid this lands, since the advance of the forest was right on their way. Thus, before any stable population was established, the drunig teams brought many experts to monitor the advance of the forest. To the relief of the drunig and the absolute horror of the voita-Malagashians, the curse only seemed to affect the lands occupied by the Dual Kingdom-Empire of Voita-Malagsh, and thus the forest left the drunig colonies alone. That allowed the colonizing efforts to go uninterrupted. There were incidents where voita-Malagashian civilians tried to migrate to the colonies, but drunig authorities, not wanting to take their chances with the curse, stopped them. The colonies were thus able to take advantage of the fast growing forest, using the wood to sell to the drunig mainland, where rumors started to spread that military ships made with that wood were sinking in mysterious circumstances. Again, not wanting to risk the wrath of the forest, drunig officials forbade the use of the forest’s wood for anything military-related, but that hasn’t stopped many merchant houses to use it for ships built for the black market. Risky, but at a cheaper price than ships made out of oak from the north.
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Living in the eldritch Jungle are the Spodrills. A weird creature which loves in giant colonies. No bigger than a toddler they cover at times hundreds of kilometers with their string huts hanging from branches.

They use nets out of near unbreakable silk to catch birds and bats.

Some who entered the jungle insist that they tell them things. Wisdom etc.
But never elaborate what actually was said.
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>>85189308
happens to the best of us
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Here's what I think the subdivisions of the map should be like.

>1
Scimitaria/Far West
>2
Southwest
>3
Northwest

All 3 of those are considered "the West", generally

>4
The South
>5
Southeast

Both of those are considered "the South"

>6
Druidlands and Smallstep
>7
Zemyland

5, 6 and 7 are considered "the East"

>8
The Centre of Giantstep. A hellhole.
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>>85190533
>A hellhole
literally
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>>85183115
Maybe Houses as well for notable families and royalty
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>>85187353
>The drow straight up descend from DnD drow and TES dunmer who came from other dimensions.

This is cringe can we change this?
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>>85190533
Littlestep should be its own space, not just tied to north east Giantstep.
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>>85190186
This is what they say:
https://www.youtube.com/watch?v=TlYaupCTzBY
>>
So, the nations that have fleshed out lore thus far are

>Isle of Wizards
>Drow City States
>Kinnog Jungle
>Arangea
>Moreelse
>The Triarchy
>Hithlone
>Terusia Isthmus
>Azan Empire
>Furlaniya
>Changrila
>Ogchuk fiefdoms
>Mossovoy
>Witch Elves
>Ketlovia
>Gnolls (?)
>Avangar
>Biblion
>Kingdom of Gold
>Aine Saevherne

I might be missing a few, but I think that's most of them. Also, a lot of don't need that much lore anyways, stuff like the Laurentian Crusader forts or the Strange Meadows are fine as is.
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>>85195249
Drunigzar has a lot of lore too. The orange marquissates has as well, but it's mostly history.
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>>85190533
Drunigzar and Merfolk Empire ruins
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>>85193409
seconded
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Updated the bestiary in order for it to show all the creatures listed in the index so far. It could still need some love and I feel some creatures are missing. Maybe someone could make a list of them.
Also adding pictures for some of the species would be pretty neat. Always wemember to write a Sub-header when adding a new creature in order for it to appears on the index. Thanks!

>https://crumbling-giantstep.fandom.com/wiki/Giantstep%27s_Bestiary
>https://crumbling-giantstep.fandom.com/wiki/Giantstep%27s_Bestiary
>https://crumbling-giantstep.fandom.com/wiki/Giantstep%27s_Bestiary
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So what's the deal with the Astromancers?
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I honestly don't really get the no new landmass rule
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>>85196458
I imagine them to look like picrel
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>>85196634
>>85196458
>Astromancer
Do they get their powers from the stars? Or are they just wizards who study the stars?
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>>85181021
>>Expand the Herbarium
The Asteraceae Panacea or more commonly known as the weed of life is a rare herb found only in the Forest of Getting Lost, it is highly prized by mages and alchemists for it's properties but due to it's rarity, the fact that for unknown reasons this herb cannot be grown by normal means and that it's appearence is nearly indistinguishable from Artemisia makes it extremely valuable, the sap of this herb can heal any injury and even resurect anyone who has died if the corpse is still fresh, though if used on a cadaver under in decomposition or even just a skeleton it will bring it back as an undead creature
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The Foeniculum Gigantis or more commonly known as Giant's Fennel is a plant found on the Forest of Getting Lost, it is a flowering plant species from the carrot family that can reach heights of 5 meters and is cultivated in the surrounding regions, this plant has a large variety of uses from it's nutritious bulb the size of an ostrich egg that is used for human consuption and even for use in alcohol production, it's leaves can also be used for human consumption but they are not as sought after as it's bulb and finnaly it's seeds that are used for various elixirs and potions and even for culinary purposes since they have a strong flavour and can be used to produce volatile oils
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The Asteraceae Daemonea or more commonly known as Demonwood is a plant that can be found on the Forest of Getting Lost, it is commonly used for medicinal purposes and the production of alcohol being used for some of the strongest beverages known, this plant's sap is extremely rich in capsaicin causing extreme irritation just by touching bare skin and it is even said by those unlucky or stupid enough to eat it that it is spicier than a 1000 chili peppers
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The Plantaginaceae Caulinea or more commonly known as Goat's Tongue is a plant that can be found on some rural regions of the Azan Empire, this plant is often cultivated on some regions due to it's sap that is very prized for use in pottery due to it's properties as an extremely good hardening agent when mixed with clay, clay pots made mixing this sap into the clay when properly dried and cooked result in pottery as hard as tempered steel, this plant can also be used for it's seeds that can be used like any other cereal for making flour and it's large leaves are often used as animal feed
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>>85197405
forgot pic
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>>85196468
> keeps adding new landmasses
> it's thread 30
> the entire starting continent is half the size of a nation called "Sneed Empire" which has literally 0 lore.

This map already covers basically every niche like most /tg/ settings do there is already repeating nations galore. Adding more map just encourages more lazy posting where you leave nothing and dissapear.

A few months after this thread is over I will start another similar one but it'll have a 1000 letter minimum submission limit and hopefully that way the map is nor filled with garbage with 0 lore which then needs to be retroactively fixed.

On the other hand though work on the setting can only really start in proper once the map is full.
>>
>>85197738
this feels like a slippery slope. if op adds a small continent like the one on the northeast people could add new lore to it while still writing lore for existent ones. there was always lore added to existent nations even at the time when the map wasn't finished. I think it could make things a little more interesting if we always wait with new additions until every part is filled
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>>85197738
>A few months after this thread is over I will start another similar one but it'll have a 1000 letter minimum submission
lol enjoy your dead future thread
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>>85196722
they have no mgical power. they are scientists
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>>85197835
The OP already has a massive to do list, adding more land to start from zero is going to get us nowhere. Just adding more work to the already massive workload.
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>>85189526
>>85184886
Making more Drunigzar lore.
After the success of the colonies in the coast of the Forest of Bloody Vengeance, the colonial efforts immediately set sail to the lands southwest. During those days, the lands were relatively easy to occupy, since scattered nomad tribes and small farmer settlements populated most of the land. Thus the colonies of Cabakritinnii, Cabakonninni and Bibile were established. This would be many years before the comet the locals pray to would arrive, and thus the great walls that protect the colonies from the cultists were created. The success of the colonies would pave the way of a third colonizing effort.
The third wave of colonization went considerably smoother than the first and the second one. With many lessons learned, a bigger effort and more care with their diplomatic teams and confidence growing in the mainland for expansion, the colonial teams continued with the expansion, this time south of the Forest of Bloody Vengeance. The colonies of Paolotera and Crysanferno were established very swiftly, with Crysanferno being a particularly good catch, since it provided a great base of operations for all trade in the area. Many other colonies were planned in the area, but the arrival of the comet into the area would dampen the projects, and the locals’ sudden change of attitude forced many burgeoning towns to retreat into the more established colonies, while also building the great walls around the colonies. The clash between the locals in search of sacrifices and the drunig is the one time the drunig army and navy fully mobilized outside of the kingdom for the duration of the wall’s construction.
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>>85197948
While this was happening, the colonizing efforts continued alongside the coast. However, the infamously poor Vodyanik Lands, even more barren than mainland Drunigzar, were a poor fit for the expansion projects. Moreover, the vodyaniki population, fearful of the sea, was distrustful of this strangers that came in great ships, clashing with the drunig explorers. While violence was avoided, the lack of native contact and the lack of resources made every outpost fall flat, with Thalasoverme as the single successful colony in the area, thanks to the agricultural projects along the Cinderwall River. Same with the volcanic land of the Runaan, but unlike the Vodyanik lands, the mineral riches unearthed by the constant seismic and volcanic activity was of extreme interest for the drunig traders. They quickly colonized a small beachhead, the one place without many volcanic fumes and ash rains, founding the city of Megarotera. Trade with the runaan is scarce, but highly prosperous, since it’s difficult for the drunig companies to exploit the mineral resources without local assistance. Besides, most of the cave systems are inhabited by the reptile beings anyway, and thus they serve as great guides to the riches mineral veins.
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>>85197860
>The OP already has a massive to do list
Like what for example? Also how is any of this "work"
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>>85198227
Check >>85181021
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>>85196468
It's okay, we settled on it like 13 threads ago so it ain't changing
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>>85198264
anon that list is not for op it's for everyone
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>>85199207
stop pretending to be a retard
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is it over guys?
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anyone claimed Bumi lore yet?
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>>85201517
I'm pretty sure that the first OP put it on the map
>>
bump
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>>85201142
last thread was pretty slow too, though sometimes these things last a while if some anons stick it out
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>>85181021
>>Think about the world’s cosmology, day/night cycle, seasons, sea currents and so on

We should rip off the Egyptians and have semen contain properties of life energy. Health options? Semen. Magic bandages? Semen. Healers? Chronic masturbatory.
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>>85205470
Fuck off coomer
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>>85201142
I'm stuck in the sticks with 60 kids to feed so my rate of contributions to the thread is gonna drop for a bit
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>>85207285
See you in a few weeks Epstein Anon
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>>85198093
>>85184886
More Drunigzar lore.

