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File: Christmas Gnoll.jpg (118 KB, 516x660)
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>Thread Question: What are some major festivities in this setting?
>Thread task: Help with the calendar and the organization of time
>Another thread task: Expand and improve the Herbarium and Bestiary in the wiki

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

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

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

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

Previous thread
>>87072460
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>>87171719
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>>87171726
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>>87171732
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>>87171739
1 - https://suptg.thisisnotatrueending.com/archive/2022/84774616/
2 - https://suptg.thisisnotatrueending.com/archive/2022/84847594/
3 - https://suptg.thisisnotatrueending.com/archive/2022/84864673/
4 - https://suptg.thisisnotatrueending.com/archive/2022/84877899/
5 - https://suptg.thisisnotatrueending.com/archive/2022/84890048/
6 - https://suptg.thisisnotatrueending.com/archive/2022/84918731/
7 - https://suptg.thisisnotatrueending.com/archive/2022/84930206/
8 - https://suptg.thisisnotatrueending.com/archive/2022/84943450/
9 - https://suptg.thisisnotatrueending.com/archive/2022/84963046/
10 - https://suptg.thisisnotatrueending.com/archive/2022/84990296/
11 - https://suptg.thisisnotatrueending.com/archive/2022/85001905/
12 - https://suptg.thisisnotatrueending.com/archive/2022/85025361/
13 - https://suptg.thisisnotatrueending.com/archive/2022/85034498/
14 - https://suptg.thisisnotatrueending.com/archive/2022/85074457/
15 - https://suptg.thisisnotatrueending.com/archive/2022/85181021/
15#2 - https://suptg.thisisnotatrueending.com/archive/2022/85273765/
16 - https://suptg.thisisnotatrueending.com/archive/2022/85357735/
17 - https://suptg.thisisnotatrueending.com/archive/2022/85442583/
17#2 - https://suptg.thisisnotatrueending.com/archive/2022/85499731/
18 - https://suptg.thisisnotatrueending.com/archive/2022/85554910/
21 - https://suptg.thisisnotatrueending.com/archive/2022/85580942/
22 - https://suptg.thisisnotatrueending.com/archive/2022/85686282/
23 - https://suptg.thisisnotatrueending.com/archive/2022/85775039/
24 - https://suptg.thisisnotatrueending.com/archive/2022/85865971/
25 - https://suptg.thisisnotatrueending.com/archive/2022/85981957/
26 - https://suptg.thisisnotatrueending.com/archive/2022/86150840/
27 - https://suptg.thisisnotatrueending.com/archive/2022/86258892/
28 - https://suptg.thisisnotatrueending.com/archive/2022/86355397/
29 - https://suptg.thisisnotatrueending.com/archive/2022/86504173/
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>>87171753
30 - https://suptg.thisisnotatrueending.com/archive/2022/86662491/
31 - https://suptg.thisisnotatrueending.com/archive/2022/86786745/
31#2 - https://suptg.thisisnotatrueending.com/archive/2022/86924239/
32 - Someone needs to archive the last thread. >>87072460
>>
Google Doc Link for the timeline. As updated as it can be.

https://docs.google.com/spreadsheets/d/1Weiu2IWHLvwzuWaCnggBT0nYVzJvvHEeD0ec3KB16WI/edit?usp=sharing
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>>87171716
Woo new thread actually thread 37 woo
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We have some local maps yet unfinished.
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>>87174092
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what's the most important nation without any lore yet?
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>>87174203
If we're talking about the places that are still incomplete in the lore map, definitively the Gokmavi. If we're talking about places with literally nothing beside their name, Windwillow would be the place (it appears as not!redwall in >>87171719)
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>>87174203
Gökmawi.
It's even a meme how they are one of the 4 biggest nations and have 0 lore.
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>>87174248
wait, there's only one swamp/bog left?
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Continuing with the Strange Meadows.

>Society and culture
The people from Sidarí have traditionally been very isolationists, not out of a hate of the outside, but for the simple love for a simple life. The dozens of different rural towns scattered throughout the steppes spend their days working the fields, taking care of their cattle and overall enjoying a modest but honest existence. Their rudimentary economy and way of life was suddenly shook by the flood of alchemical creatures infesting the region. The years right after the release were quite hard, with many of the farmlands having to be abandoned due to the arrival of monstrous entities. Many herders lost their cattle, and had to assume tremendous losses. The only reason starvation was not widespread or catastrophic was, ironically, due to the alchemical creatures themselves, since hunting prey was immensely abundant. The locals had to quickly learn which species were edible and which ones weren’t, and also which species were more useful alive than eaten. Over time, the land recovered some sense of normalcy. Slowly but surely, the sidarians took back their farmlands, and the herds recovered their previous numbers. The sidarians managed to go back to normalcy, or as much normalcy as they could.
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>>87174815
The sidarians nowadays have adapted to the alchemical creations that roam their lands. While at first, their first response was to take them down, they eventually became aware of the value of some of them. One of the first creatures that was domesticated for their purposes was the silk pigs. The silk pigs were one of the first species that was known by the locals, considerably before the release of the other animals. It was apparently a gift from some alchemists to the local towns, trying to convince them of the advantages of alchemy and win them to their side. This animal was at first seem as an abomination, a creature so bulky, slow and unable to defend itself that it would attract all sorts of dangers to the herders that decided to take care of it. However, it proved to be quite an effective farm animal. Silk pigs could eat practically anything, they fatten quite fast and their production of silk was much appreciated during the days when the sheep’s’ numbers were dwindling, and thus the production of wool for winter clothes was in danger. Silk pigs were also much more intelligent than sheep, and with a sharper sense of smell, and were able to detect the arrival of danger much sooner. After this, the sidarians began learning about the other species that now roamed the land. The ravedaries were quickly domesticated and adopted as beasts of burden as well, and they now are a common sight on any sidarian town, alongside horses, donkeys and mules. Many other creatures were adopted and now form part of common life in Sidarí.
>>
>>87174822
This doesn’t mean that all creatures have adapted to their new way of life. Some alchemical beasts were too dangerous to be left around, and the towns organized hunting parties to kill them and stop them from hurting their charges. In this, they had the surprising help of the ettin, the giant-spawn from the mountains. While the sidarians and the ettin had had tensions in the past (ettin used to steal sheep from the herders), the ettin now were much more focused on the alchemical beasts than just the sheep. Many ettin tribes went down to the meadows to hunt the biggest and most dangerous of the monsters, and many believe this saved many towns, since the ettin took the brunt of the damage and kept the biggest animals under control. Many ettin allied themselves with the sidarian hunting parties: the sidarians would track down the beasts or serve as bait, and then the ettin would wrestle the creatures to death. The ettin would gain a great trophy to brag about back in their tribe, and the sidarians would slowly, but surely, clean up the lands from the more dangerous beasts. Many towns still has a skull pile in their town square or plaza, given to them by some ettin tribes as part of the hunt’s share. A gruesome sight for many outsiders, but a sign of friendship between the ettin and the locals.
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>>87174827
While the biggest and most dangerous critters were either killed by the ettin and the sidarians or died due to competition for the resources, this doesn’t mean the meadows are a completely safe place. Many alchemical beasts still roam the land, and they can react quite aggressively at the sight of humans, but in general, the majority of the big beasts will try to at least stay away from human settlements. The hives of zidazzi and bombus are in more danger, since the presence of honey attracts many critters, but overall, their reinforced wax walls are strong enough to keep the animals at bay. Shepherds who roam the plains have to be careful not to fall in a spider goat trap, and once one of those is discovered, it is quickly taken down by the town’s hunter guild. Since the release of the alchemical beasts, hunting has become a much more common activity in the meadows, and each town organizes its hunting parties to react quickly against any dangerous sight spotted near humans. These hunting parties also help the zidazzi and the bombus when requested, though they have their own hunting programs as well. For a region as isolated as the Strange Meadows, it has a surprising amount of gunpowder weapons. Many hunters have bought these weapons, as well as the formula for gunpowder production, to kill quickly some of the most resilient beasts. Hunters have also purchased the service of mozadizz crossbowmen to search the lands and harass the critters from the skies, though their thieving ways keep the sidarians from establishing better relations with the mothmen.
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>>87174831
Since their de facto independence from Gilgemash, the sidarians have changed quite a lot. The arrival of many traders, hunters and adventurers from the outside have shaken off the anachronistic ways of the gilgemashi. While these new visitors do not usually stay for long, their stories and tales from the outside are greatly appreciated, and that has caused the introduction of different forms of art, architecture and technology. Many sidarian towns have become important centers of trade, offering some of the cheapest silk that can be produced in the world. The success of silk pigs in the silk trade has caused many nations to put tariffs to imports of pig silk’s silk, least their own silk production go under. Many traders are trying to obtain enough silk pigs to create stable populations outside of Sidarí, but the sidarians have resisted doing so, knowing the value of their cattle. Many poachers from the outside will hunt down some critters for foreign collections, pets or for circus fights. This has turned sidarian fares very colorful affairs, with many traders from all around the world trying to get strange and unusual animals, pelts, skeletons, zidazzi and bombus honeys or silk rolls. The lands also attract many naturalists and artists, who come here to record the lives and behaviors of the strange creatures living in the meadows.
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>>87174836
The sidarians have adapted many customs from the ta’lunasir. Since the release of the alchemical beasts, the ta’lunasir had to find refuge inside of the walls of the human towns. Ever since then, the moon-elves began living more closely with the local sidarians. Many astromantic customs, like the exploration of the night sky and the celebration of moon festivities, have been adopted by the sidarians.
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>>87174276
Aren't there more swamps in Brumgull Steppes?
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More like /tg/ makes a seething
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>>87174870
Continuing with the Strange Meadows.

>Creatures
The ecosystem of Sinarí has been drastically changed by the release of the alchemical beasts. Hundreds, maybe even thousands of different species, of all sizes and behaviors, were suddenly released on the land. Some of the species released died soon after, being taken down by the bigger and more aggressive creatures. Some disappeared due to them not having enough numbers to keep a stable population. And some were driven back to extinction by the hunter parties, seen as too dangerous to be left alive. However, centuries after the original release, many species still roam the land, having become part of the natural environment. This has made the land a bizarre mix of chimerical creatures, as those seem to be the most stable animals.
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>>87177263
This has not left the previous existing population intact. The Greybeard Horse, a species of wild horse native from the Sinarí region, is believed to be practically extinct, and only certain specimens still exist in the pens of noble gilgemashi. The Blackspot Bear, a frequent sight before the alchemical release, is now confined to the Onyx Mountains, though nowadays they seem to be recovering, coming back more and more to the meadows. Many species of plants that had been devoured by the alchemical wildlife are plentiful again nowadays. The efforts of many zidazzi and bombus to keep the flower fields intact and protected from predators seem to have paid off, as many of the species of flowers and fruit trees survived the years of chaos and instability.
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>>87177279
Many alchemical species have begun to exit the confines of the Strange Meadows, expanding to other regions. The wild jungles that cover Chakobsa and the lands of the Jeraxih are seeing more and more stable populations of invasive alchemical beasts. However, the ecosystem of the rainforests seems to be more capable of resisting the arrival of these new creatures, since their predators and flora is considerably more aggressive, not to mention the hunters from the jungles receive with glee the arrival of some of these critters. A particularly notorious example is the arrival of populations of Great Pincering Squids to the Great Salt Lake, all the way in the lands of the Gökmavi. This is particularly noteworthy in that the Khaganate and the Strange Meadows have no common border, and the Great Pincering Squid is a mostly aquatic creature. It seems unreasonable that a group big enough to sustain a stable population crossed Gilgemash and established itself in the lake, so many believe the presence of Great Pincering Squids there is the result of human action.
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>>87177294
>Foreign Relations
The sidarians have preserved their more reclusive ways, but over time, they have mellowed out considerably, due to the constant trade and the arrival of foreign visitors. However, the ties between the sidarians and Gilgemash are all but broken. The decision of Gilgemash not to intervene in the territory after the alchemical release due to political infighting is still a rather sore spot for many sidarians. In their eyes, Gilgemash betrayed them and abandoned after causing the problem, and thus, they want nothing to do with them. The gilgemashi, on their part, they defend they never abandoned the province of sidarí, but rather they gifted it to the ta’lunasir, and thus they were the ones responsible of the chaos at the time. This is obviously seen with scorn by the locals, since the ta’lunasir populations living in Sidarí at the time were affected just as much as the locals. Gilgemash is still a more powerful entity than Sidarí, and thus the sidarí have to be careful how they interact with their former masters. Many gilgemashi criminals, fugitives and exiles cross the Strange Meadows seeking refuge, but they have to be careful crossing the lands. Without the locals’ knowledge of the creatures living in the region, they usually end up as a snack for the wild predators.
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>>87177311
The sidarians keep stable relatons with the States of the Moonlight Shore. The moon-elven populations in both sides stay in touch, and there’s frequent travel between the regions, especially during certain dates, celebrating astromantic festivities and ceremonies together. The Moonlight Shores also serve as the main point of contact between Sidarí and the rest of the world, since the Strange Meadows are landlocked. The sidarians and the ta’lunasir have constructed many roads to connect their lands together, though they have to be guarded by the local populations quite frequently, since predators became aware of the trade routes and have been known to attack them. The sidarians also keep good relations with the different races from the Ettin-Range. Their role during the days of chaos is greatly appreciated, and many towns still show with pride their skull towers made out of gifts from ettins. The help from the insectoid species in the mountains is remembered fondly as well, and there is frequent trade between the sidarian towns and the hives of bombus and zidazzi. In recent years, the presence of zidazzi in the region has increased, after many of them had to seek refuge from the attacks of the badgassi.
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>>87177344
The sidarians stay away from the Neegus. Whatever magics have resulted in the animated men of wood, they want nothing to do with it. And while the bombus and the zidazzi keep their distance out of a natural instinct of something being deeply wrong, the sidarians and the ta’lunasir stay away due to the tales of bloodshed and brutality coming from the region. The stories of the travelers who visited the land and were attacked by inanimate objects, or the rumors of the dreadful pirate king that rule over the land. The alchemical creatures, however, have no such compunctions, and have begun to cross the border and occupy the region, altering its habitat the same way they did to the lands of Sidarí centuries ago.
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>>87175950
which are those?
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>>87178676
The peninsula where Ingurland is.
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After all the nations are done we could write up biographies of the current or past leaders of the nations
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>Thread Question: What are some major festivities in this setting?

