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>Thread Question: Which places/events/characters deserve a datacard?

>Thread task: Make some art for the setting (seriously, we need artists). Make some art for the datacards.


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

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

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

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

Previous thread
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1 - https://suptg.thisisnotatrueending.com/archive/2022/84774616/
2 - https://suptg.thisisnotatrueending.com/archive/2022/84847594/
3#1 - https://suptg.thisisnotatrueending.com/archive/2022/84864673/
3#2 - https://suptg.thisisnotatrueending.com/archive/2022/84877899/
5 - https://suptg.thisisnotatrueending.com/archive/2022/84890048/
6 - https://suptg.thisisnotatrueending.com/archive/2022/84918731/
7 - https://suptg.thisisnotatrueending.com/archive/2022/84930206/
8 - https://suptg.thisisnotatrueending.com/archive/2022/84943450/
9 - https://suptg.thisisnotatrueending.com/archive/2022/84963046/
10 - https://suptg.thisisnotatrueending.com/archive/2022/84990296/
11 - https://suptg.thisisnotatrueending.com/archive/2022/85001905/
12 - https://suptg.thisisnotatrueending.com/archive/2022/85025361/
13 - https://suptg.thisisnotatrueending.com/archive/2022/85034498/
14 - https://suptg.thisisnotatrueending.com/archive/2022/85074457/
15 - https://suptg.thisisnotatrueending.com/archive/2022/85181021/
15#2 - https://suptg.thisisnotatrueending.com/archive/2022/85273765/
16 - https://suptg.thisisnotatrueending.com/archive/2022/85357735/
17 - https://suptg.thisisnotatrueending.com/archive/2022/85442583/
17#2 - https://suptg.thisisnotatrueending.com/archive/2022/85499731/
18 - https://suptg.thisisnotatrueending.com/archive/2022/85554910/
21 - https://suptg.thisisnotatrueending.com/archive/2022/85580942/
22 - https://suptg.thisisnotatrueending.com/archive/2022/85686282/
23 - https://suptg.thisisnotatrueending.com/archive/2022/85775039/
24 - https://suptg.thisisnotatrueending.com/archive/2022/85865971/
25 - https://suptg.thisisnotatrueending.com/archive/2022/85981957/
26 - https://suptg.thisisnotatrueending.com/archive/2022/86150840/
27 - https://suptg.thisisnotatrueending.com/archive/2022/86258892/
28 - https://suptg.thisisnotatrueending.com/archive/2022/86355397/
29 - https://suptg.thisisnotatrueending.com/archive/2022/86504173/
30 - https://suptg.thisisnotatrueending.com/archive/2022/86662491/
31 - https://suptg.thisisnotatrueending.com/archive/2022/86786745/
31#2 - https://suptg.thisisnotatrueending.com/archive/2022/86924239/
32 - https://suptg.thisisnotatrueending.com/archive/2022/87072460/
33 - https://suptg.thisisnotatrueending.com/archive/2022/87171716/
34 - https://suptg.thisisnotatrueending.com/archive/2023/87267880/
35 - https://suptg.thisisnotatrueending.com/archive/2023/87388478/
39#1 - https://suptg.thisisnotatrueending.com/archive/2023/87472712/
38 - https://suptg.thisisnotatrueending.com/archive/2023/87550989/
39#2 - https://suptg.thisisnotatrueending.com/archive/2023/87627406/
40 - https://suptg.thisisnotatrueending.com/archive/2023/87795959/
41 - https://suptg.thisisnotatrueending.com/archive/2023/87956630/
42 - https://suptg.thisisnotatrueending.com/archive/2023/88125000/
43 - https://suptg.thisisnotatrueending.com/archive/2023/88278726/
44 - https://suptg.thisisnotatrueending.com/archive/2023/88372296/
45#1 - https://suptg.thisisnotatrueending.com/archive/2023/88465385/
45#2 - https://suptg.thisisnotatrueending.com/archive/2023/88563258/
47 - https://suptg.thisisnotatrueending.com/archive/2023/88666593/
48 - https://suptg.thisisnotatrueending.com/archive/2023/88762012/
49 - https://suptg.thisisnotatrueending.com/archive/2023/88855281/
50 - https://suptg.thisisnotatrueending.com/archive/2023/88948871/
51 - https://suptg.thisisnotatrueending.com/archive/2023/89035095/
52 - Someone archive this thread
53 - Someone archive this thread
Google Doc Link for the timeline. As updated as it can be.