The success of the second and third generation of drunig colonies, even when accounting the war in the lands of the so called “Lord Descended”, pushed drunig’s authorities even further southwards. The expansion efforts and resources allocated for the creation of new colonies were thus doubled. However, two big problems arose for the continuation of the process: the first one was feeding the growing colonies. The relative small size of each of the colonies allowed for little agriculture and farming, even in the more fertile lands. Combined with their fast growing population, the colonies’ problems were quickly becoming a mirror of those in mainland. Fortunately, the locations chose allowed for very stable fishing, and trading with locals when possible was also a possibility. Still, feeding so many mouths was becoming quite a problem once again, and thus colonization projects centered on farming and agriculture were prioritized. The second problem was the lack of appropriate lands to colonize. Ketlovia was a no go zone from the beginning, the wars between the werewolves and the gnoll had left the land quite damaged and the possible repercussions of getting land in the middle of gnoll territory (gnoll occupied territory in the context of a war to boot) was a prospect very poor for the exploratory teams. Likewise, there was simply no way to justify to the Crown any kind of colonial activity in the Gnoll Empire. The sheer risks involved meant nobody ever even consider such an endeavor, although there are rumours of attempts to purchase a beachhead that fell flat due to the lack of colonial volunteers. The dead lands of Okhost were rejected as well, though trade relations were established with the lich priests.
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>>85210708
The lack of success beyond the Ivory Peninsula meant the distances needed to search new lands were beginning to be quite vast, and thus the exploratory teams decided to invest in developing and purchasing bigger ships that would not require frequent stops along the coast. Drunig craftsmen were sent to many parts of the world to study new shipbuilding and navigation techniques. This would end in the development of the drunig galleys, though their development wouldn’t be completed until way after the first drunig colonies in Marisibu waters were established.
Meanwhile, the colonizing efforts continued. One of the more grizzly chapters were the attempts of colonizing Squid Island (before the earthquake that would join it with the rest of the continent), infamous for their destructive wildlife. A massive inhabited island full of wild jungle and untapped mineral riches, Drunig explorers were sure that they’d be able to keep the insect swarms at bay, and that they would prevail in their attempts to expanding across the land. The exploratory teams sent to investigate the coast were reportedly missing, and the rescue teams that were sent after them were lost as well, thus the ships had to return to Drunigzar with barely a skeleton crew to tell the tale. Apparently the vicious critters attacked the explorers in the jungle, swarming them and devouring them to the point not a single rest of them remained. The only proof of this was the testimony of one of the lookout boy’s testimony from the ship, seeing how ants devoured one of the settlers even as he ran back to the beach, leaving just clean bones on the beach. With no real way to counter the insects, they continued southwards. They arrived at the Desert of the Weriest, but once again, that land had little to offer the drunig colonizers outside of cattle trade with the Star People. However, the locals told them that even southwards the land was filled with fertile jungle with lots of life.
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>>85211968
Seeing an opportunity for finally acquiring the fertile lands they were looking for, they quickly sent exploratory teams to the south of the desert. This led to the discovery of the Terrania Freeholds, a land filled with wild and strange vegetation, a veritable flood of life. The fertility of the land, the natural variety and the relative friendliness of the local spirits were a godsend for the exploratory teams, already fearing this last colonizing effort would end up in failure. They quickly set up colony cities around the coast, as well as sent researches and explorers to survey the jungle for arable lands and for any species that would help Drunigzar’s agricultural problems. Many specimens were sent to Mibridor’s agricultural research centers for study, and many of the original plants form part of the Royal Gardens to this day.
>>
gonna write some more azhan nar lore tonight lads
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>>85212260
Nice.
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Have we established if the gods are physical entities or not?
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>>85214565
Well, the Lord that descended from the sky is definitely physical.
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An awful creatures lurks the bay between Stymphalia, Daligrad and Kalydon. This creature, known as "the Kayran" usually swimps up and down the rivers that flow into the bay, and prefers generally shallow waters. It's been sighted for over a millenia, yet people are indecisive as to if it's the same creature or one of its progenitors. The Kayran uses its tentacles as swinging clubs, wrecking havoc on everything that gets in its way.

It also excretes a slimy mucus that covers everything it touches with a murky membrane, using it to trap larger prey. Although the locals of these rivers and swamps have been unable to kill it, they have devised many methods to avoid detection by the Kayran, such as noise traps and smoke bombs.
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Do we have a rough chronology or timeline for how distant in the past events took place? Like for example, when the Dragon Empire splintered into the Azan empire, Changrila, and all the rest.

In addition, does the Azan empire have listed noble families, or the names of the current and previous emperors? I had some ideas, but I don't want to impose if someone else was already working on that.
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>>85181021
>History

Okay how about this, there are two groups of wizards at war with eachother but one is in the past and the other is in the future. Neither exists during the present but you see weird stupid events. They both are a bunch of wizards so their 'war' boils down to bizarre pranks.

These actions can be petty like the ancient wizard guild figuring out where the future guild will be built and making it a manure repository. Or a legion of cyber goblins will appear from a time portal and over night pee in every single cup in the village of the ancient guild. It often goes awry and endangers everyone else like the manure field housing magic shit that fosters into a magic plague after fermenting for years or the cyber goblins never going back to the future and running rampant in the past.
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>>85216994
Is the way magic works decided on though? I'm all for chronomancy, but if magic works more like LOTR than Elder Scrolls, time magic would look a bit out of place, unless they're the only culture in history to weaponize it.
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>>85216463
Ima go ahead and write up the gist of what I'm making, and if it conflicts, it can be discarded.

(Have we figured out how tiefling aging works? I'm going to assume for now that they age at around half the rate of standard humans, so kind of a Numenorian lifespan)

>The Imperial family
The current emperor is Etarian Lirasia,whose regnal name is Azathon (Many Azan emperors and nobles keep the "Az" particle in their regnal names to honor their claimed ancestor) His wife is Kore Torisea, who goes by the name Arelia, the daughter of a powerful noble family in the north of the empire.
They have at least 4 children.
Eldest, and heir apparent, prince Artax Lirasia (aged 25)
Princess Vesira (aged 21)
Princess Savari (age 19)
and youngest son, prince Halian Lirasia (aged 15)

While Etarian has done well in keeping the empire unified through his suave diplomatic skill, and culling favor with the people through many festivals and tithe breaks, the more ambitious among his courtiers can grow restless. This leaves him open to claims of weakness, and softness.
Artax possesses all of the ambition that Etarian lacks. Masterful in tactics on and off the battlefield. He was raised primarily in the domain of his maternal grandfather, Toran "the Titan" Torisea, a general of supreme knowledge, although lacking subtlety at times. Artax yearns strongly for the throne, and seeks to eventually bring the royal family into line with its ancient authority, which is to say, absolute.
Vesira, is the epitome of the warrior princess. Demanding to be trained in combat and arts alike, the is the apex of what the Azan culture claims to be, and is beloved by all, Azan or no. Her favored weapon is a bastard sword made for her as a gift, which some claim channels the same holy light she seems to hold within herself, although this has never been proven.


...
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>>85216463
>Do we have a rough chronology or timeline for how distant in the past events took place? Like for example, when the Dragon Empire splintered into the Azan empire, Changrila, and all the rest.
Azan/Dragon Empire history lore is scattered across several different wiki pages.

The gist of it is:

- religious dude unites most of humanity in the south and west against an unspecified evil several millennia ago
- empire maxes out about a thousands years ago, arrival of drow and formation of witch-elf empire cause it to start losing territory
- empire gradually loses territory due to religious schisms and ethnic revolts

There are some dates on the Azan page, others on the Changrila, Furlaniya, and Azhar Nar pages, maybe some others too.

>In addition, does the Azan empire have listed noble families, or the names of the current and previous emperors? I had some ideas, but I don't want to impose if someone else was already working on that.
Not really. We know there have been several different dynasties, all of whom are supposedly related to the original prophet somehow. Also a lot of the nobles are "dragon tieflings", which could be anything from full on dragonborn to people with a few scales, though probably leaning towards the later for most.

>>85217710
>Is the way magic works decided on though?
Magic seems to be a bit of a free for all with many different competing traditions. I can see magic users along the lines of the wizards of the Isle of Wizards maybe being able to do stuff like this once they reach an extremely high level of power. It seems a bit OP, but we also have gods openly interacting with the world (mostly to troll people) so whatever.

>>85217918
This seems fine with what has been written so far
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>>85217918
Savari, known to some as "the Scholar", is the bookworm of the family. She is known to make special requests from distant lands to have books and scrolls copied and delivered to the royal library for her consumption. There are also claims that she is a potent spellcaster, earning her the hushed moniker of "the Witch" to those brave enough to call her such. In truth, she simply prefers the company of books and the occasional scribe to people and the public. (If magic is Elder Scrolls style over Lotr, then she is adept at binding, and illusion, her sister has some ability with healing and protection, and their mother is adept at healing as well as increasing the fertility of plants and animals, coinciding with harvest festivals mostly)

The runt, Halian, is naturally the meekest of the immediate family. He has a mind for people, like his father, although the bravery and craftiness of his sisters does inspire more hope than he would otherwise be offered. Halian seems drawn to a religious and philosophical lifestyle, but is still too young to fully understand or decide what he really wants.

All of the imperial children are unmarried, although Artax is openly seeking suitors. Vesira has defied several pompous noblemen seeking her hand, and has yet unknown qualifications she is looking for in a potential spouse. Savari is still too young culturally in Tiefling terms to be married, but the biggest hurdle for a suitor would be getting to talk to her at all, with her propensity for bookishness, and ability to seemingly disappear into the shadows of the castle when she wishes to.
As before, Halian is too young to be married, but several families have come forward looking for betrothals to the young prince. Etarian for his part has kept his options open with all of his children, save Artax who has taken it upon himself to find a mate.
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>>85216994
this is a great idea and I think that this would work well in this setting and could be very fun. However, you have to keep in mind that most people are never going to read all of the lore, so if we involve time travel we are just going to end up with a bunch of conflicting plot points that will cause a lot of problems in the future.
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>>85217918
>Bastard Sword
I'm a dumbass who meant to write rapier, and was too caught up in something else. Vesira likes rapiers. Artax likes bastard swords.
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>>85182567
we really should add some creatures from earth, both living and extinct ones.
just make sure you add them to the right places
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>>85218380
>>85183877
They historically lived on the plains of North America, Eurasia, and Africa. So I guess somewhere there are wide open plains?
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>>85218126
we need spices, am working on
can't believe that we all forgot spices, they're super important to geopolitical history
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>>85218425
lol what spice does Grobianismus export?
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>>85218492
probably nothing valuable otherwise they won't be so poor
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>>85218552
poopspice makes everything smell and taste like poop
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>>85218492
well spices usually grow in warmer climates such as the Mediterranean and india so I think that the major geopolitical implication of spices here is that the grobiansmus has a need to get spices from the northern, more mediterranian climate
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>>85218394
most places are wide open spaces.
probably the area around the glass mountains or changrila or tarot kingdom
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>>85218425
Was thinking about this actually.What parts of the world have pepper, cinnamon, coffee, chocolate, etc.