Well there was once a major holiday in Ketlovia but...
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>>87179476
I agree with this. I was planning of writing some characters' lore once every nation was done.

Speaking of which, once we finish we should probably check everything in depth, so as to guarantee there's no contradicting lore. Has everyone checked the google doc timeline? There are a lot of dates still missing, and also many events that do not have a particular year.
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>>87179623
Also, we have to go back to check on the previous threads to make sure we haven't missed anything. I'm sure we've not added to the wiki plenty of stuff, from images to lore.
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>>87179497
Damn, I was actually writing about a festivity before I saw this question
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Someone has to archive the last thread.
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>>87179951
Yep. The Gnoll Mercenary companies were never added and they were quite an early addition.
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>>87180541
>Gnoll Mercenary companies
Which ones? Outside of the Drunigzar's Gnoll Corps, I don't remember when they were discussed. Which thread was that?
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It's been a while since I made some critters. Here are some for the Strange Meadows.

>Roach Roachers
Roach Roachers were designed to be pest controlls. They are the size of a small cat, but their snouts contain a very long prehensile tongue, able to fit in narrow spaces. Their insectoid legs and legs make them able to fly and to stick to the walls, giving them a great range of action. They are quite tame and easy to domesticate as well, so many have trained them to clean up termite or ant infestations. It usually finds a home in the rural towns, where pest control is quite important, and they can cover what cats cannot (roachers cover for insect plagues, cats cover for rat plagues). However, roach roachers make quite a lot of noise while eating, and that, combined with their cockroach looks, makes it very unpopular as a pet anywhere else.
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>>87180668
>Bombarabedillo
Bombarabedillos are small herbivore creatures who live around fruit trees. They climb apple and peach trees and eat their fruits. While they are in that spot, they can be very vulnerable to predators, so the bombarabedillos can curl into a ball position and fall into the ground. This allows the bombarabedillos to quickly run away from predators. If that doesn’t work, the bombarabedillos can puke a chemical concoction, spraying it everywhere, and causing an immense irritation when in contact. Once the predator is suitable distracted, bombarabedillos will hide in the tall grass or under a rock. Many farmers have to keep a good look for bombarabedillo populations, since they tend to go for crops such as carrots, pumpkins and lettuces as well. Many farm dogs have learned to startle the bombarabedillos from afar by throwing them dirt and barking at them, avoiding their range of their chemical spray. Cats have been known to tire bombarabedillos from afar, and once they are out of spray, they play with the bombarabedillos in ball mode.
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>>87180679
>Spoopus
Spoopus are small aquatic creatures that live in ponds and rivers. Being the size of a human hand, the spoopus show an astonishing degree of intelligence for their size. The spoopus are carnivores, eating small fish and frogs at the shore of rivers. However, spoopus aren’t particularly fast swimmers, so instead of chasing after them, the spoopus create underwater webs. This thread tends to float to the surface, so the spoopus will attach the foundation of the thread to rocks at the bottom, and slowly cover a portion of the river with a web. The fish, bugs and frogs that touch it will be instantly glued to it, and will either be immobilized or become to encumbered to flee. The spoopus will then move and bite them, using their melting poison to kill them and drink their fluids, since they don’t have any teeth to bite and chew. To avoid being caught by bigger predators, spoopus can walk on land for certain periods of time, though their movements on land are very sluggish. There have been plenty of registered cases where spoopus will move close to human settlements, and then act in a way that could be described as “cute” so that the people feed them. Many believe this behavior has been learned by watching dogs or cats, or by experimenting around fishermen near their hunting grounds. There have even been cases where spoopus have become domestic pets. However, touching a spoopus when the rings on their skin are glowing blue is dangerous, since that means they are ready to jump and attack, and spoopus’ bites are quite painful due to their flesh-melting poison.
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>>87180693
>Jellyspooker
Jellyspookers are some of the most dangerous creatures in the rivers of the region. They are the size of a duck, with gelatinous and translucent bodies, mostly composed of water, with many tentacles with stingers on them. Their head is slightly darker, with jaws full of teeth and a luminescent organ on their forehead. Their method of hunting is just swim around the bottom of the rivers, attracting fish and other creatures with their lantern and eating them. They can eat bigger fish with their mouth while eating the organisms from the bottom, putting them directly into their stomach. Populations of jellyspookers can grow pretty fast, and leave to regions of the river to be depopulated, and as such, fishermen will try to kill them at every opportunity.
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>>87180705
>Hornamantis
Hornamantis are small creatures that live at the bottom of rivers and ponds. They are the size of a human thumb, and form big troupes eating any organic matter that falls from above. They also prey on mollusks, breaking their shells with either their beak or their claws. For a creature that small, they show great levels of strength, and are quite capable of breaking the bones of other animals that try to prey on them. They have earned the hate of many fishermen due to them cutting down their fishing lines. Fortunately for them, hornamantis are quite delicious if cooked appropriately. Fishermen have developed traps to catch big groups of them, and bring them to the surface, where due to them being unable to breathe, they will lose most of their strength and be easier to take down.
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>>87180711
>Velvet Turtle
Velvet turtles are creatures with a particularly strange body. They have a dense shell that can reach a size of half a meter, and protects the innards and the neck of the elder turtle. However, they are able to compress themselves to an astonishing degree: their neck, full of pseudo-legs, can reach the three meters of length. They use this enormous neck to slowly climb tree trunks or rock walls, eating the fruits and leaves that would be impossible to reach otherwise. However, they are left quite vulnerable when eating, exposing most of their body outside of their shell. If they ever feel threatened, their body is capable of spewing great amounts of slime and gunk in a very short amount of time, choking the predator that tries to bite them. Farmers keep them away from their crops by making them go back to their shells, and then picking them up and moving them far away.
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>>87180730
>Erlfish
Erlfish are aquatic creatures that live near ponds and rivers. They are great swimmers, hunting down small fish and frogs, but due to their physiology, they are quite vulnerable on land. They have to balance their oversized heads by wobbling around, giving them a very uncoordinated look. They defend themselves by living in great flocks, making a great deal of noise to try to scare away possible predators. However, this tactic does not work with most predators, and thus they will try to jump to the water and swim away. If they are caught on land, they have little chances to defend themselves other than by pecking at their attacker. Local populations tend to hunt them, and some have even begun to farm them.
>>
We still haven't come up with the full roster of the Metropolia of the Azan faith, if anyone has any ideas

https://crumbling-giantstep.fandom.com/wiki/Azan_Faith#Metropolia
>>
Turns out there's a lot of Azan lore on the wiki but it's all in so called orphan pages which aren't linked to and don't link to anything. I fixed some of it, but I think that after I finish all of the miscellanous syntax and linking errors that have been bugging me for a while my next project is going to be to make the Azanese wiki structure make sense, because currently getting a complete picture is pretty hard. All of the historical pages should be at least summarized in the main article I think. Should probably also make an Azan category and cram all of it into that.

In lighter news it seems the Azanese faith currently has only 5 saints, 4 of which I came up with.
>Saint Dimmerio,
Local patron saint of Bora's Saint Dimmerio Regatta. Revered in eastern Fûrlaniya.
>Saint Hesychia,
patron of soldiers and the Terusian Isthmus, died fighting the drow. Revered in the Terusia Isthmus and the Azan Empire. See the eponymous town of Hesychia in the Terusian Isthmus.
>Saint Oderica,
patron saint of Fûrlaniya and pine forests. Feast day held on the Last Sunday before the Autumn equinox. Revered in Fûrlaniya.
>Saint Serso,
patriotic Fûrlaniyan saint executed by Changrilese troops by being tied to a burning wheel. Feast day held on the 4th Sunday after the winter solstice.
>Saint Yunnan,
patron saint of shipwrecks and puffing monkeys. Revered in Fûrlaniya, the Nasr Satrapies and Changrila.

Should be pretty easy to pad out the list a bit if anyone has any ideas.
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>>87180565
4 or 7

I remember I wrote up 4 because an snon said he'd be making Merc company emblems, but like drawfahs tend to be just dipped. Glad these cunts are getting replaced by AI.

I only remember them vaguely, but the chain dancers were neat.
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>>87183265
How many saints are needed?
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>>87174248
What's even this
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>>87184995
We're writing extensive lore for each nation. That map shows the nations that still don't have it.
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>>87185004
Tempted to write something for the Golden Sea of Wheat as the Noonwraith country ruled by a Circle of Witches. They take tributes in the form of healthy young men that they enthrall in exchange for allowing neighbouring nations to harvest the bountiful fields and offer gifts to help survive winter.

As a subversion from traditionnal "evil" witches, you could even make the male tributes happy of their services, or come back when aged (they are gifted at age 15-18 and come back aged 55 as Elder Sages).
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>>87180668
that's terrifying
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>>87183265
I'll write some, though I'm not as up to speed with azanese lore as I am with the eastern nations.

>Saint Basilius
Patron of the harvest and wine. Revered in many rural areas as a protector of the crops. Many wine barrels are branded with his markings to make the wine age more gracefully.

>Saint Comenna
Patron of teachers, researchers and book keepers. Revered by many students and people during trials. Many of the rituals dedicated to her revolve around the maintenance and copying of ancient books to keep their lore from being lost.

>Saint Lila
Patron of the unwanted jobs. It is said she protects any who dedicate their lives to tasks who noone else wants to do, blessing them with good luck and self-realization.

>Saint Ansis
Patron of merchants and bankers. In life, he was born a peasant who, through hard work and dedication, became one of the richest men in his city. During a war with the drow, he donated all his belongings and died in battle. He is now revered as an example of duty and sacrifice.

>Saint Estrela
Patron of musicians and theatres. Many theatres, circus and other buildings dedicated to public entertainment hold many statues of her.
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>>87184397
That reminds me, we still lack flags for most of the nations.
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gonna write some tuarapon lore
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which nation uses gunpowder the most?
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>>87189476
gunpowder seems pretty widespread, so it would probably be based on a mix of local availability, wealth for foreign purchasing, and need to fight
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>>87189670
>>87189476
Rule of thumb: the more magic a place has, the less gunpowder they need.
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>>87189755
Do the Gnolls have guns...?
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>>87191838
Gnolls use plenty of necromancy. Plus, most of them would have no use for gunpowder, since it's both difficult to produce and use, and they'd rather fight melee anyway.
>>
Someone needs to archive the previos thread, I don't know how to do it myself.
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>>87189755
>Rule of thumb: the more magic a place has, the less gunpowder they need.
Maybe for fey, necromancers, and such, but most humans aren't capable of magic, so there isn't any benefit for them to ignore technological advances or skimp on weaponry

I imagine in human nations, the wealthy cities have a decent amount of both, while poor backwater areas don't have the money for gunpowder, nor the money to retain magic users unless they are semi-retired or nostalgic or something
>>
Starting with the Moonlight Shores' states. Let's see how it goes.

>History
The lands around the Lake Alba are some of the most fertile lands in Sothern Giantstep. A great extension of prairies and fields of grass, perfect for the harvest of wheat, cereals, corn, mixed vegetables and olive trees. The frequent but gentle rains also allow the maintenance of a great number of cattle, capable of staying on a single place for long periods of time, moving only during summer and winter in search of untapped pastures. As such, the area has had a lot of importance for the inhabitants of the region. In particular, this region has been under the influence of Gilgemash for a long time, being its main breadbasket for many centuries. The land was divided in many different provinces, and proved to be much more cosmopolitan than the lands of Sidarí in the north. Many cities popped up around the coast and around the central lake, becoming centers of artisanal production and trade.
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>>87192247
Tensions began brewing between many of the cities of the region, however. The increasing taxes and levies for the wars between Gilgemash and the raiders from the Red Land Steppes were a growing burden, especially since the rate of taxation was higher there than in the capital and the central provinces, as well as the amount of men taken to war. Poor government and corruption made matters worse, making cities dens of crime. It all came to a sudden crash around 1.654 ABE, when a great plague ravaged the cities and towns of the provinces around Lake Alba. The spread of the infection was blindingly fast, and the disease was a quick killer, with a high rate of contagion and high mortality. This made the epidemic come and go quite fast, but by the time a cure had been discovered and the disease became under control, it had taken around two thirds of the population of the cities of the region. This caused an exodus of the people to the countryside or to the central gilgemashi provinces, worsening the matters of the abandonment of the cities.
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>>87192262
In the capital, the different faction wrestling for power used this disaster to gain more control. The alchemist faction blamed the astromantic faction of reacting late and poorly to the plague in the south, and they also argued that the discovery of the cure was a merit exclusively of their guild. The astromantic faction found itself with the task of fixing the demographic region. No matter how much land and privileges they promised people to move back to the region, many refused, still believing the lands were too dangerous for the time being. Thus, they began searching for settlers from the outside, to keep the economy of the region from total collapse. As luck would have it, they found many groups of ta’lunasir, wanderers from all around southern Giantstep, willing to settle in the region under the laws of Gilgemash. Thus, in 1.659 ABE, the King of Gilgemash accepted the petition of the moon elves to settle in gilgemashi lands, something the astromantic faction pushed hard to be done. The ta’lunasir quickly established themselves in the area, outnumbering the local human population. Many also went to the nearby regions such as Sidarí, but the majority of them settled in the abandoned cities and farmlands.
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>>87192279
The ta’lunasir quickly adjusted to their new home. The gilgemashi, expecting the new settlers to take a while to the rules of the country, mostly left them alone, just intervening enough to collect taxes and produce. As such, the moon-elves quickly transformed the culture of the region, bringing many of the customs and traditions of their kind to the land. In particular, many astromantic rites and holidays spread like wildfire throughout the region, and even some of the neighbors like Sidarí adopted them. The abandonment of the gilgemashi faiths and traditions began worrying the authorities in the capital, who argued for stricter controls and enforcement of the gilgemashi law in the provinces. The astromantic faction, however, saw the spread of the astromantic philosophy around the land as a way to increase their influence, and allowed it to spread unopposed. This was helped by the increasing old age of the king, more and more mentally weak and dependent on his councilors, who at the time were part of the astromantic faction.
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>>87192288
However a series of catastrophes would cause a domino effect in Gilgemash. The growing rumors around illicit activity from the alchemists who had settled in the province of Sidarí came to light. Around 1.694 ABE, many alchemists tried to clean the tracks of their chimerical experiments by releasing them into the wild, causing chaos in the region. The massive crisis that caused in the region, worsened by the arrival of the ettin to the lands and the refusal of many units of the army to enter the region, was the thing the astromantic faction needed to effectively destroy their competitors. But it all came crashing down on them when, in 1.695 ABE, the King of Gilgemash died of old age. In his will, it was discovered that he said that, by advise of his most loyal advisers, he left the provinces around the Lake Alba to the ta’lunasir in perpetuity.
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>>87191998
>>87171753