Thread 52 archived.
I'd say probably the majority of the larger, well-known kingdoms. Drunigzar is a good start, but maybe we could do ones like the Gnoll empire, Changrila, the Empire of Elanxa, places like that.
Drunigzar is the most complete, since it has flag, emblem, and both types of maps. The rest of the nations lack at least one of them.
I'm honestly really glad that this is still going on. I got a new job a few months ago and I haven't been able to do stuff on here for a while. I think I'll design some trade routes and see what you guys think of them.
Cowmen grasslands trade:
The Cowmen do not truly have trade, but they often prey upon the boats going up and down the Rhailaco River, which is the main source of trade between the Kingdom of Drunigzar and the Gnoll Empire. Occasionally herds are paid off by Nogarese officials to disrupt the flow of trade between their two enemies. However, with the advent of the heavy crossbow, wiser herds do not attempt such raids with the threat of being turned into spare rations by the Drunig merchants.
Thread 53 archived

We should add more tags, or at least the same as the other archived threads.
The Drow have inhabited the subterranean expanses of Central Scimitaria for what seems an eternity. The above ground region has always been spurned and neglected by foreign powers, thanks in part to its climate and geography. Being aptly named "the Ashlands", it's known as a harsh region, full of volcanoes, lava rivers, ash clouds and little to no sunlight, a place where almost nothing grows.

The Drow, however, did not have to worry about the inhospitable conditions of their home region, due to their natural avertion to sunlight. Not only were they able to survive above ground, cultivating what little crops they could, but they also inhabited vast underground caverns, where they carved out their largest cities. There, however, they were not alone, as many Dwarven kingdoms had existed in the area, as well as in the Cornfloor Peninsula. These Dwarves were more skilled craftsmen and miners than the Drow, and thus accumulated more wealth, and often led to many Drow states being subjugated by Dwarven ones.

Empires came and Empires left, and the Ashlands were left mostly untouched, its subterranean nature unknown to most. It was during the First Elven Empire that the Drow first took an interest to the outside world, with many Drow ending up as soldiers or officers within the Empire's army. After the fall of the First Elven Empire, Azan formally took over the Empire's former lands, which included the Ashlands. Once again, the region was largely ignored by the Azaneese, thinking the Drow (and the residing Dwarves) as no more than barbaric cavemen. However, the Drow that lived outside of the Ashlands, who were mostly serving the First Elven Empire, had been left stranded, and that created a large immigrant exodus to Terusia and Azan itself.
Do you have a template for the cards?
I have, I'll post it later.
I don't think the Rhailaco can be traversed by boat.
>the Rhailaco River, which is the main source of trade between the Kingdom of Drunigzar and the Gnoll Empire
It's not, it's the coastal cities of the Gnoll Empire. The Rhailaco not being traversable aside, there's no way the cowmen would allow any gnoll to cross their land, even by river. Plus, there's precedent about the trade with the gnoll coastal cities in the lore already.
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>Silent Sloth
The silent sloth is a species of mammal that lives in the jungles of Chakobsa. A sloth the size of an ogre, many are surprised to see they are one of the most, if not the most feared predator of the region by the yagura. Unlike many sloths, they are complete carnivores (in fact, many suggest they only eat flesh from sentient species), slowly stumbling towards their victims. They walk in a hunched stance, their massively elongated and sharp claws hidden by either skins, folliage or other matter to avoid losing their edge. Their walk is slow, unnervingly so, to the point many outsiders wonder why are they so feared. The yagura say that they have a petrifying stare: if they look at you long enough, and you meet their stare, you will be paralysed completely. Unable to move yet painfully aware of your surroundings, the only thing the victims can do is look at the eyes of their predator, as it walks towards the victim at a glaciar pace, never keeping its eyes from the poor sod in its clutches. After the sloth is close enough, it will unsheath its claws and painfully and methodically gut the victim, eating the victim while it's still alive, as death takes forever to take those affected by the petrifying stare.
Thanks for letting me know, it's been a fair few months since I've been here!
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>Dominion of the Bog Witch (additional notes)

>Mutaa’s Realm

The most westerly realm, the most populated surface realm, the closest to major foreign population centers, and the most diverse geographically. Small villages can be found in higher numbers than elsewhere in the Dominion, though it is still quite empty by the standards of civilized nations. Mutaa rules via a feudal system of sorts, with tribal leaders on the bottom, then 2-3 tiers of witches and hags above them. Mutaa also maintains a sprawling network of agents in foreign nations, leading organizations that are halfway between criminal and cult. As a result, slave and drug caravans are a (relatively) common sight along the trade routes of this realm.

- Bludkove – This cluster of small lakes is home to a high concentration of wisps, firebark trees, and tangle vines, as well a particularly sadistic tribe of kikimori who specialize in using the local flora and fauna to inflict elaborate hunts and torments upon outsiders lured into the region.

- Byzantir – This sprawling complex of halls, towers, and dormitories was once a magic school and experimentation laboratory during the peak of the Fifth Dynasty. Located on an island in Lake Landerstaat, it is said to still be home to a massive repository of items of value, and has been the target of many failed expeditions.