Azan, Changrila, the Witchelven, and the Drow most likely produce many spices, but coffee, cinnamon, turmeric, saffron, and or chocolate are probably chief among them. Azan and the Drow probably also produce saffron, sage, and mint.

In addition, there should probably be a silphium equivalent. A natural birth control and flavor additive that was literally so effective and popular we picked it to extinction in our world. I would say either the Witchelven, Azan, or Changrila should have primary control of such a plant, and have the Drow or Wizards control coffee, or vice versa.
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>>85218795
well we have to think about both the cultural and environmental implications of the spices.
Consider the following: the smell of mint is considered fresh, this is because mint contains a chemical that kills most types of plaque, this made dental care a lot more favored in Europe and by extension, cleanliness
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>>85219072
good point
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I finally finished it
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>>85218795
>The Witchelven, most likely produce many spices
Why?
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>>85219806
seconded, it's not particularly fertile
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The Kingdom of Tarot wiki page needs a rework
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>>85216994
No time travel, please, it needlessly complicates things.
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Ok, I think I got over all articles of the wiki. I have added links and corrected as many mistakes as I've seen.

And other than what I already said in >>85174331, we should really set the denonyms in stone. I keep seeing them written differently in each article.
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>>85216463
I don't know about that, but the Azan Empire lost most of its southwestern provinces around 500 years ago
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>>85220952
>>85216463
What's the best way to put together the chronology? I imagine making a calendar to order everything would help. Maybe a big event to become the year zero.

What events could be useful for a year zero?
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Map anon here. It's been a while since I updated the physical map, so I've added a couple more names of mentioned lore, plus some that weren't. If I've missed something, please let me know.
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>>85222018
We could do with a generic "The World and the landmasses were formed by "Higher Being X"
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>>85217918
There is a supposed fifth child, a 25 y/o woman named Renne who claims to be the bastard of the emperor and the rightful heir so I'd assume she's older than Artax

>https://crumbling-giantstep.fandom.com/wiki/Blind_Bastard%27s_Domain
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>>85220732
I think it's going to be Changrila officially
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what's up with the Golden Hills next to Changrila, are they like a vassal or something?
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>>85223421
So we'd have to put some of this things in chronological order? Maybe we can put a basic chronology of each nation to see when they interconnect, and from that make dates?

I'm going to try with the Azan Empire

>Chaos/Nothingness/Void
>The World/Stairs are created
>The celestial bodies start moving
>The Gods are born
>The Giants start their walk
>Life begins in giantstep
>Humans appear and spread in Giantstep
>Elves/Dwarves/Vampires... appear and spread in Giantstep
>???????? (blank)
>The Khenomeric Empire is Born
>Some evil appears ??
>Aza begins the creation of the Azan Empire to fight evil
>The Azanese Faith is born
>The Western Elf Empire is conquered?
>The Drow Cities appear in Scimitarian
>Civil war in Azan, Azan vs Changrila
>Changrilanese independence
>The first God Emperor of Changrila is crowned
>Azanese Demonic Purgues
>Alara Huranur reforms the Azanese Faith as the "New Azan Faith"
>Birth of the Wichelven Empire
>1st Azan-Drow War
>2nd Azan-Drow War

I still think we should come up with a cosmogony of sorts before, though.
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>>85223574
Disputed territory with Furlanya
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>>85224232
Also adding

>Loss of the Gvilderstaaten province
>Loss of the Northwest Lands
>Loss of the Abandoned Provinces
>Rise of the Blind Bastard
>War/s with the Rebel Provinces

Once we order them chronologically, we can do this for each of the countries.
>>
Where's the map with the ancuent empires?
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>>85223459
Ah right, forgot about Renne. Would explain Artax's ambitious nature if he felt threatened by someone claiming to be the true heir.
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>>85219806
>>85219866
Not the whole empire, mostly the south, along the border with Changrila and the base of the handprint mountains. Or is the Northern region of Changrila also fairly barren?
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>>85224232
I like this one
>>
>Government

Azhar Nar is a hereditary monarchy. Faradn tas-Sur II, great nephew of the great Misrah, rules as its King from the newly built city of Maqabba. He holds the titles "Judge and Lawmaker of the Realm" as a traditional Arifa would.

>Subdivisions

Azhar Nar is divided in 6 departments, all ruled by a High Arifa that pays taxes to the King, while lesser Arifas are under their rule, ruling their own fiefdoms.

>Dragonera
Dragonera is the wealthiest department, and it's home to three important cities. Maqabba is the capital of Azhar Nar, and it was built less than 80 years ago by the first king of Azhar Nar, Misrah tas-Sur. It's situated on a bay that borders Cospicua, and it's home to the Palace of the Gods, a marvelous building with many ivory and gold decorations that some consider it as one of the thirteen wonders of the world. Despite being the capital, it's home to less than 6000 people, although many important people of Azhar Nar make their home in this walled city.

Bahriyyah is situated on top of a river that flows into the Gulf of Nailing. It's considered as the cultural melting pot of Azhar Nar, as it's populated by many Nasrian descendants, as well as Furlaniyan traders and mercenaries.

Melitah is a picturesque, walled city that's surrounded by a large moat, seperating it from the busier ouskirts. It's the birth city of King Misrah. Many snobby aristocrats and nobles inhabit Melitah, with their villas and estates being built around the country.

>Saraqusta

Saraqusta is the centre of Nasrian infleunce and religion in Azhar Nar. It's capital city, Ghasra, stands at the shore of the narrow stait that separates the two nations. Even though it used to be the largest city of the Azharnarese eastern shore, its population has dwindled down after it was razed during the Nasrian invasion.
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>>85226830
Keep up the good work anon!
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>>85226830
>Bashar

Bashar was always quiet and depopulated, but in the recent centuries its reputation has risen after many Saraqustan refugees made their way to Bashar. Its largest city is Marsuah, a port city on the southernmost coast. It's economy has bloomed thanks to increase trade with Lorient.

>Rajl

Rajl holds the title of the fishing capital of Azhar Nar, thanks to the maritime life rich waters of the Yamantai cape. Its capital is Qasrwa, a small fishing port where a band of smugglers have made their home.

>Hamrun

Hamrun is known for its sheep herders, grazing, fertile hills and hardy population. Hamrunians are often the toughest warriors of the Azharnarese armies. Its capital, Zabbar, produces the most popular wines and dairy products of the region, and its known for its many temples and monasteries.

>Cospicua

Cospicua was the most developed department back in the Azan and Southwestern Dragon Empire days. Most of the Azannese remnants of Azhar Nar live in Cospicua. It's capital is the city of Senqlea, and it's known as the "Jewel of the North" thanks to its vain and luxurious Azaneese architecture.

The second biggest settlement is the town of Tal-Kawron, a town that's known for its fine brothels and busy, exotic markets.
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>>85211986
>>85184886
More Drunigzar lore.

Seeing the success in he freeholds, the exploratory teams decided to continue southwards, to the edges of the world. This led them to the Eldritch Jungle. Unlike the Terranian Freeholds, the wild lands of the jungle prove considerably tougher for the explorers. Many expeditions were made in search for resources and treasure, but very little came back, and even less came with anything of value. But those who came back did so with strange strange stories to tell. Alongside the dangerous fauna, both in the form of great monsters and small critters, the survivors told the tales of strange phenomena that kept most methods of orienting themselves through the wilds failed: the marks they left kept dissapearing after a wild, and the places they used as reference seemingly changed locations. While the exploration teams continued their search, a colony was set on the island in the center of the Grorrok Gulf. The island was considerably easier to settle in, and even had native population. The charcoal skinned people welcomed them, and helped the drunigs settle in what would become the city of Kinalonga.

While the settlers were busy in Kinalonga, the expeditions to the jungle were still going, with little to show for it outside of isolated examples. However, after nearly two years of sending expeditions into the jungle, a solitary team found the remains of what it appeared to be a city, abandoned for millennia and swallowed by the jungle. They brought what appeared to be an ancient map of sorts. After careful investigation, it was theorised it contained the route that would connect the eastern seas with the western ones. If the route was proven true, it would give drunig merchants quick access to half of the world's markets.
>>
>>85227018
Its capital*

>Economy

Azhar Nar is a very wealthy nation thanks to its strategic location. All ships that pass through to Changrila have to make their way through to the Xi-Hin Sun strait and towards the Huan Ho-Sei Sea. As such, thanks to Changrila's ever increasing geopolitical importance, the influx of merchants that pass through Azhar Nar has been increasing. Certain cities like Marsuah and Bahriyyah have benefitted greatly from this trade node. Even the war-struck Saraqustan city of Ghasra has made a recovery thanks to its location.

The western shore of Azhar Nar is also wealthy, with its merchants indulging themselves in the spice trade between Lorient and Azan.

Azhar Nar most traded resources include limestone, spices and fish.

>Geography

Numerous bays along the indented coastline of the Azhar peninsula provide good harbours. Azhar Nar has mild winters and warm summers, hotter and drier in the inland areas. The northern portions of Azhar Nar that border the Maula Desert are more arid, with few shrubs growing amongst the sprawling desert dunes. The centre of the peninsula is home to fertile hills with low vegetation, making it ideal for grazing animals and building vineyards.

The most common flora of Azhar Nar include acacias, olive trees and eucalyptus trees, as well a number of shrub species.
>>
>>85218795
Azan, Azhar Nar, Nasr, Dsvyrth, Furlaniya and Changrila look like they are rich in spices. Maybe some of the southern, exotic lands as well, although those would be hard to acquire. Maybe the western islands could too.
>>
>>85224931
I didn't think of either to be particularly warm though, I mean I guess changrila is a china knockoff so I can see it having a similar, if not same climate as china proper, but the wiki describes the land as "full of green, rolling hills and idyllic valleys and mountain ranges", but I don't know if that would mean that they are warm.
the climate map says that they are grasslands with random blobs of forests in them which goes entirely against what real china is
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>>85227279
After the discovery of the map, the expeditionary effords quadrupled. Pretty much all merchant houses invested in expeditions to the Eldritch Jungle, searching for whatever clue that would lead to the route to the western seas. They found other lost cities, all swallowed by the jungle and seemingly abandoned in mysterious circumstances. Most of the remains were sent to Kinalonga, that became a massive center of archaeological research to coordinate the efforts of all merchant houses. The remains were in surprisingly good condition, and experts proposed that the cities had been abandoned in a hurry, leaving behind most of the natives' possesions. While this worried many of the archaeologist, the treasures left behind were enough to fund the expeditions, making Kinalonga extremely rich.