32 - https://suptg.thisisnotatrueending.com/archive/2022/87072460/
33 - https://suptg.thisisnotatrueending.com/archive/2022/87171716/
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>>87192303
Widespread chaos raged in the capital when that was discovered. Since it had the signing of the king, it was official and irreversible. The alchemical faction used it to accuse the astromantic faction of outright treason. The astromantic faction themselves had no idea how this had happened, or who had pushed for it. Most theories nowadays point out towards the old king, in his senility, simply took the advice from the astromancers to benefit the moon elves as much as possible to the letter, and the gifting of the land was the result. But at the time, every politician, every noble, every priest, every high merchant with their fingers in politics, everyone began accusing everyone else trying to figure out how the kingdom had just given away one of their most important provinces to some elves for nothing. This began a series of fights for power in the capital that would see the country go into a near civil war. The moon-elves themselves just stood back and watched. They were obviously grateful by the gift, but they knew that intervening in the kerfuffle in the capital would bring war in one way or another, so they just stood aside and began organizing their new country.
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>>87192305
Thanks.
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Just finished reading up all the lore on this setting after lurking since thread, can't wait to contribute
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>>87191903
Gnolls definitely fight faster as melee skirmishers and overwhelming numbers. Gunpowder wouldn't suit them except for maybe a siege they might use cannons but I think it more likely they just throw themselves at the walls World War Z style
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Has it been determined who King Halstan was and why he had a castle at the cursed battlefield? Like was he an ancient ruler of the lands nearby before the Khenomeric and Azan Empires?
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>>87192642
Then don't
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>>87193245
Maybe they use it exceptionally when they capture enemy gunpowder, in a way similar to the uruk hai blowing up helm's deep.

https://www.youtube.com/watch?v=qBiA8qaLxbI
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>>87193245
There is lore about how the gnolls fight siege warfare.

https://crumbling-giantstep.fandom.com/wiki/Gnolls_and_the_Gnoll_Empire
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>>87195141
The cursed battlefield's lore has not yet been expanded.
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Happy new year everyone!!
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Here I post the last bit of lore I write this year. I hope you all get a wonderful new year, everyone.

>>87192314
Continuing with the Moonlight Shore states.

>Society and culture
The gift of the dead King to the Ta’lunisar came as a complete surprise to the moon-elves. Since they had accepted to follow the rules and laws of Gilgemash from day one, suddenly getting total control over the region as something they did not expect. This meant that the first years of the States of the Moonlight Shores were quite confusing, having to create from scratch an administration capable enough to rule the land. Over time, they managed to organize many different states, mostly by expanding local government and taking over many gilgemashi administrative structures. Nonetheless, the moon-elves never really formed an unified state in the Moonlight Shores, being content with smaller, much easier to rule and administrate states. They are kept together by the bonds of tradition and frequent councils between the leaders of each state.
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>>87197101
there is some stuff in the battle of empires aftermath page
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>>87198787
Since the gift from the dead king, the population has become more and more predominantly ta’lunisar. Many humans had left the lands due to the fears of the plague, and the constant arrival of moon-elves to the Moonlight Shores states quickly changed the demographic composition of the region. This has left many temples and shrines dedicated to gilgemashi deities mostly abandoned due to the lack of faithful. The ta’lunisar mostly help the remaining humans maintain the shrines as a show of gratitude and due to the matters of superstition. Many moon-elves believe that’s bad luck letting sacred places rot away, even if they are not their own (this does not apply to gods or entities considered as evil or destructive). The ta’lunasir brought many of their astromantic customs to the lands, like the exploration of the night sky and the celebration of moon festivities.
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>>87198795
The economy of the region is very similar to the one before the plague. The weight of the agriculture and husbandry is still strong, with many imports to Gilgemash and the neighboring regions. Their cities also produce quite a lot of artisanal goods, but now they focus more on stuff related to astromantic pursuits. The region is still quite profitable, and thus is targeted frequently by piratic raids. The moon-elves are not protected by the gilgemashi fleet in the same way as before, and they have yet to build an effective fleet to counter the attacks from the Blind Bastard’s Domain. This has forced many of the cities to dedicate extra resources to fortify their harbors, having to protect the ships they have from being captured and used against them.
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>>87198814
Near the lake Alba, the ta’lunasir have built many great temples that double as astronomic observatories. The moon-elves have dedicated considerable efforts to their construction, bringing many astromancers from the world to oversee their construction. These temples have also become great centers of learning, pushing the development of sciences and technology. This has turned the States of the Moonlight Shore some of the most developed nations in Southern Giantstep.
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Happy new year lads
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Happy new year from Sarajevo everyone!
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>>87203733
Happy new year
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>>87203733
Happy new year!
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>>87203733
Happy new year to you as well.
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>>87179476
Or you could start working on the system. You do play games, right?
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>>87206652
The thread is called tg makes a setting. You know, the world? Not tg makes a system

You can read right?
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>>87206652
If we make a system at all, it will be the very last thing. The weight of this is in the worldbuilding.
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>>87198826
Finishing the lore of the Moonlight States.

>Foreign Relations
The ta’lunisar have developed a web of relations with many astromantic communities around the world. As the biggest community of astromancers in southern giantstep, the States of the Moonlight Shores are an important center of investigation and debate. Many astromancers from the southern nations frequently travel to the lands of the moon-elves in search of inspiration and to discuss the latest studies of the celestial bodies. Astromancy is not as widespread in the south as it is in other regions of Giantstep, however, so it still cannot compare with the lands of the astromancers to the north, both in terms of influence and development, but it’s still one of the main astromantic centers in the world. The Moonlight Shores have also become great patrons of the arts, with many markets showing great works such as paintings and sculptures, and there is a growing number of theatres where delicate compositions play in honor of the celestial bodies.
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>>87207580
The ta’lunasir keep great relations with Gilgemash. The moon-elves are still grateful of the dead king’s gift, and have become steadfast allies of the human nation, developing a productive trade and defensive ties against piracy. Gilgemash, on their part, are still sore that such an important province was lost in such a pointless way. While they don’t really plan to reabsorb the States of the Moonlight Shores, since that would break the word given by a dying king, an absolute taboo for gigemashi rulers, many wish to tie the land as much as possible to gilgemashi politics and economy so that its independence becomes irrelevant. Over the years, they have strengthened their bonds quite a lot, especially in regards to naval defense against the pirates of the Blind Bastard’s Domain. The piratic kingdom represents a threat for the economy of both nations, and since the independence of the Moonlight Shores meant that they needed to defend themselves from now on, they are relying on many gilgemashi dockyards to build the navy they desperately need. In the meantime, the moon-elves have put a lot of effort fortifying their harbors and coastal cities, due to the frequent raids and attempts of stealing their ships. The Moonlight States are one of many nations interested in the destruction of the Blind Bastard’s Domain, but even centuries after the founding of the nation, they still depend on foreign military help to defend themselves.
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>>87207589
The moon-elves from the Moonlight Shores keep solid relations with the region of Sidarí. During the exodus of the ta’lunasir to the regions around Lake Alba, many of the more nomadic elves decided to move northwards, to areas much less cosmopolitan, to live a life more in tune with nature. This makes the way of life of the moon-elves from the Moonlight Shores slightly different than those who live in Sidarí, but overall, they are fine neighbors. The Moonlight Shores’ coastal cities serve as an intermediary between the growing economy of the sidarian towns and the rest of the world, something that makes these cities quite a lot of money. The fact that the sidarians prefer to keep simpler lives allows the moon-elven cities to grow without competition, keeping the lion’s share of the profits. The ta’lunasir are worried, however, about the growth of many of the populations of alchemical beasts into their territories. Already there are certain species of alchemical animals present into the shores of Lake Alba and around the rivers of the region. Many mozadizz and sidarian hunter parties have been hired to monitor the growth of the creatures into Moonlight Shores’ territory, and have helped mitigate the expansion of some of the bigger threats, though not enough to stop their growth completely.
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>>87206652
Or you could do that idk
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So are the sirens from the jibaro wetlands sentient?
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Where is the lore map?
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Is the google doc timeline udated, or do we need to add more events?
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One question. I'd like to continue the Historical Maps of Giantstep series, but some people had issues with the last part I posted. I'll repost it here, and if anyone thinks of anything to add, feel free to do so.

>Historical maps Part 6. Birth of the Orange Kingdom, 1.119 ABE

Here we have an approximation of the world's great powers right at the year 1.119 ABE.

The period of time that follows the beginning of the Khenomeric Decay is marked by a surprising amount of stability for most of the world. The Khenomeric Empire was too focused on solving its internal strife after the banning of magic and the growth of the Forest of Getting Lost to try to expand further. The creation of the Northern Khenomeric Empire special administrative division was the only real possible way to keep the northern half of the territories of the nation, but the region was rife with self-interest and internal power struggles, which made it harder and harder to control, going through many periods of self-government, independence and reunification with the government of Khoraqualumum. The Merfolk Empire, as was typical throughout its history, was content with just keeping their status quo, although they did started to take countermeasures to avoid the growth of the Forest of Getting Lost throughout their territory, in the area that would eventually become the Frozen Lake. The Western Elven Empire was focused on their golden age, enjoying a resurgence of arts, culture and economic prosperity, leaving military expansion aside.
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>>87216161
This left the Azan Empire as the one great power in the world with the resources and the interest to keep a constant expansion. However, the decision to where they should expand was a difficult one, since the options weren’t that alluring. Expanding towards the areas influenced by the Western Elven Empire would immediately start a war, something they wanted to avoid since the last great war with another empire. The lands between the Malagrite and Widow’s Lakes were swampy marshes with little of interest, difficult to maintain and too close to the Cursed Battlefield to be of comfort. Conquering the lands around the Handprint was an interesting proposition, since it would guarantee the control of some of the most important rivers in this side of the step, but the presence of the nomad warriors of the Gökmavi made a permanent presence difficult, due to the distances involved and the difficulty to defend it. Expanding down the Zulutaur Steppes was not a good option, their fame as strong warriors would make this choice a costly one. And so, the government of Nananikor decided to expand following the strip of land between the Onyx Mountains and the Meiel U’ush and the Great Salt Lakes. It was difficult due to the many hurdles (distance from the capital, low immediate profits, lack of people willing to settle in…) but it the rumors and stories of the locals were true, continuing ahead would give Azan access to the eastern seas, granting them an immense amount of wealth. The road to the east was long and slow, but azanese forces eventually reached the Strait of the Dead Emperor, called that because legends tell that the emperor who ruled at the time died of happiness once he heard the news. Though it would not be until around 1.300 ABE reached the Aruanda region.
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>>87216168
The most important event of this time was the sudden appearance of the Orange Kingdom. Gunther the IIIrd, also known as Gunther the Fat, rose to the throne of his homeland, and throughout the rest of his life, kept expanding his holdings in the lands west of the Great Peaks of Littlestep. By the end of Gunther’s life, it seemed as there would be another great power in the brewing, maybe one capable of expanding into the Green Oak Forest and further into Littlestep. However, this was not to be, as his many heirs began fighting for power and influence in the kingdom immediately after the Conqueror’s death. This would result in the eventual “Fracturing” of the Orange Kingdom, which would result in the birth of the Orange Marquissates.
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Here I leave a bit of lore of the Rosmarinus Estate. I don't have much to say about it, so if anyone can come up with more stuff, feel free to do so.

>History
The lands of the current Rosmarinus Estate used to be part of the Kingdom of Gilgemash. The land border the dangerous territories where the Yakobsa and the Jeraxih tribes live. The territories were frequent targets of raids from those nomadic tribes, well known for their cannibalistic tendencies. This forced Gilgemash to set up many fortresses and watching posts to keep an eye on the possible raids. This made the region quite important for the defense of Gilgemash, and many military academies popped up, training many of the soldiers and generals of the Kingdom. The plague that began in 1.654 ABE and ravaged the population meant a heavy hit to the region’s defenses, and that increased the attacks of the nomadic tribes, albeit not by much, since they did fear the disease as well. Nevertheless, the military structure had to adapt to the lack of manpower, beginning to train many of the ta’lunisar who had arrived to the land in 1.659 ABE. Many generals weren’t particularly enthused about this, since training a population that had just arrived into martial training could become a threat later on, but the ta’lunisar were well known for their peaceful ways, so a mass revolt and secession from within was not something expected.
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>>87217797
The lands would indeed separate, but not for the reasons they were thinking. In 1.695 ABE, the will of the dead king would, without strings attached, gift the entirety of the regions around Lake Alba to the moon-elves. The army command in the region had no real way to react against this, since pushing against the legal secession would be betraying their oaths to the king, and just had to abandon the lands peacefully. The academies were moved to Gilgemash, and like everything else within the burgeoning nation, the States of the Moonlight Shores were left without a capable and organized military. Sensing the weakness of the land, the Yakobsa and Jeraxih raids increased in number and frequency, which threatened to destabilize the southern regions. To counter this, the ta’lunisar noble Heccu “Rosmarinus” Olgiers, who had studied in the gilgemashi academies prior to the Independence of the States of the Moonlight Shores, spearheaded a series of counter-raids in enemy territory, infiltrating the jungles and pushing the human tribes backwards. This was all done while the moon-elven armies were still rather disorganized and few in number, so this was done at a great peril for himself and his volunteers. However, through great planning, cunning, and no small amount of luck, he managed to stabilize the border for long enough to get the fortresses and vigilance outposts back to work, getting new men at arms to fight the possible raids in the future. The success of Heccu Olgiers gained him many accolades, but his work did not end there. He pushed for the reinforcing of the shores of the nation, since piratical raids were picking up speed since the independence of the region. He ordered the construction of many coastal castles and fortresses, which included his own private castle. He also pushed to fortify the dockyards to avoid the ships in harbor from being stolen and used against them, increasing vigilance and security measures within the coastal cities.
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>>87217809
Heccu Olgiers became the protector of the Moonlight Shores for many decades, allowing him to gain quite a lot of lands and influence in the territory, until he felt he was too old to continue appropriately with his military life. He spent many of his last years investing in astromantic affairs, turning his private castle into a massive observatory and research facility. He was particularly interested in the spiritual plane, bringing many scholars interested in the matter to study under his patronage, forming the Lunarium Research Institute. After his death, Heccu Olgiers left the Lunarium Research Institute to his pupils, who continue their studies. The province south of the Moonlight Shores was named after his nickname “Rosmarinus”, named after a ta’lunisar tale of a hero fighting spirits in the sea.
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>>87206652
It's a setting thread
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>>87217821
Is the Rosmarinus estate part of the Moonlight Shores technically?
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>>87218444
Yes.
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Ok, so I think I've finished the interactive map. The only places I've left untagged is the Manogre Princedoms and the Fungest, which have no pages. Any other places that need linking, please point them out.

https://crumbling-giantstep.fandom.com/wiki/Map:Map_of_Giantstep
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>>87206882
>>87206911
>>87207750
>>87218426
So this thread isn't related to traditional games? Why is it here and not on /lit/?
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>>87221215
>So this thread isn't related to traditional games?
Loremaking is an essential part of traditional games.
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>>87221215
There are a dozen setting threads on this board and even more coombait ones and you choose to tirelessly spam on this specific one for months and months without end. You need a life.
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>>87221215
lmao are you retarded? games take place in something called a setting, it's kinda integral
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Should we make a list of characters that are actually alive in current year (3.161 ABE)?
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Writing the lore for Squid Island.

The Island of Death
The lands of the former Squid Island are considerably unexplored, even to this day. All the information we have of the island comes from far away observation from the sea and aerial analysis from mozadizz explorers or other flyer races. The island seems to be covered from top to bottom with a deep and thick cover of rainforests, which cover even the highest and most mountainous parts of the land. From time to time, a tree will be seen as falling down for no apparent reason, only to be replaced a couple of months later. The species of plants that cover Squid Island are remarkable in that they are able to grow at an accelerated rate, reaching a height in months what some other trees would need years for. We also know that the island has plenty of rivers, and that it enjoys a stormy weather, very typical for the area. From time to time, a rainstorm chocked full of cinders from okhostial volcanoes turns the trees into a shade of black.
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>>87226129
That is pretty much what we know about the island. Every single individual who has tried to set foot on it has met an untimely end, caused by the native fauna. Which, at first glance, seems strange. The island boasts of no big mammal, reptile or great monster, and at first glance, the only real animals spotted by explorers being different species of birds living at the top of the trees, and some small crabs always living near the shores, to sink back into the ocean at the first sight of danger. However, the many remains of shipwrecks lying dead on the beaches, with human remains clean of all flesh and ships stripped of all of their wood show that there is something that feasts on anything that cannot get out of the island in time. The threat that lurks in the dense jungle is not a massive monstrosity, but instead a couple of insect species that are in constant war with each other. The “hell ants” and “hell termites”, as many sailors have named them, are species of eusocial insects that are native to Squid Island. These two species have evolved over time in a brutal race against the other, trying to exterminate the other for supreme dominance of the island, and that has caused every other species of animal in the island to become extinct. While the behavior of these two insects is quite unknown, they seem to have developed an incredible and complex system of organization and hunting.
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>>87226136
The combine behaviors of these two species make settling, or even being on the island, absolutely impossible. Any living being who arrives to the island will be immediately detected, and once they start getting deeper into the island, they will be assaulted by swarms of ants, eating their flesh while they are still alive. Meanwhile, the moment a ship or any other construction made out of wood will swarm them, dismantling and disintegrating the transports at an astonishing speed. Many sailors swear they could see with their naked eyes the boats on the shore literally disappear in moments, as if melting. This causes the poor souls in the island to be stranded, where they will be easy prey for the ants. This means that the only survivors of the island are the ones strong enough to reach the shore and swim away to safety, or those who can fly. Even magical protection seems ineffective against the creatures, which makes many naturalists think that they fed off magical creatures in the past, and developed measures to neutralize magic. The lethality of the fauna has resulted in many sailors and nearby populations to know Squid Island as “The Island of Death”. However, the only thing that seems to contain the ants and termites is salt water. For many centuries, the only thing keeping these monstrous species from attacking and causing havoc in the rest of the world was their confinement within an island. They are apparently quite sensitive to salt water, having no other defense for it other than grab whatever item is floating at the time and try to wait to go back ashore, chocking when their bodies oversaturate with salt.
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>>87226148
>Squid Peninsula and the Wall of Fire
In the year 2.829 ABE, a massive earthquake in the U’ritass Strait provoked the emergence of an isthmus between Squid Island and the land of the Great Ra’Ga. The earthquake also inundated the lands of the now Squid Peninsula, and many think this is the only reason the insect colonies didn’t immediately cross the isthmus towards Giantstep, the flooding of most of the hives in the northern side of the island. The cities and towns of the Ra near the coast were the first ones to notice the change, and having heard the legends coming from the terrible Island of Death, quickly notified everyone they could. Many Ra threw themselves to block the isthmus with whatever they could find, from great boulders to mud and even thulean concrete. The news quickly spread throughout the land, bringing many sailors and pirates, unified for once in their wish that the horrible critters from the Island of Death would stay enclosed in their cursed land. Between them came some wizards and mages, who were the first ones to set up the wall of fire. At this point, the wall of fire simply covered the precarious barricade formed by the Ra had formed, but it proved effective enough.
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>>87226157
However, when news of this arrived to the Island of Wizards, many of the highest members of the Ancient Order, having heard of the dangers lurking on the island, and recognizing the potential catastrophe for the world if those things expanded throughout Giantstep, immediately sent some of their order to properly respond to the threat. It was those members of the Ancient Order who, using their great knowledge, set up an immense wall of fire that covered most of the isthmus, blocking it and preventing the ants from crossing through.
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>>87226161
Nowadays, the Wall of Fire is a staple of the region, working not only as protection as the ants and termites, but as a light in the night, serving as a lighthouse of sorts for the ships travelling in the area. Ships that now had to circumnavigate the Squid Peninsula, since the U’ritass Strait had been completely blocked. The Wall of Fire is constantly watched over by representatives of the Island of Wizards, as well as volunteer wizards from Southern Giantstep. The threat of the insects has not disappeared, however, as they’ve been seen trying to bypass the wall through other means, and it’s frequent to see many wizards creating rituals to scorch the underground, as well as the surface, just to keep the ants and termites to dig deep down and crossing from beneath.
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Can anyone link me to the Lesandros lore?
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>>87226216
https://crumbling-giantstep.fandom.com/wiki/Demarchists_of_Lesandros
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>>87226216
Looking back at it, I should have erased the Squid Peninsula. I will also write some lore about the fortress islands.
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>>87226248
What is lacking with the other places marked in orange?
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>>87226248
>>87227286
What is lacking in Nosso Lar and Dsrvyth? I feel like I can finish a couple more places in southern Giantstep and we can go north again.
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>>87216161
So how did Gilgemash and Azan react when the encountered each other? That azanese strip of land is going through gilgemashi territory.
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>>87221215
You are trash and not a traditional gamer then why are you here and not on /trash/?
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>>87229079
Nosso Lar has only been talked about when it comes to culture i believe
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>>87216161
>but some people had issues with the last part I posted.
I dunno, I just feel it was a bit of a bit of a wasted opportunity

The centuries following the Battle of Empires is supposed to be one of great turmoil for both the Azan and Khenomeric Empires, but this sort of just gets ignored and the boundaries on the map barely change over one millennia except the Orange Kingdom and the Forest of Getting Lost getting added

>>87220946
That is actually pretty neat, didn't know that was possible on the wikia

>>87230412
It is very briefly noted that Azan conquered a piece of Gilgemash at least once. Given Gilgemash tolerates demon worshippers and all sorts of sketchy magic users, it wouldn't have been hard for them to manufacture a reason to go to war

>>87182611
There was some decent discussion back in mid-December
>>
>>87230742
>I dunno, I just feel it was a bit of a bit of a wasted opportunity
>The centuries following the Battle of Empires is supposed to be one of great turmoil for both the Azan and Khenomeric Empires, but this sort of just gets ignored and the boundaries on the map barely change over one millennia except the Orange Kingdom and the Forest of Getting Lost getting added
I mean, any examples of what can I add to this that fits with the lore? I have to admit I'm much up to speed with the eastern side than with the western, so other than the expansion of Azan (and it technically being the only power in any condition to expand) I'm not sure what to describe. Also, we've written a lot of stuff since the time I made that map, so maybe I can describe the conflict between Azan and Gilgemash? No way they just let the azanese control that strip of land unopposed.

>It is very briefly noted that Azan conquered a piece of Gilgemash at least once. Given Gilgemash tolerates demon worshippers and all sorts of sketchy magic users, it wouldn't have been hard for them to manufacture a reason to go to war.
A war with Gilgemash would be very difficult. Azan would probably have more problems with the logistics alone than the actual war, and the gilgemashi still have plenty of magics, unlike the Khenomeric Empire at this point.
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>>87230489
/tg/ has always been a board where most non-general threads are for in depth discussion on settings with little if any mention on game mechanics

most people don't want rules advice from trolls, unhelpful condescending pseuds, and mathematically illiterate zoomies

besides, some people do run campaigns based on /tg/ settings, it has happened at least once on this one, and a few times for Gloria-Etalia
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>>87230799
>I mean, any examples of what can I add to this that fits with the lore?
By the end of the 5th dynasty (roughly 400 ABE), Azan had basically dissolved into a loose confederation, and probably didn't return to a period of strength for several centuries afterwards

Khenomeric Empire should probably be crumbling faster, without mages they really don't have much. At minimal they should have lost Florinth by now, ideally they would split up into several successor states all calling themselves the true successors of the Empire, while various cultures that dislike the Khenomerics rebel entirely

>A war with Gilgemash would be very difficult. Azan would probably have more problems with the logistics alone than the actual war
I only mentioned the war because of what you put on the map, I don't see Gilgemash accepting vassaldom willingly, and by the time period of this map (later 7th dynasty), the Azanese were a force to be reckoned with again. They probably took advantage of a Gilgemashi civil war or something.
>>
I've written a bit of the lore of the Dual Kingdom-Empire of Voita-Malagsh. This includes the Forest of Bloody Vengeance and the Salted Lands.