This would end up crashing down with the arrival of the Sau Foeo galley. The ship had sailed as one of the biggest expeditions yet, but what came back was a pale shadow of what initially sailed. Half of the crew was already dead, and half of the survivors were in their way to death. They had caught a brutal disease that had spreaded throughout the outpost alongside the coast of the Eldritch Jungle. The crew of the Sau Foeo had been one of the first to leave to Kinalonga, the rest were assumed sunk or their remains left in the shores of the accursed land.

The disease quickly spread throughout the colony. After less than a day of contact with the infected, headaches and vomits ensued, followed by delirium and hallucinations. After a week of painful disease, the last moments of the infected were terrible, as internal bleeding killed the individual. Nearly the entire population of the island was wiped out, including the native population. The survivors, in desperation, jump aboard the last galley and burnt down the dockyards so the disesase couldn't spread to the north. They waited until the fires and the screams in the colony died down.
>>
>>85227522
After more than a month, starvation and desperation forced the survivors to go back to the land. What they found were the dead bodies of the entire cities, with many of them showing signs of having attacked, and even attempted to eat, each other. It would be only after a drunig merchant ship arrived to the scene and saw the tragedy that the rest of the kingdom knew what had befallen to the colony.

Horrified at what had happened, the Crown immediately decreed a stop to all expeditions to the Eldritch Jungle. A plan to clean and rebuild Kinalonga was established, which lasted half a decade, lack of survivors and fear of the disease leaving little manpower available. Many doctors and wizards were sent to the island to analyse the disease, and to find ways to combat it. To this day, the colony of Kinalonga is less than a third of what it used to be, and the needs of quarantining all suspicious of infection has resulted in frequent purges. The docks are always by warships, ordered to never step on the island, and to force whatever ship suspicious of carrying the disease back to Kinalonga, by force if necessary. The costs of mantaining the colony are so high that authorities are more and more voicing their plans to just straight up abandoning the island to its fate. This has been utterly forbidden by the Crown and many of the most influential politicians in the kingdom, who fear that this could set up an example that would irreparably break the ties between Drunigzar and its colonies, leading to eventual rebellions and independences.
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>>85227374
Agreed. The smaller nations within the former Dragon Empire would definitely have similar access to spices.
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I'm thinking due to the Gautlan being a vassal of the Azan Empire the dwarves there would have adopted a more middle eastern/mediterranean look and naming convention, maybe even using Albanian first names as a base but then keeping standard dwarf last names getting something like Bujar Stonefist
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Is the paint anon who was making the cleaned up version of the map still around?
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>>85183115
So the tags woul be this?
>Land
>City
>Nations
>Geographical Features
>Mountains
>Forests
>Lakes
>Person
>Creature
>Plant
>Event
>Tags related to each country/nation
>Giantstep
>Littlestep
>Scimitarian
>Isle of Wizards
>Zemyland
>Legend
>Product
>World Wonder
>World Horror
>Magic
>Society
>Religion
>Divinity
-Phenomena
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>>85224232
>Some evil appears ??
There's that "evil moon" thats supposed to cause shit periodically. Could be influencing part of this and future events.
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>>85232149
The Azan Empire article says that Aza united the people to fight some great evil, but does not tell what exactly was, so I just put the blank there.
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>>85197738
>a 1000 letter minimum submission limit
I tried a more disciplined approach to community worldbuilding before and the few people who responded just shitposted. You really shouldn't get your hopes up.
>>
If Paint Anon doesn't show any signs of life, I'm just going to continue where he left off. Someone has to finish the cleaned up political map at some point. When was the last time he posted his map?
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>>85230282
that sounds cool
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>>85232185
Pretty sure it's this one.
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>>85232469
Thanks. I'm going to continue it, see if I can finish it in less than a week. If Paint Anon is there and is continuing it, please confirm it.
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>>85232496
thanks man!
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>>85232127
Sounds good to me
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>>85232496
Godspeed anon
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Map anon here. Ok, so I'm continuing paint anon's map. I'll draw the borders first, then I'll fill them with the bucket tool. A couple of doubts:

-The stripped area around Mossovy is part of mossovy, or is it something else?
-Do I draw the full Joos territory on top of the Wailing Desert?
-How do I draw the flying places?
-What is the letter font used?

Also, I kinda need to somewhat make up the borders in those areas where there are mountain ranges drawn, so I'll follow what I drew in the physical map.
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>>85235524
And the map didn't load, as usual. Here it is, hopefully.
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>>85235534
please save and post this as png to avoid quality loss
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>>85235524
The striped part of Mossovoy is its underground range so its fair to assume it belongs to them completely. As for mountain ranges, I'd split them in half between the neighboring realms, unless it's stated inlore that the whole mountain range etc belongs to just one nation.
>>
No one will remember any of this lol.
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>>85236203
I have the photoshop file. Once it's done I'll post it with as good picture quality as I can.
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>>85236315
ok nice
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>>85236315
tg has a pretty generous filesize allowance iirc
you could post the final thing in /hr/ or /ic/ or something and crosspost it if its too big for here
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>>85181021
Name this area flavor town
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>>85237005
beepbeepbeepbeepbeep beep beepbeepbeep beep
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>>85227312
>Culture and Religion

The dominant religion in Azhar Nar is a syncretism between the New Azan Faith and the Old Dragon worship. Many figures and symbols from both faiths are combined. One such example is the faceless God of Bronzar being depicted as a Dragon, The faith is not as decentralized as it is in Azan, with the Church of Azhar Nar mantaining firm control of most religious matters. An order of zealous knights of the new faith is also present in Azhar Nar, aiming to eradicate the evils of the world.

Much of the eastern and southern shore of Azhar Nar follows the monotheistic religion of the Nasr satrapies, a faith known as Avestanianism. It's possibly older than the Dragon faith of Azan, being present in the northern end of the Nasr peninsula, but rarely spreading outside of it. The Nasrian remnants from the Azhar Nar - Nasr war carried their faith with them, resisting against the proselytism attempts of the Azan faith clergy.

The Avestanianist faithful follow the teachings of their prophet Avestan, imprinted in the holy book of Saoshyanta. Charity, abstence of sin and luxury, as well as heavy emphasis on the afterlife are some aspects of Avestanianism. Its clergy consists only of ritually castrated males, who wear a a white face veil while inside their holy temples.
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>>85238692
The culture of Azhar Nar reflects the various cultures that have come into contact with the country, from Azan to Furlaniya. Choir singing is popular in Azhan Nar, as well as ballads played with six-stringed instruments.

Azharnarese architecture combines many elements of traditional Azaneese, Furlan and Nasrian architecture into one style. Mosaic floors, mausoleums and waterfronts are common in Azhar Nar.

Azharnarese cuisine includes rabbit stew, roasted goat and mutton, fish, crustaceans, as well as red wine.

>Demographics

More than 95 percent of the population consists of human, mostly locals, as well as remnants of Azaneese settlers in Cospicuaand remnants of the Nasr invasion in Bashar and Saraqusta. Merchants and mercenaries from Furlaniya, Lorient & the Lemon Kingdom as well as the Empire of Changrila are common in the coastal cities.

The non human population of Azhar Nar consists mostly of Drow and Tieflings sex slaves at brothels, as well as Dwarven workers in the various mines of Hamrun and Dragonera.

>Foreign Relations

Fûrlaniya - Once frequent enemies with Azhar Nar, having fought many battles over control of the Maula Desert and its resources, they have joined forces in a defensive pact against the expanding Changrila Empire. Many of the mercenaries used in the war against Nasr were from the city of Ampleazzo and Targaconne.

Nasr Satrapies - Likewise with Fûrlaniya, they have recently joined a defensive pact against Changrila. Despite that, the memories of the invasion have soured their relationship, and their alliance is one out of necessity and not friendship.

Azan Empire - The days where Azhan Nar was under the Azan Empire are long gone, and relations between these two nations are mostly friendly. Azan wants to reinforce the coastal areas of Azhar Nar with their own garrisoned forts as protection against Changrila, although the Azharnarese see that act with suspicion.
>>
>>85239649
Terusia - Azhar Nar merchants and agents are plentiful in Terusia, mostly aiming towards the opening of the canal that would open them up many trade opportunities.

Changrila - Even though those two nations haven't fought any all-out wars or battles, the Azharnarese are worried about the ambitious expansionist ideas of the current God Emperor of Changrila and have thus entered into a defensive pact alongside the Fûrlaniya city states and the Nasr Satrapies. Many Azharnarese troops have been sent as reinforcement towards the Golden Hills and Altopolyan, participating in the skirmishes that occur there.

Lemon Kingdom and Kingdom of Lorient - Even though there have been naval battles fought between the Lemon Kingdom and the southern Taifas of Azhar Nar, ever since the latter unified and the former passed into the control of Lorient, these clashes stopped. Nowadays, the relationship between the two is cordial, with trade between them being plentiful.

Oroma Islands - Azharnarese sailors avoid these hazardous islands, although many foolish merchants have tried to collect the exotic blue banana fruits that grow on them in order to make profit by selling them to the western states.
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>>85181095
I'm revamping this.
it's very messy and alot of it doesn't make sense and much isn't even accurate.

basically I'm going to take pic related and equate different countries to real world locations and fill them in accordingly, if there isn't a real world equivilent then I will make it up.
>>
>>85239803
You can always ask about the "real life" equivalents in the threads, many of the nations authors can input their feedback.
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>>85236235
That’s what the wiki is for
>>
creating lore for the Archeological Society of Azan.
it's gonna tie into the Big rock Candy Mountains, ancient Azan history, Brass people from the giant step. and the joos
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what level of furry are the Joois clan?
it seems like a level 1 or maybe 2, but I kinda want them to be a 3 in order to tie them into egyptian religion.
I also think it would be really cool if they could shapeshift into humans in order to hide amongst them as a kinda "how do you do fellow goy" type thing
expanding their race to being a general shapeshifting type thing could also make them really unique and would make sense with them being all sneaky and such.
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>>85242492
They are basically Khajiit from TES so 3 seems likely
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>>85243080
>They are basically Khajiit from TES
I had no idea.
well I guess that adds a good basis for my shapeshifting idea, even if in TES they don't actually shapeshift.
I'm gonna take this as a chance for me to revamp Joois lore.
if anyone has any issues with it I'm open to discussion
not planning to add anything to impactful to anything already in the preexisting overarching story, just some fun stuff.
>>
>>85201142
I dislike this setting. It has too many D&Disms and feels like a shitty grab-bag sandbox.
>>
>>85244607
You can always write some lore to improve it.
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>>85244875
No. The only way to improve it is to systematically remove things from it.
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>>85245010
What would you remove?
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>>85242492
keep your fetishes out of our setting
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>>85239803
I'm excited to see the result anon
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>>85181021
We need someone to revamp the bestiary and add image files to it. If (YOU) want to help with this project but don't know how this would be a great start!
https://crumbling-giantstep.fandom.com/wiki/Giantstep%27s_Bestiaryhttps://crumbling-giantstep.fandom.com/wiki/Giantstep%27s_Bestiaryhttps://crumbling-giantstep.fandom.com/wiki/Giantstep%27s_Bestiary

Also there are two Herbarium pages atm and one of them is just completely empty. There is no point in creating a a new page if you are not going to add any information to it. Maybe the anon that created it can at leat transfer the ones already mentioned in the other one. Thanks!
https://crumbling-giantstep.fandom.com/wiki/Herbarium
https://crumbling-giantstep.fandom.com/wiki/Giantstep%27s_Herbarium
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>>85245436
>Also there are two Herbarium pages atm and one of them is just completely empty.
That's my fault, sorry. I created the bestiarium page and I went and made the herbarium page, without noticing there was already one done. I sent a message to the admin to delete it, but I've heard nothing since.
>>
Ok, map anon here. I think the map is pretty much done. I need to confirm a couple of things before I start adding the names.