>History
The tale of Kingdom of Boita and the Malagshian Empire can be traced to the early days of the expansion of the Khenomeric Empire. The growing empire began growing, absorbing many parts of Eastern Giantstep, which included the lands of the Pinewood Peninsula. At the time, lands of Pinewood were occupied by small city-states, fighting for predominance in the region. Out of all of those, the cities of Boita and Malagsh proved to be the strongest and most influential, reuniting many of the other towns around them. Their fights meant that the people of Pinewood became great at the art of fighting, clashing with each other with hoplite formations using long spears and square shields. This meant that, while small, the region would be difficult to conquer and maintain by the Khenomeric Empire by the force of arms alone. However, they didn’t have to. Using their growing economic power, they began financing clashes and tensions between the cities, slowly but surely absorbing them into their sphere of influence through ties of honor and financial depth. The only ones that kept pushing back this influence were Boita and Malagsh, but the Khenomeric Empire managed to turn them into vassals by pushing them against each other. The Khenomeric Empire presented itself as the arbiter of the discussions between these two cities, and thus they ended up under its influence.
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>>87232089
The empire managed to keep these two cities under its power, though they never really were a part of the empire proper, they were just tributaries. And even then, from time to time the boitans and malagshians launched wars against each other, which were harder and harder to stop due to the progressive weakening of the Khenomeric Empire. After the empire couldn’t keep the two cities under control, both states began expanding through the Pinewood Peninsula. Now renamed as the Kingdom of Boita and the Malagshian Empire, the two nations jumped in a war to control the now abandoned Pinewood Peninsula, free of the control of the khenomeri. The war would become a near constant in the region, with any periods of peace being only reprieves to allow the troops to rest and resupply. This war was supported by the population, since after centuries of friction and feuds, the hate between them was quite palpable. The few voices crying for peace were quickly quashed, accused of being either cowards or traitors.
>>
>>87232110
The blood ran in rivers. The destruction not only affected the populations, but also the lands around them. The forests around them were frequently chopped up for wood to the furnaces, or became ablaze due to the fights. Since burning down the enemy’s food supplies, many parts of the woods ended up on fire as well, damaging the lands immensely. This did not deter both sides, seeing the scorched lands as a motivation to continue fighting, and as a possible price. Around the year 2.500 ABE, the state of the forest began attracting many druids, worried about the total destruction of the lands and the natural environment. Their efforts to try to stop the war were in vain, being captured by both sides and executed on the spot.
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>>87232119
Legends say that the end of the war was brought by one of these druids. A travelling druid went to the courts of both nations and beg for the conflict to be halted. Both the boitas and the malagshians were furious at the insolence, and put a price on his head. He was pursued by bounty hunters, lawmen and even by the peasants of both nations, and was barely alive when he took refuge in the forests. According to the tales, he managed to recover by hiding there and becoming one with nature, slowly but surely healing his wounds while he took care of the forest. In the year 2.501 ABE, a battle near the forest he was in caught fire, killing all life in the area. With his last breath, he cursed both kingdoms and their people for their wanton destruction of the land and the forest, swearing that, just as they had swallowed the land in blood and fire, the forest would in turn swallow them back.
>>
Just stopping by to say that I love all of you guys.
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>>87232139
Immediately after that, both kingdoms began noticing strange events around the forests. Roads that used to be well maintained were destroyed by rampant vegetation. Farmlands began being invaded by foreign vegetation, which reappeared the day after the farmers cleaned them out. These seemingly trivial matters began growing in frequency and intensity. Towns bordering the forests became surrounded by the vegetation, and slowly but surely swallowed by plant life. Fortresses and watchtowers crumbled under the weight of green, rotting their foundations or cracking the stone walls. People who entered the forest to see what was happening never came back. During the day, many peasants dedicated great efforts burning down the vegetation, only to grow back even stronger during the night. The forest began swallowing farmlands to an accelerated rate, leaving many farmers without home, and even more people without food. People began thinking that the forest had been cursed when people started appearing impaled, branches and roots growing out of them in a display of brutality that terrified all. Both Kingdom of Boita and the Malagshian Empire asked for help to anyone who could possibly know how to stop this, but the rest of the world was too concerned by the expansion of the Gnoll Empire, who had recently destroyed the Khenomeric Empire and was expanding its borders.
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>>87232158
Seeing that help was not coming, both the Kingdom of Boita and the Malagshian Empire did the unthinkable: they stopped their endless war and came together to try and fight the forest. Their armies were sent to scorch the woods to cinders, chopping and cutting down the trees and killing any animal that came out of it. They used all tools at their disposal, from onagres, cannons, explosives, burning oils, magic spells… and no matter how many acres of forest they destroyed, it would all grow back in a couple of days, causing enormous damages to the troops while they were asleep and unaware. They simply could not burn the forest fast enough, and they saw their fortresses, towns and cities engulfed by a green tide, one by one. The loss of farmland also caused disarray in many cities, lashing out in anger and hunger against anyone else.
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>>87220946
That's pretty sick!
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>>87232169
After years of fighting the forest, and seemingly unable to push it back, both nations took a different approach. If they couldn’t destroy the forest, they would contain it. In a desperate bid for survival, the Kingdom of Boita and the Malagshian Empire emptied their coffers to buy immense amounts of salt from whoever would buy them. They then burnt and salted many swathes of land around the kingdoms, to try and stop the forest from growing any further. Salt was not the only thing used: the nations bought any herbicide, any poison, and any cursed concoction that would turn the lands into a barren wall against the forest. This managed to finally slow the growth of the forest, allowing both kingdoms to gain enough time to reassess their situation: they were broke, with a starving and angry population and a deadly fate that spelled the doom of both nations. In another unprecedented move, both kingdoms united into a single entity, the Dual Kingdom-Empire of Voita-Malagsh, to try to appease the forest by showing them the end of the war. But this did not stop the woods. Not only the fights between the boitas and malagshians did not really stop (at least when the common folk were concerned) but the growth of the forest was not fully stopped. Slowly but surely, the newly born Dual Kingdom-Empire of Voita-Malagsh was boxed into the northeast of the Pinewood Peninsula, sacrificing bit by bit more and more of their lands to fend off the forest.
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>>87232198
>Society and culture
The Kingdom-Empire of Boita-Malagshi Empire is a doomed nation, and everyone living on it knows it. The years after the war against the Forest of Bloody Vengeance saw thousands of people die of disease and starvation, and many thousands more dying due to the many fights that happen as the result of the kingdoms’ unification. The nation has lost most of its farmlands, with many refugees searching for sanctuary in the cities, which has turned them into dens of crime and corruption, with violence between gangs being a common sight. The economy is ruined, having lost many of the most profitable mining areas, having no access to the forests’ natural resources and needing to spend great amounts of wealth to keep the salted lands, least the forest finally cross the final barrier. And the forest is still advancing, and at some point it will finish with the boitas and malagshans for good.
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>>87232861
The knowledge of the doom of Boita-Malagsh has created a mood of despair and depression all throughout the kingdom. People see there is no hope, and try to survive in any way they can. Many people flee each year to other lands, but many nations keep their numbers under control, seeing as an influx of refugees could greatly damage their economies, not to mention they want to avoid the curse of the boitas-malagshians. Many cults of death have surged in the decades after the salting of the lands, with many of the opinion that the sacrifice of the guilty and the sinner will appease the bloodlust of the forest and will let them alone. During the night, many of these cultists will take prisoners from the cities’ underground, and then take them alive to the salted lands, and then they will bring them to the forests. They will be forced to walk towards the woods and intern in the forest, least the cultists cripple them and throw them into the cursed greenery anyway. The screams of the poor souls who are taken by the forest are received by the cultists as thanks, either one step closer for redemption or one step closer to the end of their suffering.
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>>87232873
The once mighty armies of Boita and Malagsh are now relegated to law enforcers, keeping the populous from revolting against the dual crown. Most of the armed forces’ elites, alongside all the nobility who could afford it, left the kingdom at some point, leaving the lands of Boita-Malagsh with poor defenses. Bad organization, bad leadership, poor pay and crippling corruption is causing banditry and piracy to soar, worsening the kingdom’s problems. Many places have ended up relying upon local militias, since the kingdom’s forces do not bother covering all lands. The fleet of the Kingdom-Empire is a shadow of its former self, since years of disrepair and fighting piracy has left it in a very poor condition. Access to wood is extraordinarily difficult, since it has to come from the few forests within the area covered by the salted lands, still unaffected by the curse. Thus lumber is a priced commodity for everyone, and stealing wood without special permission is punishable by death.
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>>87232891
The live in the dual court is marked by the centuries-long hatred between the boitas and the malagshians. Once the unification became official, the administrations of the two nations had to adapt to the new status-quo, and with this, they needed to restructure the inner workings of the country. This was something near impossible, since not only they had very contradictory laws and customs, but the members of the court hated their counterparts with a passion. During the first years, cloak and dagger politics was the norm, with everyone hunting for power and influence, more motivated by revenge than the defense of the land. It was only after a couple of years after the creation of the Salted Lands that the government became more stable, though its grasp on power has weakened immensely, leaving many cities and towns to fend off for themselves.
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>>87220946
fungest actually has three pages, one for each region
>>
I wish people gave enough of a shit about conlangs to participate in the making of one for a setting.
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>>87231027
The period between 400 ABE and 1119 ABE is pretty barren from important events, at least according to the timeline. I'll have to see if there is some date missing.
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>>87232904
More stuff for Voita-Malagsh.

>Foreign Relations
The downfall of the Dual Kingdom-Empire of Voita-Malagsh is seemingly just a matter of time, and everyone knows it. Many foreign nations keep their distance with this doomed nation, limiting themselves to trade and humanitarian help in small quantities. The exodus of Voita-Malgshians during the first years after the creation of the Salted Lands caused quite a lot of problems for nearby kingdoms, and the only reason it did not become worse was the increasing lack of vessels in Voita-Malagsh. This also caused a lot of friction with the drunig colonies of Cabakrotiro y Cabakapa, which began seeing a lot of refugees from Voita-Malagsh. Not wanting to risk their colonial efforts, the drunig reinforced their borders and moved all the refugees overseas, far from Drunigzar and its colonies.
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>>87236362
The Kingdom-Empire of Voita-Malagsh trades with anyone who can supply them with their enormous needs for salt and herbicides to keep the forest in check. Their main trading partner is the Kingdom of Drunigzar, which has a lot of influence in the politics of Kingdom-Empire of Voita-Malagsh. Seeing as Voita-Malagsh can barely afford keeping their economy afloat, the drunig have managed to get a great deal of concessions out of them, which included the creation of colonies in what was technically still territory claimed by Voita-Malagsh. This has made the drunig very disliked within Voita-Malagsh, seeing them as opportunists profiting from their misery. Others see the drunig as the only way out of the kingdom, offering their services in exchange of moving them to anywhere far from the doomed kingdom.
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>>87236366
The acidic lands of the Ashland Desert produce most of the resources used by the voita-malagshans to keep the forest in check, from salt to highly acidic volcanic ash. Most of the salt imported comes from the drunig colony of Megarotera, trading great amounts of salt for foodstuffs with the Runaan. The drunig them trade the salt with Voita-Malagsh, securing a great deal of profits in the trade.
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>>87236373
Many foreign nations see with worry the unchecked growth of the Forest of Bloody Vengeance, though after the founding of drunig colonies in territories near the forest without repercussion, many have eased up on that concern. The drunig use the wood from the forest without issue, which has turned into a very profitable business, since Drunigzar is always in need for wood due to the demands of their great navy. However, many drunigs refuse to use wood from the Forest of Bloody Vengeance, on the basis that its curse might still be there. These are not unfounded rumors: many ships made with timber from the forest have ended up sinking in mysterious circumstances, and near all of them were warships or ships used for piracy or war. This has led the Drunig Navy to reject the construction of warships with wood from the region, but that does not stop drunig shipbuilders to make ships for civilian use, or just sell them to less scrupulous clients in the black market. The forest has also grown through the Setlovia Freestate, though the werewolves seem immune to the effects of the forest as well, and have created many roads to connect their territories. This has led many to believe the curse is only tied to Voita-Malagshians, which was confirmed during the War of the Lord Descended, when the drunigs and the cultists of the Lord Descended fought south of the forest. Though many are still weary of this conclusion, seeing as the presence of unnatural elements in the war, as well as the effects of the strange material known as “reality” might not present a complete picture.
>>
I have a problem with a date in the Seguerial Hordas. They first say that the plague that caused the Alegnawigan to eventually rise up happened around 1.000 BBE, and then they dominate six centuries. But the next date points to 2.303 ABE when it falls, much more than 600 years. Am I to assume than the 1.000 BBE is a typo, and it's really 1.000 ABE? It'd fit much better.
>>
I've checked some of the dates of the newer lore dumps. Assuming that >>87237129 is indeed a typo, things would be as such.

700 BBE The Khenomeric Empire reaches the lands of The Changing Waters.
-----------------------------------------------
500 ABE The Mozadizz begin settling in the Ettin-Range
1.000 ABE A plague in the Seguerial Hordas begins a fight for power between the colonies.
1.654 ABE A plague ravages the southern provinces of the Kingdom of Gilgemash
1.659 ABE The King of Gilgemash [Insert name here] allows the Ta'lunisar to establish themselves in the southern provinces of the kingdom.
1.694 ABE The rogue alchemists in Sidarí release thousands of alchemical beasts in the region, altering irreparably its ecosystem.
1.695 ABE Death of the King of Gilgemash [Insert name here]. In his will, he leaves the provinces around Lake Alba to the ta'lunisar.
1.703 ABE The seguerial colony of Alegnawiga manages to conquer most of the Seguerial Hordas. Beginning of the Alegnawigan Dominion.
1.802 ABE The Cowmen Grasslands become independent from the Khenomeric Empire.
2.000 ABE The Bombus begin settling in the Ettin-Range, migration lasts all throughout the 2nd millennium ABE.
2.303 ABE A plague in the Seguerial Hordas breaks the power of the Alegnawigan Dominion, another fight for power begins.
2.501 ABE The Forest of Bloody Vengeance is cursed, beginning to engulf the kingdoms of Voita and Malagsh.
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>>87237232
2.702 ABE The Ecrkoecknoi begin building the coastal cities south of the Changing Waters.
2.735 ABE Battle of Oirant between the gnoll and the ra. Ra victory finally begins to push back the gnoll from the lands of the ra.
2.777 ABE Prince Prince Visha of the thuleans leaves the land of the Great Ra'Ga.
2.829 ABE An earthquake creates an isthmus between Squid Island and the Great Ra'Ga. Creation of the Wall of Fire.
2.961 ABE A young Hibila the Terrible gins his services for the zidazzi, secretly planning their downfall.
2.950 ABE Battle of Queen Xibianix’ Strait. The badgassi succesfully betray the zidazzi and destroy their forces in the sea. Beginning of the destruction of the zidazzi hives.
2.959 -3.001 ABE Great War between the Badgassi and the Zidazzi. Badgassi victory, the zidazzi retreat to the Ettin-Range.
3.000 ABE The kingdoms of Voita and Malagsh begin the creations of the Salted Lands, to slow down the growth of the Forest of Bloody Vengeance.
3.001 ABE Hibila the terrible dies during his wedding. His conquests pass to his cheftains.
3.066 ABE A plague destroys most of the cattle of the Dirihadarir Desert. The nomadic tribes begin fighting for survival.
3.073 ABE Sahbahaid Sahabaharadad unifies the nomads and the cities of the Dirihadarir Desert.
3.074 ABE Sahbahaid Sahabaharadad launchest a conquest campaign of the lands of the badgassi.
3.077 ABE Battle of the Silver Oasis. The badgassi defeat the Sahabaharadad troops, Sahbahaid Sahabaharadad dies in battle.
3.098 ABE The kingdoms of Voita and Malagsh join together to fight the Forest of Bloody Vengeance.

If there are more dates in need to add to the timeline, or are some questionable dates, feel free to point them out.
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>>87237239
>2.959 -3.001 ABE Great War between the Badgassi and the Zidazzi. Badgassi victory, the zidazzi retreat to the Ettin-Range.
Ups, it should be 2.950-3.001 ABE.
>>
1.555 ABE A drought devastates the region of Nitarisha.
1.556 ABE The "Nitarishan Betrayal" is discovered. Chaos engulfs the nitarishan region.
1.558 ABE The Northern Khenomeric Empire abandon the province of Nitarisha to its luck.
1.649 ABE The Monarch takes control over the region of Nitarisha, creates the Cloaked Kingdom.
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>>87237129
I imagine it's a typo.
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>>87237232
>2.000 ABE The Bombus begin settling in the Ettin-Range, migration lasts all throughout the 2nd millennium ABE.
this isn't how dates work, the 2nd millennium ABE would be 1000-2000 ABE
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>>87239837
You're right, my mistake.
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What do you think about updating the current main and political maps of the setting once we're done with most of the lore? I think something like in the style of pic rel could be good for a political map
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>>87241069
I'd agree if we had more cities and rivers. We have plenty of mountains and geographical elements, except for rivers, the world seems quite dry for the amount of swamps it has.

And many of the nations and regions don't have maps of their own. And many of those who have don't show many cities. For a map like yours, I think we'd need more things to show.
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>>87232153
I love you too Anon
*Unzips pants
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>>87241069
>I think something like in the style of pic rel could be good for a political map
Seconded, looks good especially the mountains. I'd add a similiar pattern for trees aswell.
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>>87241181
Also, many nations don't even have a named capital. We really need to check everything all over agan once the lore map is complete.
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>>87240997
We're really getting somewhere.
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>>87237239
>2.961 ABE A young Hibila the Terrible gins his services for the zidazzi, secretly planning their downfall.
Ups, I meant 2.941 ABE.
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>>87241069
>>87241543
there are a decent number of nations that have detailed maps, often showing things like subdivisions, city names, names of other geographical features, etc.:

Orange Marquisates – marquisates named – thread 1 and 23 and 31#2
Dsrvyth – has maps with subdivisions, but no names (though has some names in text that could be matched to subdivisions) – thread 1
Felovik – various details – thread 5 and 6 and 26
Furlaniya – multiple maps showing different details – thread 11 and 14
Tarot – unfinished map with city names – thread 11 or maybe 18
Drunigzar – subdivision, city, and elevation maps – thread 14 (colony names on 17#1)
Nasr – subdivisions – thread 16
Drow City States – city names plus some other features - thread 21
Red Lotus – thread 22
Azan – thread 23 – many cities and provinces named
Changrila – thread 25 – cities and provinces named
Terusia – thread 28 – lots of details
Zapalovach – thread 28 – lots of details
Squid Island – thread 31#2
Badgassi – unlabeled regions - thread 33

probably missed a few
>>
At first glance of the maps the thing I would point out is sea depth. Natural ocean has steppes and deeps, fishing and all other forms of harvesting being in the shallower oceanic plains. Dictating where this economy takes place should have an effect of balance of power/wealth/stability/etc.
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>>87241543
The Gnoll Empire has a named capital, but I forgot the name.
>>
Since all pages have been categorized, we can check through the "nation" tag, and see which ones have information about their cities.

https://crumbling-giantstep.fandom.com/wiki/Category:Nations
>>
Here I write the lore of the Land of the Lord Descended. A bit redundant in my opinion, since most of it is in the War of the Lord Descended page.

>History
The lands on the south of the Pinewood Peninsula have been populated by a multitude of small towns for millennia. Much less bellicose than their neighbors in the north, they dedicated their energies in agriculture and husbandry. The Khenomeric Empire’s control of the lands to the north managed to influence part of these territories, but the land was simply too far away from any relevant resource, and thus their influence over it was nominal. The khenomeri presented themselves as protectors, keeping the city-states to the north in check, in exchange for good trade conditions. The locals traded with the khenomeri for the interesting products coming from the empire, but overall, the region was too poor and backwards to participate in deeper trade. The gradual loss of power of the Khenomeric Empire left the populations of the south of the Pinewood Peninsula without a trading partner, and the area became quite isolated, since the populations never really developed a decent trading fleet. The seas were frequently visited by pirates and by warships from Voita and Malagsh pushing against piracy, but mostly to fight each other.
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>>87244971
Southern Pinewood soon became embroiled in the eternal war between the Kingdom of Voita and the Empire of Malagsh. The hundreds of towns of the region were pressured to support one side or another, or to give away their produce to feed the foreign armies. This generated a lot of tension in the area, with many attempts to fend off the invaders. However, the northern nations were much more bellicose, and had developed a great navy, which they used to pressure the few coastal towns to move further inland, simply because any town at the shores would be ransacked by the navies of Voita and Malagsh. Their respite would come with the curse of the Forest of Bloody Vengeance. While the unnatural forest grew over quite a portion of territories in the south, its expansion focused against Voita and Malagsh, slowly crippling their ability to pressure the towns to the south. The arrival of the drunig colonists also helped immensely. The Kingdom of Drunigzar, in the search of land to colonize, arrived to the south of Pinewood and found a fertile land inhabited by welcoming populations. Many of these towns saw them as providers, not only due to the presents they brought to allow the colonies to be set up, but because drunig trade was quite profitable, their economy always hungry for foodstuffs. This saw a great deal of cooperation between local towns and the new settlers, and the drunig authorities began the planning for many more colonies alongside the coast.
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>>87244979
The good relation between the two would take a drastic turn in the year 3.122 ABE. The fall of a meteorite at the southern edge of the Forest of Bloody Vengeance would change the history of the land dramatically. This was not just a celestial phenomenon, its fall would turn out to be much more sinister. The fall of the comet would be followed by a rain of a strange material, which would later be called “reality”. The effects of this substance were noticed quickly by the drunig colonists, whose distance from the impact had shielded them from the worst of the blast. The “reality”, in small quantities and under prolonged contact, caused loss of conscience and maddened rambling, with peaks of violence if exposed long enough. The drunig authorities quickly ordered the disposal of the substance. The local towns, much closer to the comet’s fall and without access to wizards or proper medical personnel to study the effects of “reality”, were much more vulnerable, and slowly but surely, the local population fell under its spell.
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>>87244998
From this point on, the only chronicles we have available are the testimonies of the drunig survivors, which makes trying to know what exactly happened a difficult task. But we can piece together that the effects of the “reality”, in closer proximity and for prolonged periods, changed the people of the region. The dark entity powering the strange substance took control of the population, forcing those unwilling to submit to be either brainwashed through “reality” or killed in extremely gruesome ways. The local population, almost in its entirety, both the human and the peacock ogre tribes living in the area, fell under the spell of the so called “Lord Descended”. This led to a massive war between the now cultists and the colonies of Drunigzar, in a conflict that is now known as the War of the Lord Descended. The war was short, but brutal. The cultists threw themselves almost completely against the settlers, in human waves, barely armed and armored, against the drunig colonists and later the Drunig Expeditionary Force. There was barely any strategy, only charging again and again at the enemy. The drunig forces, though surprised and caught off guard, were able to push back the seemingly endless numbers through well planned defenses, though their casualties were also great, including the destruction of the colony of Bibiferno, still abandoned to this day.
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>>87245013
After the discovery and the destruction of the Blue Stairs, the unholy icon of the cultists, they scattered across the region. The drunig forces were able to destroy near all remaining cultist activity, and after five years without attacks, they declared the war done. Nowadays, these lands are nearly empty of population, with any cultist population hidden from the drunig patrols, always on guard in case of another cultist attack against the colonies. The land is still contaminated by “reality”, and all who dare enter the region are thoroughly warned about its insidious effects.
>>
>Chakobsa

>History:

Much of Chakobsa’s earlier history has been forgotten. For millennia, the tales of vast wealth and unstoppable magical power have drawn outsiders to the cluster of large mountains that sits in the middle of Chakobsa’s fecund jungle. Few ever returned.

It only became evident to outsiders during the early-mid second millennium ABE that an advanced culture had developed among the Bahani Bahar Peaks. During this time, neighbouring cultures found themselves repeatedly attacked by waves of fanatical raiders wielding primitive weapons but dangerous magic. Some, like the bombus, fled the area entirely, others, like the Gilgemashi, fortified their borders, and others like the hop’en learned to fight back with brutal guerrilla warfare.

Ultimately, the Chakobsians (more commonly known as Yaguarans) were unable to expand beyond the thickest part of the jungle, and eventually stopped trying, but they continue to launch periodic raids against their neighbors, and continue to be hostile to all outsiders save a few select individuals.

>Government:

The Yaguarans are led by a theocratic cult. Their gods and theology is poorly understood, but sacrificing sentient beings seems to be a big part of it. Each city is led by an arch priest or priestess who rules their region with absolute power, though for decisions affecting the nation as a whole, the arch priests get together.

However, the arch priests/priestesses themselves often take instruction directly from the “emissaries of the gods”, strange creatures that take many different forms, and lurk in the shadows of each ruler’s high temple unless summoned to battle or out on the hunt.
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>>87245453

>Economy:

Amidst the Bahani Bahar Peaks are deep valleys with pristine lakes that support far larger populations than they seemingly should, though Yaguarans cities are still small by many foreign standards. Clearings around lakes and cenotes in the foothills of the mountains support smaller populations, but the jungles themselves are inhabited only by small packs of nomadic hunter gatherers who double as guardians of the region's borders.

The settled areas survive on maize, fish, pigs, various fruit, honey, and wild game.

Technology is seemingly primitive, but the complex pulley systems used to quickly erect new massive temples of the cities, and the quality steel used in some weapons, point to a willingness to use modern techniques when needed.

Aside from the powerful font of magic said to lie beneath the mountains, the greatest draw to the region is its seemingly endless supplies of gold. Yaguarans place little value on the material, with even the lowliest of slaves sometimes wearing a ransom’s worth of gold if it suits their fancy, though they are just as likely to wear bits of bone or shiny stone. Some cities use gold paint extensively, perhaps as national colors, or perhaps simply to mock foreigners, or lure them in.

>Foreign Relations:

Chakobsa is hostile to all of its neighbors and raids them fairly indiscriminately. Anyone captured trespassing in the jungle, or during raids, is generally painfully sacrificed and eaten.

However, high ranking Yaguarans do have a certain respect for those who appreciate the deeper mysteries of the universe. They have a particular interest in particular fields of astromancy and necromancy, and will sometimes adopt rogue mages from foreign cultures. On rare occasions, rogue (or “rogue”) priests/priestesses of Chakobsa will spend time in neighboring nations learning from other culture's magic traditions and planar, metaphysical, and astronomic knowledge.
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>>87245508

>Geography:

Chakobsa consists of a large swath of seemingly penetrable jungle surrounding a region of relatively small but very steep, jagged mountains. In between these two climates are rugged foothills covered in sparser jungle and filled with cenotes.

The cities are mostly located in the mountain valleys or foothills, but a few are almost entirely underground in massive cenotes.

The region has always had a supernatural reputation even before the Yaguarans got established. Certain cenotes and deep crevasses would glow with unnatural light as certain moons reached certain positions. Even more alarmingly, on rare occasions, glowing ley lines of varying magnitudes would spontaneously appear throughout certain mountains. It has long been speculated that some sort of font of raw magic exists deep beneath the mountains, but no one who has gone searching for them has survived.

>Demographics:

- Humans – The human inhabitants of Chakobsa are known as the Yaguarans. They are a racially mixed people whose ancestors likely include Southerner tribes, plains tribes from what is now the Gokmavi Horde, and even some South Khenomeric lineage from nearby Gilgemash.

- Beast Folk – Although the bombus were driven out ages ago, a few tribes of beastfolk still live in the most deadly patches of jungle. These include scorpion folk, pigfolk, man beasts, and a brightly colored cousin of the ecrkoecknoi frogmen known as the hop’en.

- Goblins – A few jungle goblins tribes still live in this area, they are noted for their oversized heads and shamanistic magic. Most tribes are vassals of the Yaguarans and follow the same gods.

- Emissaries – This is a catch-all name for the wide range of beings the Yaguarans consider to be the emissaries of their gods. Due to their rare nature, many are uncategorized, but some have been identified as demons or dark animal spirits, while others are perhaps “far outsiders”.
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>>87245520

- Ta’lunisar and other rogue mages – A few moon elves have been adopted by the Chakobsa due to their knowledge of magic, as have some human mages from foreign lands.

>Religion:

The Yaguarans have a wide range of gods known for their bizarre and/or threatening appearances. The nature of these gods is debated among foreign scholars. They are likely too numerous to be different demon lords, but could be perhaps be different aspects of the same demon lord, or particularly powerful and dark animal spirits, or a mix of the two.

Yaguarans seem to fall into one of three mindsets (or more often a mix of all three); we worship the gods for magic power, we worship the gods simply because they are powerful, or we worship the gods because we are afraid of the gods and other worshippers. There isn’t much room for things like compassion and fairness in Yaguaran culture, usually such things occur in spite of religious teaching rather than because of them.

The overarching motives of the Yaguaran religion are also unclear. Some think their use of human sacrifice is feeding energy to their gods. Others think they are radical environmentalists, hoping to return the world to a more primal state. And others think their gods simply like destruction for its own sake, or as a way to exercise their power. Perhaps a mix of all of the above, or different motives for different gods.

>Military:

Chakobsa’s first line of defence is the jungle itself. Although not quite as brutal as the Eldritch Jungle, it certainly comes close. Giant insects and arachnids, predatory plants, big cats, quicksand, exotic wyvern, hostile tribals, and predatory emissaries, the jungles seem to have a little bit of everything, even the creatures of The Strange Meadows have a hard time establishing themselves here.
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>>87245543

The Yaguarans themselves are seemingly primitive at first, wearing little, using spears, daggers, bows, and nets (some with blades of sharp rock rather than steel), and generally travelling on foot. But those who have to fight them quickly realize they have many tricks up their sleeve including a strong grasp of necromancy, pyromancy, plant based magic, animal magic, and demon magic. They are also experts at ambush, even outside their native terrain, while in the jungle they are nightmarish to fight.

Sometimes, particularly on their home turf, the Yaguarans will bring allies to fight alongside them. These include necromantic creations, vassal goblin tribes, and combat oriented “emissaries”, usually minor demons, or plants and animals that have been possessed by a dark animal spirit.
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I will do tenzin next
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>>87243187
Thank you anon.
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The humble Sporggo, creature who's only purpose is to get thrown into a pot and eaten.
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>>87246646
That's adorable.
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>>87245520
>Chakobsa consists of a large swath of seemingly penetrable jungle
Do you mean "impenetrable"?
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>>87245017
Continuing the Lands of the Lord Descended.