-Do I draw the full Joos territory on top of the Wailing Desert?
-How do I draw the flying places?
-What is the letter font used?
-The Ruins of War-Weir at the bottom is crossed out. Why?
-What do I do with the empty spaces unclaimed by anyone? I left them unpainted in here.
-What is the big stripe separating hobbitland from the east? Is it something named, or is it just a thick painting brush?

I'll add the parallels and meridians once I add the names and solve everything in here. Also, any suggestion will be appreciated.
>>85239803
Nice, wish you the best of luck.
>>
>>85246194
PIAINT NET ANON YOURE BACK!!!

The low effort option is to do flying and underground places as a transparent layer.

Alternatively 2 separate maps for flying stuff and underground. Like how some nations have most their territory underground
>>
>>85246194
damn you're quick
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>>85246194
shouldn't the nature around Azan be part of it, as it's technically the same Empire?
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>>85246337
Not him, I'm map anon, the one who did other maps. I took over the political map, since it was untouched for a long time.

>Alternatively 2 separate maps for flying and underground
The underground is already done. The flying map could be interesting, but I feel there's not enough stuff up there.

>>85246410
Thanks.

>>85246419
I'm updating it from >>85181070 this, so I'm going to slowly chisel it until it's done. What areas are exactly under Azan?
>>
I suggest that the setting be kept broadly at a 16th and 15th Century level of tech. That way you get galleons and other vessels readily usable by pirates but armor and Knights are still a thing.

With outliers being the exception not the rule.
>>
>>85247425
I agree. Tech-wise, the highest degree of non-magic weaponry regular people should be gunpowder stuff. Gunpowder cannons, arquebusees, explosive gunpowder barrels... Navy-wise, maybe the west has bigger and stronger ships but with less developed gunpowder weaponry and more magic, and the east is the opposite.
>>
>>85247425
The only two places that really outshine the rest of the world technologically are the ratmen of Luden (near or in the middle of an industrial revolution) and the Star People of the Desert of the Weriest (who are Roswell aliens in cowboy hats, and their tech reflects that). The Star People mostly keep to themselves, so their tech is likewise contained, but what keeps the ludenites from expanding or spreading their tech?
>>
>>85245470
I honestly like the alphabet thing. I'd say we keep it, move everything from the old one to it and archive the old one. Bestiary and Herbary should have the same layout if you ask me. Also I'd suggest we ad "habitat" and "thread level" as categories to the bestiary tables. Maybe some other categories I didn't think of aswell
>>
>>85246194
Sweet!
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>>85248511
Also a short introduction to the bestiary would be neat. Maybe someone can write one and post it in this thread. Then we add it to the wiki page.

https://crumbling-giantstep.fandom.com/wiki/Giantstep%27s_Bestiary
>>
>>85243202
>>85242492

basically an evil god convinced a group of humans into committing horrible acts (child sacrifices, and turned them into half human abominations, this evil god then gave them the ability to blend in with humanity in order to sow the seeds of evil within the nations of the world. nowadays the joos have hidden their past, tricking people into thinking that they are just another race, and that they can assimilate into the empire, but in reality, even if they think that they are good, they are naturally inclined to be deceptive (much like their real life jewish counterparts).
they are usually born somewhere between an animal and a human, but later they will be able to switch between them.

I really like this idea and I plan to turn it into a story, but if anybody has any problems with it now would be the time to tell!

the full story is going to contain a lot of imagery from Egyptian mythology, as well as the Abrahamic faiths, and later when the Jews get to azan they will give it more Greek characteristics.
I might even add some Turkish legends into the mix I really don't know yet
>>
>>85245178
well I think that the fact that you find the idea of the joos being furries to be disturbing only adds to my lore contributions.

everyone hates furries, everyone hates jews, everyone hates satanists, and everyone hates egyptians
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>>85246194
I'd suggest making the "wildlife" (I don't know how to call them) realms like the Stymphalian swamps and the Warmog forest as part of different realms when appropriate to the lore.
>>
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>>85246194
The unclaimed territory to the south east of the Gnoll Empire is I'm pretty sure just uninhabited mountains, even old ketlovia didn't extend into it but I assume it could be given to the Runaan
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>>85183724
Azan'a'Tar is my recommendation for the Dragon God King.
>>
>>85246194
>>85249450
To expand on this

>Northwest Hedge
Well, it's a big hedge, so not really claimed by anyone I guess.
>Swaying Willow Habitat
Parts of it could belong to Kalydon and Daligrad, as well as the Bayukmen.
>Dominion of the Bog Witch
It belongs ot the Bog Witch, duh. Not many people would want to claim this swampland filled with witches and monsters.
>Glass Mountains
Probably claimed by Waldemaria since it was/is the most dominant realm of that area
>Forest of the Sunflowers and Fairy Woods
Probably unclaimed
>Zyla Gora
Inhabited by various human tribes
>Platanus Bog
Eastern part of it could be inhabited by various human tribes (like Zyla Gora), western part could belong to the Bayukmen, or atleast parts of it.
>Breaches and Cursed Battlefield
Obviously uninhabited and/or overrun by demons
>Republic of the Abandoned Automata
Sounds uninhabited, but it's a republic so I'm assuming it's its own political entity
>Valley of the Fallen Giants
Snoloths too lazy to claim it and its neighbors are territorial/bound to one specific place (Bog Witch, Succubi etc) so probably uninhabited)
>Ogabo Desert and Kinga Badlands
Inhabited by a bunch of tribes
>Mountain Range north of hordes
It's home to the Clockwork Castle, but apart from it probably uninhabited
>Giant Handprint Desert
Uninhabited/Unclaimed
>Kingdom of Fit and Ness and Glutton Island
Uninhabited/Unclaimed
>Swamp of Sadness, Bog of Eternal Stench, Fungest
Uninhabited/Unclaimed apart from maybe for some northern parts of Fungest (by Zylan Goran tribes). Maybe the mushroom folk have their own realms there?
>Sleep Poppy Fields
Uh.... Florinth maybe? It could act as the countryside of Florinth, or maybe a sparsely populated land that's only Florinth by name
>Drowchont and Faarowt
Bunch of Druid clans
>Urine Woods
Grobianismus I guess
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>>85250874
>Old Nogar
Bunch of ruins, disputed between Nogar and Gnolls?
>Mountains of Ooze
Probably uninhabited/unclaimed
>Ruins of the Merfolk Empire
It makes no sense as to why neighboring nations wouldn't want to claim the former Merfolk Empire lands desu, so split between Seagard, Anchovia and Leng
>Harmony Goddess Jungle
Mantained/kept by their priesthood I guess
>Green Oak Forest
Claimed by marquisates/Avangar/Princedom with woodcutter cities paying tributes as per lore
>Forest of Getting Lost
Probably unclaimed/uninhabited apart from perhaps the eastern edge that's claimed by Gnoll
>Shelkividur and Ashen Shore
Claimed/owned between Princedom, Kingdom of Crimson Queen and Copper
>Zemyland Glaciers
Unclaimed probably
>Tower of Insanity
Pretty sure that it's part of Avangar, per lore. Also, should vassals be under their Kingdom in the political map or should all share a distinct colour?
>Terrania Free Holds
Possibly unclaimed? Dunno
>Eldritch Jungle
duh
>Strange Meadows
Claimed by Gilgemash and the Moonlight Shores. Rosmarinus Estate should also belong to the Moonlight Shores
>Maneater Islands
Lots of different ruling people
>Zulutaur Steppes and Mona Ki Ngic Xica Savvanah
Ruled by a bunch of zulutaur tribes/chiefdoms
>Ettin Range
Claimed by Gilgemash and the southern hordes
>Kresteneg Breeding Grounds
I think they are supposed to be their own thing?
>Golden Hills
Disputed status
>Jibaro/Hasteria/Stymphalian Swamps
Provinces/parts of Azan
>Big Rock Candy Mountains, Wailing Desert, Joois, Troll Habitats around Pharoth
no idea
>Great Magpie Nest lands
It's said that some people do live there, although it's unknown to whom they are under
>Land of Storms
Probably owned by some Drow state
>Purple Shell Coast and Kinh Hee Palm Grove
I think they are either under the Lotus Congregation or unclaimed
>Calcrabian Mountains
Various hobbit clans
>Cocoon Islands
Unclaimed
>>
Do we have some expanded lore on the eldritch jungle?
Or its just a place where a large amount weird, macabre, and horrific beasties live?
>>
>>85239803
just lost all my progress on this because my computer froze
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>>85251736
F
>>
>>85251736
I feel you brother
>>
>>85250752
Can I use my Veto on this? Why don't we just call him John.
>>
What creatures are still missing from the Bestiary? Currently we have:
1 A
1.1 Ashen Hydra
1.2 Agricultural Behemoth
2 B
2.1 Basiliosaurus
2.2 Bile Flies
2.3 Bile Mosquitoes
2.4 Black Bile Moray
2.5 Bog Lamprey
3 C
3.1 Craggian Simian
3.2 Coloss-Lion
3.3 Catfish Mermaid
3.4 Crystalid
4 D
4.1 Death Blossoms
4.2 Digging Tauros
4.3 Direnewt
5 E
6 F
6.1 Floatox
6.2 Fleshox
7 G
7.1 Giant Sandworm
7.2 Grunadont
7.3 Giant Magpie
7.4 Great Pincering Squid
7.5 Garl
8 H
8.1 Hagsfiend
9 I
10 J
10.1 Jögnirov Sea Snake
11 K
11.1 Kangwhall
11.2 Kayran
11.3 Knife Fish
12 L
12.1 Lemmite
12.2 Little Leviathan
12.3 Lhaza Tiger
12.4 Leap Leeches
12.5 Bog Lurker
12.6 Lindwurm
13 M
13.1 Maggot Leeches
14 N
14.1 Northern Groper
15 O
15.1 Owlintis
16 P
16.1 Pippy Rabbit
16.2 Pirahgator
17 Q
18 R
18.1 Rideable Spider
18.2 Ravedary
18.3 Riverbull
19 S
19.1 Star Cow
19.2 Spider Monkey
19.3 Stymphalian Bird
19.4 Spider Goat
19.5 Silk Pig
19.6 Scourge of the Seven Seas
19.7 Swamp Serpent
20 T
20.1 Tongue Beetle
20.2 Thanedd
20.3 Tortoplodon
21 U
22 V
22.1 Venom Baboom
23 W
23.1 War Whale
23.2 Will-o-Wisp
23.3 Wyrm
24 X
25 Y
25.1 Yellow Bile Fish
26 Z
26.1 Zemylanian Wooly Centipede
26.2 Zemylanian Wooly Rhinobeetle
>>
>>85250752
Whatever, I didn't bother naming him because if there is 1 of a thing would it have a name?