>The desert of “Reality”
Since the War of the Lord Descended, the lands south of the Pinewood Peninsula are a demographic desert. The massive losses the locals suffered during the war were crippling, especially considering that the madness of “Reality” affected men, women and children. Thus, the once densely populated region is now practically empty. The few locals who managed to escape from the effects of the cursed material were inside the drunig colonies at the time, and are now part of the colonial life, having been absorbed into their society entirely. Many are horrified about what happened to their people, and prefer living without their neighbors knowing their origins, to avoid potential exclusion or discrimination.
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>>87247036
The lives of the cultists nowadays are poorly documented. The few surviving cultists live hidden from the drunig patrols, attacking unsuspecting farmers and herders outside of the walls of the colonies and going back to the shadows before the authorities can react. We do not know how their society or economy works, since the effect of the “reality” is still present in them, even after all these years, and will attack outsiders on sight. There has been sightings of cultists too young to have been born before the war, which tells us that the cultists are still converting their descendants into the madness of “reality”. Effects that seem to be irreversible. The few captured cultists have been brought to many doctors, wizards and alchemists, and not even one of them has been able to break the spell the unnatural substance has over them. However, extensive studies have shown the drunig ways to block the effects of “reality”, which amount to heavy, isolating clothes bathed in certain alchemical substances and protected with magical runes. These vests are used to clean up pieces of discovered “reality”, transporting them safely to dumping zones, encasing them in volcanic cement (always reinforced with magical runes for further protection) and then throw them into deep crevices or in the deepest areas of the ocean. They are not perfect, however, and they have to be discarded after certain period of use.
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>>87247050
The land is still covered in bits and pieces of “reality”. The drunig authorities know about its malignant effects, and they forbade its use or possession under penalty of death. Many cultists have been detected accumulating pieces of “reality”, to be used for their malignant rituals or to create tools imbued with the substance. There have been discoveries of totemic creations in the shape of turtles, which seems to be a sacred icon for the cultists. The remnants of the Blue Stairs, while having lost some of its more dangerous effects, it still concentrates too much “reality” to be safely disposed of, even with the latest protective suits. This means that the area has to be watched over constantly, to keep the cultists from rebuilding the monstrous construction. The Fortress of Corpses still watches over the land, and a great wall has been built around the area, big enough to keep a safe distance from the remains of the stairs. The area is, even now, approached by cultists, and the drunig have to always stay on guard to avoid cultists from entering the ring.
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>>87242618
there is also Azhar Nar, which has subdivisions and names of capitals/regions
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>>87246685
yes
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Whats the tech level here? Can I do muskets? I like muskets. I understand if they break lore though.
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Thought I'd write some Concoon/Emerald Islands lore.

> History
The Cocoon Islands have always been shrouded in mystery and fear. Located in the far west, they were believed to be cursed by the gods, as no ship that dared to sail to the islands ever returned. The few sailors who managed to escape the Cocoon Islands and tell their tales spoke of a land covered in an otherworldly white silk, home to giant arachnids with two sets of palps, known as the "Death Blossoms".

According to legend, the Death Blossoms were once ordinary spiders that were mutated by a strange magical energy emanating from the islands. Over time, they grew to enormous size and developed the ability to produce an extremely durable silk that could withstand the corrosive saltwater of the ocean. Any ship that sailed too close to the Cocoon Islands would be ensnared in the Death Blossoms' webs, turning the shores of the islands into a vast graveyard of trapped ships.

The first humans to come into contact with the Death Blossoms were the wizards of the Isle of Wizards, a group of powerful sorcerers who lived on a nearby island chain. Realizing that they could not defeat the arachnids outright, the wizards instead decided to contain the threat by building three fortresses on the islands of Talon, Jagar, and Don Bachir. These fortresses served as outposts to keep the Death Blossoms from spreading to the other nearby islands, and as warning beacons to alert travelers of the danger that lay to the west.

Over the years, the Cocoon Islands became known as the Fortress Islands, and they were avoided at all costs by sailors and merchants. The only people who ventured to the islands were brave adventurers seeking to plunder the abandoned ships trapped in the Death Blossoms' webs, or foolhardy individuals hoping to find a way to defeat the arachnids and claim the islands for themselves.
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> On the Death Blossoms
In terms of anatomy, the Death Blossoms have a typical arachnid body structure, with four pairs of legs, a segmented abdomen, and a cephalothorax containing their eyes, mouthparts, and pedipalps. However, due to their immense size, the Death Blossoms have proportionately larger and stronger legs and pedipalps, as well as a thicker exoskeleton to protect them from predators.

Behaviorally, the Death Blossoms are highly territorial and will aggressively defend their territory from intruders. They are also efficient hunters, using their webbing to trap and ensnare their prey, which they then inject with venom to paralyze and kill. The Death Blossoms have a complex social hierarchy, with a dominant queen at the top and numerous offspring serving as workers and soldiers.

The Death Blossoms get their name from their appearance, which is said to resemble a white death lotus, a flower known for its toxic and deadly properties. This, combined with their aggressive behavior and the fact that they have claimed the Cocoon Islands as their own, has earned them the reputation as one of the most feared and deadly creatures in the region.
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>>87248765
Fantasy aside, in general the highest tech level around is XVIIth century stuff. The two exceptions are Luden (industrial age rats) and the starmen (cowboy aliens from space).
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> Ecosystem
The Cocoon Islands are home to a wide variety of plant and animal species, all of which have adapted to the unique magical energy that permeates the islands. This magic has imbued the flora and fauna of the Cocoon Islands with extraordinary abilities, making them highly sought after by collectors and alchemists.

> Plantlife
Death lotus: a toxic flower that is believed to have given the Death Blossoms their name. The death lotus produces a powerful venom that is deadly to most creatures, but the Death Blossoms have developed a resistance to it and often use the flowers as a source of food.

Gem shrubs: small bushes that are covered in gemstones, including rubies, emeralds, and sapphires. The gemstones are embedded in the branches and leaves of the shrubs and are highly prized for their beauty and value.

Webgrass: a type of grass that is covered in a thin layer of the Death Blossoms' silk. The webgrass is highly resistant to damage and provides a secure anchor point for the arachnids' webs.

Venom vines: a species of vines that produce a powerful venom that is deadly to most animals. The venom vines are used by the Death Blossoms as a secondary defense system, entangling and killing any prey that manages to escape the arachnids' webs.

Ghost flowers: a species of flowers that are nearly transparent and glow softly in the dark. They produce a sweet, fragrant aroma that is said to have a calming effect on those who smell it.

Crystal cacti: a species of cactus that are made entirely of crystal and are highly prized for their beauty and value. They produce small, sweet fruit that is a favorite food of many of the animals on the Cocoon Islands.

Mystic mushrooms: a type of fungus that grows in the shadows of the Death Blossoms' webs. They produce a psychedelic spores that are said to have a powerful mind-altering effect when ingested.
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> Animals
Shadow wolves: a pack of wolves that are native to the Cocoon Islands. They are able to move through the shadows and are almost impossible to spot in the dark.

Venomous vipers: a species of snakes that are immune to the venom of the venom vines and the death lotus. They feed on the vines and flowers and help to keep their populations in check.

Gem beetles: a species of beetles that are covered in gemstones and are highly prized for their beauty and value. They are skilled burrowers and often dig deep into the earth in search of precious minerals.

Phantom bats: a species of bats that are nearly invisible and are able to fly through the Death Blossoms' webs without getting ensnared. They are nocturnal and are often seen flying through the night sky.

Web weavers: a species of spiders that are native to the Cocoon Islands. They are smaller than the Death Blossoms and do not possess the ability to produce silk, but they are skilled at weaving intricate webs and are a common sight on the islands.

Silk shapeshifters: a rare and mysterious species that are half-plant, half-animal. They are able to manipulate their own bodies, forming them into different shapes and sizes at will. They are highly prized by alchemists for their unique abilities and are said to possess great magical power.

Gem mites: small, insect-like creatures that are attracted to the gemstones found on the Cocoon Islands. They are able to dig through the earth and burrow into the gemstones, extracting the minerals inside. In return, the gem mites leave behind a glittering trail of sparkling dust, which is highly prized by alchemists for its magical properties.

Web spiders: a species of spiders that live in the webs of the Death Blossoms and help maintain and repair them. The web spiders are smaller than the Death Blossoms and do not possess the ability to produce silk, but they are still formidable predators in their own right.
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Venom lizards: small, venomous reptiles that are immune to the venom of the venom vines. They feed on the vines and help to keep their population in check.

Gem crabs: a species of crabs that are covered in gemstones, including rubies, emeralds, and sapphires. The gem crabs are highly prized for their beautiful shells and are often hunted for their valuable carapaces.

Web birds: a species of birds that build their nests in the webs of the Death Blossoms, using the silk as a secure foundation. The web birds are able to fly through the webs without getting ensnared and are a common sight on the Cocoon Islands.
Venom eels: a species of eels that are immune to the venom of the venom vines and the death lotus. They feed on the vines and flowers that grow in the shallow waters around the Cocoon Islands.

Phantom dolphins: a pod of dolphins that are native to the waters around the Cocoon Islands. They are able to move through the water almost silently and are often seen playing in the waves near the shores.

Web whales: a rare species of whales that are covered in the Death Blossoms' webbing. They are believed to have a symbiotic relationship with the arachnids, feeding on the smaller aquatic life that becomes ensnared in the webs and helping to maintain and repair them.
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> Myths about Cocoon Island
The Curse of the Cocoon Islands - Many believe that the Cocoon Islands are cursed by the gods and that any ship that ventures too close will be doomed to suffer a terrible fate. According to legend, the Death Blossoms are the physical manifestation of this curse, luring ships to their doom with their deadly webbing.

The Treasure - Despite the dangers posed by the Death Blossoms, the Cocoon Islands are said to be home to a vast treasure trove of precious gemstones and other valuable loot. Some believe that this treasure is guarded by the arachnids and that only the bravest and most foolhardy adventurers have any chance of claiming it.

The Emerald 0racle - Some say that the Cocoon Islands are home to a powerful Oracle who can see the future and can answer any question put to her. However, the Oracle is said to be guarded by the Death Blossoms and can only be consulted by those who are brave enough to brave the arachnids' webbing and make it to the island.
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> Geography
The Cocoon Islands are located in a region of the world known for its warm, tropical climate and abundant rainfall. The islands are heavily forested and are home to a variety of plant and animal species, many of which are found nowhere else in the world.

Talon is the largest of the Cocoon Islands and is characterized by its dense forests and rolling hills. The island is home to a number of rare plant and animal species, including the ghost flowers and the crystal cacti.

Jagar is the second largest of the Cocoon Islands and is known for its rugged terrain and rocky coastline. The island is home to a number of dangerous predators, including shadow wolves and gem dragons.

Don Bachir is the smallest of the Cocoon Islands and is characterized by its lush forests and fertile soil. If not for the hostile wildlife it would be perfect for plantations for expensive cashcrops.

> Interesting locations
The Sea of Webs: a vast expanse of webbing that surrounds the Cocoon Islands and makes it nearly impossible for ships to pass through. The Sea of Webs is created by the Death Blossoms and is home to a variety of aquatic life, including venom eels and phantom dolphins.


Shadow forrest - The forest is said to be home to a number of mysterious and dangerous creatures, including shadow wolves and venomous vipers.

The Sapphire Lagoon: a beautiful, crystal clear lagoon. The lagoon is said to be home to a variety of exotic aquatic life, including gemfish and phantom dolphins.

The Emerald Falls: a stunning waterfallThe falls are said to be the source of the world's most valuable emeralds and are guarded by the Death Blossoms.

The Ruby Ridge: a mountain range that is rich in ruby deposits. The ridge is said to be the source of the world's most valuable rubies and is guarded by the Death Blossoms.
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>>87250245
>region of the world known for its warm, tropical climate and abundant rainfall.
back when we had biome maps, Emerald Isles was mostly temperate/pine forest

most of the neighboring regions are also temperate/pine, so it doesn't really make sense for this to be jungle unless we do another "lol divine intervention"
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>>87250439
This is the last biome map we did.
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>>87250439
then scratch that bit. Giant spiders just made me think of the tropics I guess.
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>>87250561
there was also the 3D biome map which had a few minor refinements done on it, the latest version of it is probably the one on thread 21
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>>87251244
That one is in the homepage of the wiki. But not the biome one. I get it's ugly-looking, but it's good for lore reference.

https://crumbling-giantstep.fandom.com/wiki/Crumbling_Giantstep_Wiki
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>>87251260
The 3D map on thread 21 seems to be the latest, it has some city locations marked on it, and some improvements to the food lands, that aren't on the 3D map currently on the wikia.

The 3D map is based on the 2D biome map, but has a few improvements, like depicting the Forest of Getting Lost properly. Though there definitely are some occasions where the 2D map is easier to read.
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I'm writing a bit of lore for the Nosso Lar to complete it, but I'm having a problem with one particular bit.

>The Aruanda region has long been a crossroads for trade, to the misfortune of its indigenous inhabitants. Foreign outposts were set up at various times by Gilgemash, the early Gokmavi, and the Khenomeric Empire, all of which raided the locals for slaves in addition to moving various trade goods.

Ok, so I can see Gilgemash controlling the land, and I can see a small and brief khenomeric outpost along the lines of theirs in Zemyland. But how did the Gokmavi ever reach the region? They are nomad raiders, what were they doing there?
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>>87241069
Half transparent oveay over a sepia heightmap?

Why not I guess
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I take a break from this board for a while and I missed a lot. What happened to Loria?
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>>87252673
It died around 4 or 5 threads in. I guess there can only be one serious worldbuilding effort on /tg/ at a time.
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>>87251732
Most likely it was during the one or more times the Gokmavi and/or their predecessors were able to conquer parts of Gilgemash

I wrote that bit specifically to explain how the Gokmavi were able to reach Aruanda and Mumak
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Ok, so I've written a bit of history for the Nosso Lar, but it explains quite a lot of stuff for Azan and the BBD as well. If someone finds any problem lore-wise with what I've written, please tell me.