>>85252046
Gay, John? Really?
>>
>>85251399
We have some creatures like the Spider Gorilla
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>>85252096
I also suggested Wooly Scorpions a while back but idk if people liked that or not
>>
>>85252124
What's wrong with John?
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>>85252149
Personally I feel like it kills the norse vibe
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>>85252182
But there are already wooly beetles and centipedes
>>
I love this kek, when do we playtest it
>>
CHILDREN ARE BORN WITH BUTTERFLY WINGS
THEY LOSE THEM ONCE THEY ENGAGE IN COITUS
IT SIGNIFIES THE LOSS OF INNOCENCE
NO, I WILL NOT EXPLAIN FURTHER
I AM SHOUTING
>>
>>85181070
>Drow
>Gnolls
>Hobbits
You fags are so uncreative
>>
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The regions of the Kingdom of Lorient

The Kingdom of Lorient is a realm divided by various lands occupied by a variety of nobility, all united as vassals to the king.


Oriant - Capital city of Lorient. Founded by King Lovis as a permanent place to hold court. (Enter the text already on the wiki)
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>>85253644
Crownlands:

Lorianne - The Lorianne coast has long been the Heartland of Lorientain culture. The sailors of Lorianne is seen as reliable, and the boats made from the trees here the best in the land. Loriannean nobles are especially concerned with manners and honor, even compared to other Lorientain, and the shores of dragons eye lake is the site of many a duel. Especially famous is the day of blood, where after a particulary incident-filled party on Oriant led to 30 duels were fought on the same day, in very close proximity. Royal cavalry almost intervened and attacked the young nobles, thinking the commotion was a rebellion of some sort.

Quvais - Southernmost of the Crownlands, Quvais is known for its strong wines, often exported to the capital or to foreign lands, being enjoyed even in the Azani court and being seen as prized loot among the orcs to the east. The local people are known as tranquil and good-natured people, though a little slow and stubborn. Among more restless youths, nobles sons or others dreaming of adventure, it it an old tradition to sail south to the Troll Tooth Peninsula to go troll-hunting. Those able to kill a troll and bring back its head, organs, and blood can fetch a great price selling it to local or foreign alchemists or apothecaries, these foul-tasting ingredients being renowned their superb medicinal properties.

Dame-Asaie - Dame-Asaie is named after the Lorentian name for the prophet Aza of the Azan faith. It is the site of the great Catedrale de Asaie, the centre of the Lorientain branch of the old faith. Here was declared the proclamation of the honour of the dame, where the new azan faith was declared heresy and forbidden within the borders of the kingdom. After the bloody civil war that followed, and diplomatic disputes with the Azan empire almost leading to war, this was somewhat mitigated. Nowadays New Faith believers are allowed in the kingdom, but not able to build temples, and are viewed with suspicion.
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>>85253610
These were posted during the first posts of the first thread though. With potentially a hundred people contributing their own nation/states some are bound to lack in originality
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>>85253676
Vrainaint: The Peninsula to the north of the kingdom, this area has a large amount of contact with the Lemon Kingsom, Nasr and Azhar Nar.
Lordship of Vrainaint - While nominally suzerain of the entirety of Vrainant, the lordship is in actuality quite small and weak, with many greater nobles in the area having more power, and swearing fealty to the king directly. The area is rocky and forested, and is a popular hunting destination for even the royal family.
Arch-Duchy of Gurelle - With its large fields and impressive coastline, Gurelle is the most powerful vassal in Vrainaint, if not the entire realm. Honorable, stubborn and vain, the people and nobility of this area are both staunch traditionalists yet quite fashionable. The castle Ashrock is the ancestral home of the ruling arch-dukes, wherefrom they plan cunning political schemes or splendid balls. When the new faith arrived in Lorient, it is said that the Gurellais were its staunchest opponents and valuable allies to the king, in contrast to their normal resisting of central authority.
Duchy of Saint-Herom - Saint-Herom is named after Mont Saint-Herom, a mountain with a clear spring, said to have healing properties after a supposed miracle. St. Herom once was given its water from helpful villagers after he had wandered in the wilderness seeking enlightenment. As a thank you, the story says he blessed the source of the water. Drinking it later, the sick of the village were all cured.
Barony of Frént: sitting at the edge of Vrainent the Fréntish are avid fishermen and like many coastal Lorentains, good sailors.
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>>85253703
The isles: The far western part of the kingdom, the isles stand as the first line of defence for the kingdom against threats on the high seas.

Saintstear - This is the smallest of the isles, and also the one with the longest history. It is said that ruins from both the Dragon empire, and old elven settlements can be found amongst rocky coves and buried under century-old quarries.
Greenpearl - A beautiful isle with pleasant grass, filled with pear trees, the harsh storms of the sea never seem to disrupt the natural splendor of the Island. Pear brandy and fish, as well as well-crafted fruits are the main products of the island.
Whiteshield - The Southernmost of the isles it is named for the whitish rock cliffs and beaches, and it's shape. Being the island farthest from the mainland, the culture has somewhat shifted, both from foreign sailships sometimes staying at port Boulen to sell goods and stay for storms, but also from its insular nature. Compared to other Lorientains they speak in an old-fashioned dialect combined with unique words not found anywhere else, causing them to be seen as exotic. Pedin Deroch, lord of Whiteshield is often the subject of jokes and gossip in Oriant, while Gilas, Baronette-mayor of Boulen, is a more fashioned man, spending more time on the mainland than at home, leaving rulership of the city to local administrators. The island is also home to a sizeable military garrison and light warships, operating out of Boulen and more southern solwatch, being important in combating piracy in the area.
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>>85253739
Glorenaise: The Glorenaise peninsula is sunny and pleasant, with beautiful beaches and green hills. The area is littered with mansions serving as holiday homes for the richest of nobles.

Principality of Glorenze - The Principality of Glorenze is a land centred around the city of the same name, the city of Glorenze itself is often held to be the most beautiful city in the kingdom, rivaling even Oriant herself. The grand spires, magnificent cathedrals and narrow streets has been a muse to many a poet, and bear witness to vast wealth. The city used to be a trading hub, before being replaced by Gleçon. Now, while not as rich as it used to be, the city remains relevant by its masterwork artisanry and manufacture of luxury goods.
Duchy of Dumezia - Dumezia is said to be a producer of the best olives in the world, and have a large wine industry. Dumezia is also notable for the chapel of St. Gueron, a holy site and a popular destination for pilgrims.
Free city of Gleçon - Gleçon is a colourful city on the tip of Glorenaise, with wealth compared to even the capital Oriant. This is because of two factors. Firstly, the traders from far away stop here on their journey, and goods from all the world can be bought or sold here, and of course taxed. Secondly, there is the local plant life, specifically pepperbush. This bush produces the special red pepperberries, that which when dried produce a spicy, peppery and floral taste, a favourite for stews, meat and mulled wines. Gleçons placement only adds to the ease of selling these berries, and the cities many merchant clans battle for control over the lucrative fields.
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>>85253757
Ouestain: The easternmost region of Lorient, Ouestain is the poorest region, containg mostly great fields of barley, rolling hills and poor grassland. Ouestain is mostly known for their fearsome warriors, having been the fervent defenders of the kingdom against the ravaging orcs to the east and being known as the most reliable regiments when fighting other foes.

Eststeppes - The great Eststeppes region is home to many a petty lord, styling themselves as men of class and taste while their peasants are poor, and mansions run down.
Knights of the white rose - The knights of the white rose is a militant order of knights, sworn to eternal service to the king and his realm. Defending the borderlands from orcs, it is every rose-knights dream to kill a fabled Orc king, or even better, to be the one to set fire to their devilish "Shouting House." The knights are a common place for Lorentain nobility to send younger sons, and many Commanders of the order have been of even royal blood. While the knights have been given
tracts of land as gifts from the crown, they mainly operate out of the Citadel of Blancean, a grand fortress constructed both to withstand any attack, but also to house the training grounds and mass halls churches for the knights to use.
Marquisate of Punnoré - Deep south of Ouestain, Punnoré is a last Bastion of civilization before entering the lawless knightlands. While sometimes fighting the orcs to the east or bandits from the south, the Marquisate used to be a place of little action og value, with the Marquises and local barons finding the court of the king or battlefields to the north a more fitting home. After the Golden Skulls settled to the south however, things changed. A new semi-state, founded by warriors non the less bordering the kingdom has made Punnoré a new important centre of Lorientain military, and large resources are being spent on strenghtening and rebuilding neglected forts, and stationing soldiers at the borders.
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>>85251399
There are mentions of the jungle in other places' lore.
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>>85253801
Gasquinais - Gasquinais is lost land. Once an integral part of the kingdom, beautiful and rich, is now in the hands of the orcs of Ingurland. At least that is what is claimed among the nostalgic nobility. In truth Gasquinais was a rundown, impoverished land far from it's old glory long before the orcish conquest. Yet, many a crusade has been launched to reclaim this lost land, only for the gains to be short-lived. Many believe that for the region to be truly retaken, a complete eradication of the westernmost of the orcs is required
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>>85253822
Lemon Kingdom: Limonaint is a vassal state of Lorient, ruled by the Crown prince in his fathers stead. It is reknown for its beautiful lemon orchards, from which the nickname comes and culinary skill. While the kings in Oriant often try to limit the autonomy of the region, this is staunchly opposed not only by local lords but also by Lorientain nobility. This is because they believe that any infringement on the rights of Limonaint might soon be used to limit their ancient rights as well.