>History
The aruandans have inhabited the northernmost side of the Great Norossor Peninsula for many millennia. They were one of the many cultures who fought for control of the region, since its geographically advantageous position meant great riches and prosperity for those who controlled the cities along the coast of the U’ritass Inner Sea and the Strait of the Dead Emperor. The aruandans kept a constant fight for the control of the region, not only against their neighbors, but also against foreign powers who sought to establish themselves in the area. The first one to really make itself felt in the area was the Kingdom of Gilgemash, who managed to control the northwest of the region, as well as a strip of land along the coast of the U’ritass Inner Sea. The gilgemashi managed to control the region for a long time, even managing to push back the khenomeric attempts of creating important colonies in the region. The only true colony the khenomeri managed to create, Avathornis (created three mere years before the Battle of Empires), was abandoned fifty years after its founding, to the point many historians forget they even were in the region.
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>>87253481
As time passed, however, Gilgemash began losing control over the region, both due to inner corruption and logistical problems and due to the pressure from the local nations. By the year 1.230 ABE, the gilgemashi lost the few remaining enclaves they still had on the Great Norossor Peninsula. This led to an increase in the infighting between the local nations for control of the region, and it was in this state of disarray when the Azan Empire reached the region. By that time, the aruandans had become the strongest local power in the region, having defeated and absorbed most of the other groups in the region, which had given them quite a lot of influence and power. The azanese authorities, once they reached the Strait of the Dead Emperor in 1.302 ABE, knew that to control the incredibly profitable trade through the region, they needed to control both sides of the Strait of the Dead Emperor. And the sheer amount of problems that presented, from logistics to administration to diplomatic ties with Gilgemash (who still had interests in the region) meant that going to war with the aruandans was not an option.
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>>87253502
This was a daunting task. The empire would not authorize any major military campaign in the region, due to the sheer amount of logistical and diplomatic problems bringing the army so far away from the central provinces would cause. It would also have to account for Gilgemash, a powerful kingdom who had been cut in two by the advance of azan towards the sea, and was waiting for an opportunity to reunite the nation once again, as well as retake the lands lost in the Great Norossor Peninsula. Finally, it would have to do all of that with the knowledge that any help from Nananikor would take too long to be of use (travelling from the Strait of the Dead Emperor to the capital would take more than a year), and thus it had to leave this task to men of absolute confidence. Men absolutely loyal to Azan who would not take advantage of the long distances to forge their own fiefdom. The emperor at the time entrusted this work to Nareses Batelios, a strange choice in the eyes of most of the imperial court. Nareses was a very old man, who had served most of his life as a high-level administrator, being an excellent bureaucrat and lawman. He was a eunuch, having been rescued from an illegal slave ring when he was a child, and given an education by the local priesthood, who noticed his abilities and sent him to the royal court.
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>>87253514
In there, he had proven his capabilities time and time again, optimizing tax collection in the capital and helping the empire codify many laws. He had been the one who successfully organized the first census of the empire in 1.287 ABE, the biggest census ever done in the history of Giantstep. However, Nareses had never exited Azan, and many doubted he had the experience required for diplomatic dealings, let alone the arts of warfare if the worst-case scenario happened. And many thought that sending an old man to the region would be seen by both the gilgemashi and the locals in the Great Norossor Peninsula as a sign of weakness. He was quite frail, and needed the help of a pair of assistants to walk around. Still, the emperor entrusted the task to Nareses, and he began formulating a diplomatic plan of action.
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>>87253526
First, he visited the araundans warriors, who, to the surprise of many, received the old man with great honors. The affable and gregarious nature of Nareses meant the chieftains of the araundans bonded quickly with the emissary of the distant lands. Plus, if they had sent such an old man to deal with warriors, he must be a great expert in the theory of war. He demonstrated his knowledge in the arts of war by helping the araundan fleet to fend off a series of attacks from the gilgemashi fleet, in an attempt of recovering a bridgehead in the region. Hiding as a native leader, he led the small araundan fleet to many victories, crippling the gilgemashi fleet and managing to create the illusion that the araundans threatened to capture the island of Moarnias, in the mouth of the Strait of the Dead Emperor. He then travelled to Gilgemash as the azanese ambassador to convince the gilgemashi king that, in exchange for respecting the strip of land Azan had gained through Gilgemash, he himself would go to the araundans and make them stop their attempts to invade gilgemashi territory. The plan worked, and Azan managed to secure the azanese strip to the eastern seas, as well as stopping the gilgemashi’s plans for the Great Norossor Peninsula, since their fleet had been battered against the araundans.
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>>87253546
The araundans were thankful for the help, and this set the araundans as solid allies to the Azan Empire. Nareses further helped the araundans by counseling the chieftains to win their wars against the other nations, expanding through most of the northern Great Norossor Peninsula. Nareses offered the chieftains great gifts from the distant land of Azan, and began consolidating the araundans into a singular nation, all the while pulling the strings of who gained power and influence in this burgeoning kingdom. The last bit of maneuvering consisted in grooming a candidate for the throne of “Nosso Lar” (in araundan meaning “the promised land”), and made him accepted by all chieftains, warlords and leaders with influence in the region. Nareses then proposed to marry the future king with an azanese princess, an exquisite beauty and noblest of princesses, a daughter of the Emperor himself, sealing the bonds of eternal friendship and loyalty between Azan and Nosso Lar. In reality, Nareses had chosen for a king a man who, while in the outside looked imposing and decisive, in reality he was easy to persuade and to influence. In contrast, the chosen princess was a woman of tremendous character and political ambition, but highly loyal to Azan. The union between the two may have looked like the birth of a new country, but in reality, Nosso Lar had become a province of Azan, and all without shedding a drop of azanese blood.
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>>87253553
The work of Nareses did not stop there. During the rest of his life, he created an extensive administration in the region, well aware that the province’s biggest threat was its long distance to the empire. A cut of communications was thought to be something inevitable, and thus Nareses prepared the region needed to be self-reliant, as well as loyal to the core to the empire. He pushed many reforms and public works that benefited the population immensely, gaining their love and trust, and since he brought many of those advancements from the distant lands of Azan, the araundans developed a real loyalty to the empire. Nareses also dedicated extensive efforts to create a system of education that would push azanese values and loyalties, all in the guise of freedom and prosperity. This included the education of the royal family, who needed azanese approval for a candidate to rise to the throne, and the academies gave all the information they needed to the azanese court about the potential heirs. By the time Nareses died of old age, he had successfully created one of the most prosperous provinces in the entire empire. As a reward for the work done over a lifetime, the azanese emperor honored him with the creation of a colossal statue of him in Nananikor, statue that still stands to this day. He was buried in the capital of Nosso Lar, and a great library was created above his tomb to commemorate his contributions to the region. Even to this day, many araundans called their firstborn Nareses, in remembrance of the man.
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>>87253546
Hmm. It's nice.
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Finishing the history of Nosso Lar bit.

>>87253565
During many centuries, Nosso Lar became wealthy thanks to the trade, and the land prospered. The need to organize and to defend the region brought many men and women from the empire, and it became an attractive for nobility to travel and settle, especially those young nobles who had little chance of inheriting any major title at home. This resulted in the expansion of the local aristocracy, who intermarried with local araundan nobles and chieftains, eventually creating a very powerful and influential elite. The administration set up by Nareses began struggling to control the growing influence of this new aristocracy, but it was still capable enough to hold the reins of power in the region.
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>>87258616
In 1.910 ABE, the recently created Witchelven Empire began attacking the borders of the azanese empire. This would start a long period of crisis for the Azan Empire that would change the fate of Nosso Lar dramatically. The wars with the witchelven to the east and the drow uprisings to the west threatened the empire in a way they had not been before, and they began rerouting many resources to defend their borders, which included the defense of the strip of land connecting Azan with Nosso Lar. The region was frequently attacked by gökmavi raiders, who were resentful of the azanese for taking over the region, and the need to send men to the wars with the witchelven and the drow left the strip undefended. This caused problems in Nosso Lar, leaving the territory uncommunicated for years at a time. The region was not in danger, but the growing independence of the region fostered ambitions in the minds of many of the nobles. This became even worse once the Azanese Civil War started.
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>>87258621
Nosso Lar fought in the war on the side of Azan, but its contribution was sparse due to the distances in question. Worse still, the changrilese collaborated with the gökmavi tribes to increase the attacks to the strip, finally blocking any land communication between Azan and Nosso Lar. Following the gökmavi, Gilgemash also took the chance to retake the lands of the strip of land in 2.141 ABE, leaving Nosso Lar to its fate. By the time the Treaty of Nefkin was signed 2.181 ABE, Nosso Lar had been left completely isolated. It still considered itself a part of the Azan Empire, and it’s a testament to the talent of the administration left by Nareses that this state of affair was maintained for nearly a millennia more, but slowly the land began fracturing. Many nobles saw this opportunity to carve their own fiefdoms exclusively for themselves. This became worse due to the religious problems in the empire, with the clash between the old and the new azanese faiths. The kings of Nosso Lar pushed for conversions to the new azanese faith, but many nobles refused, seeing this as an opportunity to push back against the influence of the kings of Nosso Lar and its administration. The nobility also pushed for a resurgence of the old aruandan beliefs, trying to present the new azanese faith as something antithetical to the region.
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>>87258625
Slowly but surely, the region began fracturing. Many noble families began creating their fiefdoms, becoming de facto independent to avoid paying the increasing taxation. At the same time, many of the cultures absorbed by the azanese and the araundans began pushing back for independence. The inner crisis in the region was noticed by foreign powers, with Gilgemash beginning to extend their influence over the seas, weakening the Nosso Lar fleet. This, in turn, allowed for a resurgence of piracy in the area, with many pirates and bandits finding refuge in the fiefdoms of the corrupt nobility in exchange of a cut of the profits.
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>>87258629
The downfall of Nosso Lar began in the city of Moridan. The city of Moridan was one of the most prosperous of the region, but over time, it had become twisted into a den of hedonism and corruption, rejecting the authority of the azanese administration while at the same time demanding protection from pirates and bandits. Moridan became particularly powerful once the Great War of the Gnoll caused waves of refugees to the region. Moridian crime sindicates and warlords were able to use the chaos and misery the sudden human influx to create private armies, taking over the city and the surrounding lands. Soon enough, Moridan started fighting against the rest of Nosso Lar for control of the region, weakening both sides immensely, all while gnoll sea raids began weakening the remains of the Nosso Lar fleet. Nosso Lar managed to push back the moridan criminal families, which caused an internal war in the region.
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>>87258632
The moridan fights were ended with the arrival of an unexpected power. In 3.132 ABE, a mysterious woman calling herself “the heiress to Azan”, Renne of Azan began beating the gangs into submission, using the force of her words, her charisma and her gökmavi mercenaries. She quickly took over Moridan and organized a force of pirates and bandits to take over the region. Her success pushing back the gnoll sea raids and a surprising victory against the gilgemashi fleet managed to cement her position as the most powerful warlord in the region. The fragmented kingdom of Nosso Lar could not stop her from conquering the region, with her armies invading from land and sea and many subverted groups dismantling the nation from within. The resisting araundans were given an offer to submit or be enslaved, but they refused to acquiesce. The defeated araundans were enslaved by the recently created Blind Bastard’s Domain.
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>>87258637
The araundans became enslaved to Rene’s will. This was a particularly bad pill to swallow, since she claimed they were the traitors, as she represented the true authority of Azan, and their resistance was only a show of insubordination. In 3.152 ABE, a slave rebellion leaded by the shaman Candomblé, successfully triumphed in Moridan, freeing thousands of slaves and burning half of the city. However, after the slave revolt could not take over the city, they decided to march south, searching for a place to fortify against the pirates, and freeing further thousands of araundans in the process. In 3.154 ABE, they founded an undefended enclave to the north of the Destert of the Weariest, which they named “Nosso Lar”, and began rebuilding their society. They swore an oath to retake their lands from the pirates and from the false heir to the throne of Azan, and they continue to fight the Blind Bastard’s Domain to this day.
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>>87245802
>Update
Neat.
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>>87253135
Poor Gokmavi. They are mentioned a lot, and they are going to be the last ones to get extended lore...
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What can be said about the Island of Untangled Tongues?
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I'm back from a month old hiatus. Lovely to see this is still going on strong
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Are there a sentient species still not addded to the list?

https://crumbling-giantstep.fandom.com/wiki/Sentient_Species_of_Giantstep
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>>87249937
>Fortress
Just a small correction, it was Talon, Jagar and Don Bachir that were known as fortress islands, due to having three large fortresses built on each
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>>87262759
>>87249937

the fortress islands are the ones to the east of the cocoon islands, i think you got the names mixed up
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Here's a bit of lore of an idea someone mentioned long ago. I'd try to get AI images of it, but I'm awful with that stuff. Someone please help me get a decent visual.

>The Bone Dome
Far in the deepest part of the city of Mossovy, there lies one of the biggest coliseums in the entire world: King William’s Undead Amphitheatre, or as it is known by the locals, the Bone Dome. It is the biggest building in all of Mossovy, and in it necromancers of all the realms participate in spectacular fights, pitting their undead creations against each other for spectacle and glory. Tens of thousands of spectators go every day to see the latest and most terrible creations of the dark wizards, and it has also become a place where necromancers can resolve their differences without going to war with each other.
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>>87263271
The history of the Bone Dome is a tragic one. It all started during the crusade of William Merriman II of Waldemaria against the growing power of the necromancers. The undead lords were growing in power too fast, having been concealing their power in the hidden city of Mossovy, and their dark magics became too much for the Kingdom of Waldemaria to bear. The king launched a crusade to get rid of the necromancers of the city of Mossovy, before they could gain enough bodies to swarm the kingdom in waves of undead. For decades, the knights of Waldemaria fought the necromancers, and with King William spearheading many of the assaults, the necromancers had to unite their efforts to create bigger and more dangerous undead monstrosities. Simple animated skeletons and zombies, while effective in great numbers, were too frail against the heavily armored cavalry of Waldemaria. Thus it led to the resurrection of the ancient giant constructs, which led to the death of King William and the final defeat of the Knights of Waldemaria. To celebrate their victory, it is said that the dead knights, alongside many dead waldemarians, were resurrected and put to work in the construction of the great coliseum. To rub more salt in the wound, the arena was named after the defeated king himself, and rumors lurk around that the last stone was put by the animated corpse of the king himself.
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>>87263285
The Bone Dome has become a great attraction for those with unsavory interests in the dark arts. Many people travel to the Bone Dome to experience the grim spectacle, betting on which of the thrown creations will come out on top. Many others will go to see the necromancers’ works, looking to purchase their services and their creations for their own plans. The necromancers themselves see this as an opportunity to test their dark knowledge, and to see if their experiments are up to par against their rivals. The undead creations shown in the arena are extraordinary in their nature, since showing mere skeletons would not do. The necromancers mix and match bones and body parts from many different sources, enhancing each part with different spells and giving them different levels of intelligence to match their opponents’ abilities. This, in turn, has made Mossovy’s black grow exponentially, becoming great marketplaces where you can find everything that an undead might need for their experiments.
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>>87263296
The Bone Dome also plays a role in keeping social order in Mossovy. Since rivalries between necromancers are a common thing, the Pridvestniks decreed that no war between necromancers could be had within the walls of Mossovy, to avoid the wanton destruction that would bring. Instead, the necromancers must duel each other in the arena, to the death (and beyond) if necessary. These duels attract a particular amount of visitors to the games, since personal vendettas often bring the cruelest and most imaginative creations from the necromancers.
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>>87263304
As for visuals, just imagine a roman amphitheatre, but with a dome made out of bone. Maybe with the shape of a ribcage?
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Where do the Glass Mountains come from?



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