Limonaint proper - the region once holding the duchy of Limonaint, and the place of the founding of the kingdom. The bountiful citrus trees of the region, particularly the lemons are famed throughout the world.
Satrapy of Ganex - Ganex is far to the north of the Kingdom, and as far north as the power of the kings of Lorient reaches. The culture is close to Nasr, and as the lord here holds the title of Satrap, he is afforded much a greater amount of autonomy, even compared to the rest of the Lemon Kingdom. Herbs and spices are grown here, which feature heavily in the local cuisine. The northern border is fortified with grand castles manned by men swordn to the king. This is both to defend the area in case of war with the north, they are also convenient for making sure that the satrap gets no ideas of betraying the kingdom seeking independence or of defecting to Nasr.
Southern Marches - The Southern Marches serve as the northern front against the orcs, and guarding the border with the trolls.
Durat - South in the kingdom, at the foot of the mountains lay the land of Durat. A site of great mines bringing metal to all of Lorient, the land is filled with miner clans and petty nobles. The clans of Durat are staunchly traditional and has resisted Lorientain authority for a long time. Their unofficial leader, the duke of Adure is even rumoured to conspire to take the throne of the Lemon Kingdom for himself.
>>
does anyone know what the lore was for Gilgemash?
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>>85253869
Apologies for the poorly formatting of the lore dump, I've had the map sitting for a little while and wanted to post it.
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>>85252096
I think there have been mentions of big domestic worms as cattle. I'm not sure where.
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>>85252789
the rhino beetles fill the wooly rhino niche and the centipedes the smilodon one. there's no place for another aphex predator and a centipede isn't linked to hot climate the same way a scorpion is
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>>85253905
It's sitting out there waiting to be filled
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>>85254804
So if the roles of the predators are filled, what are their prey?
>>
Ok, so the political map continues. I had an idea to simplify the political map.

Seeing as it should be only about nations, confederations and similar entities, I think we should leave the natural spacies unclaimed blank, and areas claimed and/or disputed marked with a diagonal patter. Here's how it would go. What do you think? What areas are fully natural and thus can be blanked on the map?
>>
How long does each race live in this setting?
>>
We could also make a map outlining the different "races" of each nation, not like a demographics map but one that shows the "main" race of each state
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What are some powerful (magical) artifacts in this setting?
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>>85258693
We need a list of races before that.
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>>85258825
Why don't you start making one?
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>>85258825
Taking it nation by nation seems more practical than just listing every race that exists
>>
So are the Sleepy Poppy Fields part of Florinth? Or are they unclaimed? I assume they are at least claimed by Florinth since otherwise Lucy's Land lore is incorrect. Also, if the poppy fields make you fall asleep, how does Florinth connect with the rest of the world?
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>>85251736
I have decided to restart my project from scratch (or well all the tools I have left)
but I'm also going to implement an idea.
I will be cataloging my entire process.
I am doing this for a few reasons:
first. At the end of this I plan to wright it into a paper and that paper will be written into the lore as a scholarly research paper. that way, if the map is changed, the map will still be part of the lore as no researcher could be 100% correct all the time. doing this allows me to contribute a significant amount of trivia while also being flexible enough to avoid limiting anybody else's lore contributions
second. by cataloging the entire process I negate any major losses of valuable time, lore, and ideas.
third. by explaining my creative process I plan to create some space to help teach(and be taught by) fellow contributors on the technical aspects of creating things such as maps and art.
fourth. by giving the community real time updates will allow me to address any concerns that my fellow contributors may find along the way and seek to find a best, most accurate map of the world of giantstep.
and so without further ado, part 1:

the first thing that I need to classify is the base heat on the map.
as I am sure you all learned in elementary school, places closer to the Equator are more tropical. This world seems to have the Equator situated at the southern boarder of the land, but with a slight askew.
since it could be purely my imagination I am going to make both just to see what it looks like.

figure 1 is a base layer I added containing the biomes using the askew model, this way I can just render the water on top of the base layer and not have to worry about ruining the coastlines.
figure 2 is the askew base layer with the original political map rendered transparently on top so you can see how it lines up with the countries.
figure 3 is the same thing but with a flat model

which one's best?
flat one makes more sense but askew one fits better
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>>85259258
>this world seems to have the Equator situated at the southern boarder of the land
The southeast is seemingly the hottest part of the world, it goes down in temperature the further you leave it. The coldest lands are Zemyland due to them being the closest to the northern edge. I would set the heat axis in the Sea of Bile, and everything goes colder from there, as per this map. At least that's what I did. Askew works the best for this, since once again, the hottest point of the map is the very SW edge of the map, and the coldest is the NE one.
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>>85259392
>southeast
Southwest.
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>>85259392
I just realised I said the directions backwards. SE is the hottest point and NW is the coldest.
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>>85259258
Part two:
I the images to an image earth.
figure 5 is just the skew but I replaced giantstep with earth and it really shows what I mean about how giantstep seems to be heated from the south.
in figure 4 I figured that since the earth gets warmer near the equator as apposed to the south I just divided the height of the biomap, duplicated it, and then rotated one of the duplications 180° south and flipped it.
the 6th one is just the same as the 4th one but with the straight model as apposed to the askew model
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>>85259234
Poppy fields belong to Florinth
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>>85257748
Poppy fields belong to Azan. Id' say Jibaro Wetland belong to either Azan or Gautlan (disputed)
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>>85260641
>Poppy fields belong to Azan
Azan is too far, and the fields are isolaated for any kind of azanese control.
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>>85260682
I meant Florinth. Still, how do the Florinthians resist the effect of the poppies?
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>>85260641
>Jibaro Wetland
Those are empty due to the sirens.
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>>85260641
>Poppy fields belong to Azan
Nope they are part of Florinth. It was stated in the original post
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>>85260860

>>85260739
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>>85259234
There's a save pasageway to the east and I'd guess Florinthians have developed some method to protect themselves against the effect since they use the flowers to produce perfume
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>>85257748
Check my posts to see possible disputes/claims of "nature" lands

>>85251239
>>85250874
>>
>>85260881
Oh, sorry I missed that
>>
Ok, so I've changing up some things to the Political map. I'm going to leave blank areas which have little to no clear organization (strong and organized tribes around the land being the bare minimum), and thus focus on the actual countries. Plus the land quarrels between states. Any things/suggestions you want to point out, feel free to do so.
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>>85261116
*strong, organised and sedentary
>>
Lucy's Land has the best lore
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>>85258693
Let me help with that.

>Scimitaria

Isle of Wizards, Terusia (although they have lots of non-humans), Red Lotus Congregation, Chrysovica, Aurous Mountains, Calcabra, Arangea, Bumi Blesirya, Blesire States, Last Remnants, Terpsythea, Moreelse and the Triarchy are Human.

Orc'Eire are Orcs, Drow city-states are Drow, Kinnog Jungle is mixed, Calcabran Mountains are Hobbits, SonQo temples are corrupted humans with some dwarves Sea Elves are Sea Elves. Scarred Phantoms are probably not one specific race, but given the nearby countries' demographics I'd wager it's majority human.

(I've gone with the assumption that Amazons are just a different "breed" of humans)

>Northwest

Waldemaria, Zapalovah, Mossovoy, Land of Windmills. Laurentian Forts, Baalps and Felovik are Humans.

Redwall are ratpeople (?), Elfwood are wood elves, Manogre Princedoms are Ogres, Harpies Peak has humans and hobgoblins, Land of the fake Humans are hobbit/ogre mix, Hobbits are Hobbits, Gnomes are Gnomes, Brownies are Brownies, Mastodon Isles are Mastodons, Evergreen Pastures are humans, She-eep and Gibberlings, Fairy Woods are fairies, Sunflower Forest is Sunflower Dryads.

>Southwest

Azan, Kalydon, Daligrad, Azhan Nar, Nasr Satrapies, Furlaniya, Lorient, Oront and Limontaint, Maneater Islands, Ogchuk Fiefdoms, Golden Skulls Knightlands, Changrila, Golden Hills, Hasteria, and Great Magpie Nest are Humans.

Gautlan are Dwarves, Joois Clans/Wailing Desert (?) are Joos, Jibaro Wetlands are Jibaro Sirens, Aelar'Ra are former slaves so I assume they are mixed, Oroma Islands are Magma Dragons, Breaches are succubi/demons, Civilized Trolls are Trolls, Ingurland are orcs and the Troll Habitat north of the Golden Hills are Trolls.

Stymphalian Swamps and Warmog Forest are just nature lands, I assume the Big Rock Candy Mountains too.
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>>85261116
>Should we make vassals a similar color to their ruling states? A lot of nations on here are vassals to other nations

>>85259575
Don't forget some areas are unnaturally cold

>>85253905
Gilgemash lore just references another thread, but the thread in question is mostly a mess of bickering and trolling, with little actual lore except a list of mythological creatures

>>85250874
Fit and Ness, Glutton Island - inhabited by individuals lured in by these region's all powerful gods
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>>85261897
I also forgot to mention Asvaran and Dsvyrth, those are human too. Sniden is mostly humans with caterpillar-people (their elite?). Kresteneg Breeding Grounds are Kresteneg, but unsure if they should count as sentient.

>South

Ortuga, Hornkap, Kinalonga, Terrania Freehold, Mona Ki Ngi Xica Savannah, Bakir Sahabarahadad Sultanate, Chakobsa, Jeraxih Tribes, Blind Bastard's Domain, Nosso Lar, Mumak Mahudom and Gilgemash are Humans.

Usul are vampires, Neuugs are wood-people, Moonlight Shores/Rosmarinus Estate and Misty Isle are Mistfolk (elven-like people?), Zulutaur Steppers are Zulutaurs, Badgassi Mara Honi are "honey badger people" (don't know that means, but I assume non human), Land of the Star People are Meteoritemen, Moreaux is mixed.

Eldritch Jungle, Ettin Range, Strange Meadows are uninhabited/nature lands.

>Southeast

Nogar, Otamlar, Tenzin and the Dual Kingdom of Voita-Magash are Humans. Lotus Island and the Land of the lord descended from the sky are unknown, but it's safe to assume it's mostly human guessing from the surrounding lands.

Squid Peninsula is ant/termite things (are they sentient?), Hogmen Isle is Hogmen, Great Ra'aga is crab-people and some human overlords, Land of the Changing Waters is frog-people, Okhost Islands are skeleton priests/undead, Gnoll Empire are Gnolls, Ketlovia and Setlovia are werewolves, Runaan Land are Runaan, Vodyanik Lands are Vodyanik, Cowmen Grasslands are Cowmen.

>Smallstep and Zemyland

Smallstep is entirely human, except for an area that's majority Ogres and the Blackstone Islands whose main inhabitants are prisoners (mostly human) and demon-like Wardens.

Tower of Insanity island is uninhabited.

Alltaf Tribes, Kingdom of Copper/Silver/Gold/Crimson Queen, Platinum Princedom, Realms of Rust, Kentgorod and Corteau Canyon are humans.

Rognarey is Valkyries (do they count as humans?), Aine Saevherne is Aine Saevherne (Snow Elves), Biblion is Librarianfolk (are they human?) and Owlmen.
>>
>>85262040
Pondling Islands are Pondlings and Ashen Shore/Shelkividur are nature lands. United Nomads of Hyperborea are also humans.

I also forgot about the Culinary & Toxic Fungest (Mushroomites and Root Dwarves), Bayukmen, Zyla Gora, Island of the Volcano God (Humans), Platanus Bog (humans and wisplings), Zorya (uninhabited) and the Crag (home to some monkeys but I doubt those are sentient).

>Druidlands and Far East

Florinth/Sleep Poppy Fields, Golden Sea of Wheat, Faarowt, Kingdom of Tarot, Elanxa, Harmony Goddess' Realm, Grobianismus, Kokaine, Seagard, Lucy's Land, Scatology Wizards, Gor'Goleth, Drowchont, Anchovia, Kowloon, Lunatik Nine, Chill Steppe, Astromancers, Ruins of Merfolk Empire and Leng are humans.

Luden are ratfolk, Sealed Grove is facedancers, Cloaked Kingdom is unknown (humans, maybe?), Lumberling Grove is Lumberlings, Bladegrass Lake/Extended area is home to Kayakeer dwarf tribes.

Thornwood, Forset of Getting Lost, Dia'ul, Urine woods, Swamp of Sadness, Bog of Eternal Stench are nature lands. I have no idea about Frostlands of Khelek.

>Middle

Aquilea, Ogabo Desert, Kinga Badlands, Urgun Plateau, Bhakkari Tribelands, Hordes are Humans.

Witchelven Empire are Witch Elves, Breaches are demons/succubi, Giant Handprint Desert is uninhabited, Dominion of the Bog Witch is mixed, Republic of the Abandoned Automata are golems, Seguerial Hordas are ratpeople, Cursed Battlefield are undead, Snoloth are Snoloths, Eternal Holy city is Gnolls/Ogres.

Valley of the Fallen Giants is nature land.

Oof, I think that's all. Let me know if I missed anything/got anything wrong.
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>>85262040
>Squid Peninsula is ant/termite things (are they sentient?)
No, they are just hyper voracious animals. Intelligent as far as animals are concerned, but they are not sentient.
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>>85261792
Yes it does.
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Alright gonna write some Bumi lore tomorrow, I think I'm going to turn them into some religious moonfolk
>>
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>>85257748
>nations, confederations and similar entities
so factions? if it's factions you're looking for I would structure it similar to this apolitical map.
most common political map is really just the claims which have international gained recognition, so for this we would probably have to pick a nation, and see what factions are recognized. depending on what we pick some things might not even appear on the map, like lucy's land or the golden hills.
>What areas are fully natural and thus can be blanked on the map?
well again I would structure it similar to pic related, it isn't as simple as claimed vs unclaimed.
there's a big problem of the lore,
it is compleately undecided if some places are claimed, unclaimed, or even controlled by any faction.
ideally it would look like pic related, however we have not finished writing all the lore here
therefore I prepose to make it a map of the discussion of the lore as apposed to the lore itself.
make a distinction between places where it is clearly defined what faction is in control of a given area and areas that are undefined

I would have the key be something like this

>defined claimed
azan, changrila, avangar, you know this one.
>defined unclaimed
eg. jibaro wetlands, great magpies nesting, thornwood etc.
would reccomend combing the wiki for this. basically anything that has written in the lore that the land is unclaimed.
>disputed
eg. golden hills, Maula, warmog forest. you've got this one
>undefined claimed
this is the one you didn't get, places which have boarders and maybe even a name or city, but then have little to no lore associated with it.
eg, land with the city of bumi on it, gilgamesh, Usul.
>undefined unclaimed
basically any remaining white space, I would include fill errors just incase.
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>>85264357
I second this notion
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>>85250752
I like it. Would it be this dragon-godking that the Tieflings consider themselves descended from/the empire named after?
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>>85265384
Azan Empire is named after Aza, their first major prophet, and Bronzar was the main god of both the old Azan/Dragon Empire, and the current Azan Empire. In the Old Faith he was increasingly dragon-like as time went on, while in the New Faith he is rarely depicted visually.
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>>85260641
>Jibaro Wetland belong to either Azan or Gautlan
Jibaro Wetlands are currently unclaimed due to the lakes being infested by monsters
>>
do we have any preexisting lore on where warm and cold winds come from?
need it for my climate map
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>>85267007
I don't think so
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>>85267007
I proposed long ago that the winds would come from the east and move westwards. Since the world is one step of a stair, the winds and the sea waters would come from one edge and be swallowed by the other (which fits, since in the western edge there's the Nothingness).
>>
>The Changrila wiki page has both changrila, changri-la and shangri-la at the same time
Which one is it??
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>>85268559
Depends on regional dialect
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>>85268559
shangri-la in the west of the country

changrila according to foreigners

changri-la according to the rest
>>
Map anon here. I'm halfway there putting names and changing some places. A couple more doubts I had while making the map.

-Who owns the Black Prision Islands in the middle of the Platinum strait?
-Do the Collapsed Realms of Rust have any lore whatsoever?
-Glutton Island needs more lore desperately. Either that or add its lore to the wiki, I don't know whether people even live there.
-So is it Moreelese or Moreelse?
-Do the Troll Wastes north of Furlaniya count as a country?
-Do we count the Jeraxih Tribes as a country? They are just nomadic tribes.
-So is the Rosmarinus Estate part of the Moonlight Shores States?
-I'm just assuming there are small towns in the Strange Meadows, but nothing more complex, at least according to its lore (someone must be herding the Silk Pigs).
-Likewise, there must be population in the magpie's lands, since they have underground burrows and fortresses to protect themselves from the birds.

>>85264357
I like the idea of this map, but for now I want to finish this. If it's an independent country, even if it's a vassal, it's put there as its own thing, and if it's a province/colony/other, it's added to the mother country (btw, if I have missed some, please feel free to point them out, people). And also, many areas still have very little lore, so I don't want to jump the gun beforehand.

Also, I'd really love to make more flags/shields for each of the big countries, at the very least.
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>>85271270
Looking great!
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>>85271270
Small issue here. The central island is all the giant maw itself. The city of tents is around the lake.
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>>85271270
>Who owns the Black Prision Islands in the middle of the Platinum strait?
Pretty sure they're self governed or atleast autonomous enough
>Do the Collapsed Realms of Rust have any lore whatsoever?
Nah
>So is it Moreelese or Moreelse
Moreelse
>So is the Rosmarinus Estate part of the Moonlight Shores States
I'm pretty sure it was intended as such

Also, who occupied the lands of the demonic breaches before those appeared?
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>>85271270
land around corteau canyon should be Nerim tribes
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>>85271342
Oh, ok, I hought it was the other way around. Thanks.

>>85271387
I'm only adding it to the political map in cases that are at least sedentary. Speaking of which, are the Rognarey sedentary and the tribes in the Ogabo Desert sedentary?

>>85271349
>Also, who occupied the lands of the demonic breaches before those appeared?
No idea, but are the demons civilised, or are they just demonic monsters?
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>>85271516
I'll let the author of the witch elves/breaches come up with this, but I think it'd make sense that the demonic breaches would belong to Changrila/Witch Elves before being "occupied"
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>>85266941
>Jibaro Wetlands are currently unclaimed due to the lakes being infested by monsters
It is actually claimed by Azan

>>85271270
>Do the Collapsed Realms of Rust have any lore whatsoever?
It is on my do-to list, but for the purposes of this map it is largely abandoned, but sometimes patrolled by the Kingdom of Gold
>Glutton Island needs more lore desperately. Either that or add its lore to the wiki, I don't know whether people even live there.
According to discussions a while back, the Glutton God sometimes lets followers in

A few more notes:
- Troll Wastes doesn't have its own government, it is a mix of small states loyal to either Furlaniya or Azan
-Scatology Wizards are probably associated with Grobianismus, I plan on lumping together (along with Urine Woods) if I ever get around to writing for that area
- Swaying Meadows as no government or population I am aware of

>>85271565
Lustrus - entirely witch-elven
Gomorrah - mostly witch-elven, plus some territory from other neighboring nations, plus likely a lost Azan province south of Hasteria
Sodomia - mostly witch-elven, plus some territory of the now lost twin cities
>>
What are the most interesting places in the world without any lore?

I'll start

>Gvilderstaaten
>>
We need to start writing down the chronology in a more concise way. I propose we use an abbreviation like AL (after landing) or whatever, to note the starting point of an event or something so we can easily keep up with the fall of empires and stuff
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>>85272942
I think the battle that created the Cursed Battlefield would be a great axis point for the chronology. But we still don't know what was the battle about...
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>>85273301
It was a big battle (probably many battles) between the Azan/Dragon Empire and the Khenomeric Empire

>>85272942
so far most dates have just been given a x years ago, it may be easiest just to stick with that for now
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>>85273511
I know, but whatever happened there left an area of the world bigger than many nations utterly ruined, toxic and filled with the dead and the damned. From what I read, only a single necromancer lives there. Something big MUST have happened.
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>>85273511
could've had Chalgrila in there too, this worlds version of the Battle of Five Armies
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>>85273627
>Chalgrila
It would have been before Changrilanese independence, and I'm not sure if the Kheromenic empire had fallen before that.

We REALLY need a chronology.
>>
For a Chronology to make sense, we need to set a couple of things in stone:
-The Creation of the World: The world is a stepladder, right? When was it created? When did the major iants go through it? Did they all go, or are they still coming?
-The Creation of the Gods.
-The Creation of other mighty beings: Minor giants, dragons, monsters, the leviathan that created the Sea of Bile.
-The origin of the sentient species and their spread throughout the world.
-The first nations appear
-The empires grow, clash and burn.
-The newer nations start appearing.
-Current day

Also, we'd need to figure out when were the breaches open, and some other stuff.
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new bread here

>>85273765
>>85273765
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>>85268136
the problem with that is that if we based our model off that then the climate map would look different to the preexisting lore



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