- Church-On-The-Lake – This strange compound started out as a chapel on a tiny island, but has since been expanded with rotting wood decks and floating straw mats to handle a number of slave cages and henchman living quarters. Auntie Preach rules here, and in addition to being a leading proponent of the “Witch Church”, she is also one of Mutaa’s main raiders and breakers of slaves.
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- Craw – This small kikimori tribe lives in a deep gully leading down to Lake Malagrite. They are vassals of Auntie Preach and often contribute to her slave raids, but they also occasionally organize their own raids. Captives are typically eaten alive, or worse.

- Creirsa – This witch-elf border fort is a rather unpopular posting. During peacetime, it is a major trading post, with slaves, poisons, drugs, rare ingredients and other exotic goods from both nations fetching high prices here.

- Crossings – This foul brothel sits at the intersection of two roads often used to transport slaves and other newcomers. If somehow they hadn’t figured out how horrible a place Mutaa’s realm is yet, a short tour of this festering villa will bring the lesson home as almost anything goes here. Some of the workers are witch-elf “prostitutes”, which is really just anyone on Morwenna’s shit list. For witch-elves, being sent to serve the succubi is a more painful fate, and being sent to Grobianismus is more humiliating, but being sent to Mutaa’s Realm is also pretty bad.

- Ellena – Former capital of the Ellena province. Built during Second Dynasty, during time of Anora I. Centuries later, Adrian XII of the Third Dynasty goes missing near there, cementing its rather questionable reputation. It became a major center for magical experimentation during the early Fifth Dynasty due to its proximity to the raw magic potential of the Cardammon Plateau Boneyard. Its population plummeted during the lawless later years of Fifth Dynasty, and much of the Sixth Dynasty. Its status as a major city was partially restored during Seventh Dynasty, but it was soon abandoned due to high percentages of birth defects and other anomalies that were at the time blamed on the Cursed Battlefield. In modern times, it is a partially flooded ruin that is home to a small clan of gombwoddle fishermen and barge operators. Adventurers sometimes sneak in hoping to find loot.
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- Forest of Torments – Long seen as a bad place even before the Orgia Breach formed. Its damp forests are home to high concentrations of bog fairies, rotsuckers, and itch bugs, who take advantage of prey trapped by swaying willows, colossus slug trails, and strangle vines. It is also now home to assorted succubi from the Orgia Breach. Despite this, it is often seen as one of the safer parts of the western Dominion, and adventurers sometimes go through here while looking for Azanese ruins to explore.

- Fort Glupguzzle – Formerly Fort Stalwart, another Fifth Dynasty border fort. It is currently home to Auntie-Duchess Plenty, a senior witch of Mutaa who oversees much of the western border. Fort Glupguzzle is home to nearly one hundred servants and slaves, and the Auntie-Duchess also commands the loyalty of a number of nearby tribes, as well as some lesser witches and hags.

- Fort Titan – This massive fort was built during the peak of the Azanese Fifth Dynasty to protect the borders of Ellena Province from the seemingly feral ogres and other swamp creatures to the north. It was abandoned during the lawless times of the later Fifth Dynasty and never re-garrisoned. Even Mutaa sometimes isn’t always sure what collection of monsters dwells within this ruin at any given time.

- Grickgrubhal – This strange mansion is built on a thousand stilts so that can rise above the waters of a massive beaver created swamp. The resident hag is Mutaa’s chosen leader for her portion of the Slime Woods, and although she often lives alone, her vassal witches from other parts of the woods often come to visit.
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- Halfway Rock – Nothing but a cluster of shacks and cages in a clearing around a large rock, this location marks the halfway point between Skinny Dipper’s Demise and Creirsa. Trade caravans coming from either direction push hard in order to spend their second night on the road at the Rock’s relative safety. The massive hag Grammama Wicker oversees trade here and provides some semblance of order. Aside from the north-south slave and poison trade, caravans carrying pitch and peat often come here from villages like Schmatzsicker and Icky’s Puddle.

- Hundred Stings Farm – This brown opium farm is one of the largest in the Dominion, with hundreds of bog fairy nests being tended by dozens of servants and slaves. It also serves as a gathering point for caravans leaving the Slimewoods for Mutaagrad.

- Icky’s Puddle – A pretty typical pitch farm. Although Lubbermarsh and the Tarpit Morast is the most productive pitch harvesting community, Mutaa has more pitch production than Lustra due to having many small pitch farms like Icky’s Puddle.

- Liseth’s Beacon – This remote cylindrical rock outcrop is occasionally used by hags and witches for their Sabbaths. Usually a bunch of people from Daligrad are kidnapped for the ceremony, and those that survive almost inevitably go insane from the experience.

- Murkhaus – This decrepit fortress was constructed by Mutaa’s followers during the lead up to the first of the “Witch Wars”. However, during the war, it was easily breached, and Mutaa abandoned the concept of border forts in favor of guerrilla warfare. Since then, it has only been used short term by raiders, bandits, and looters of various factions.

- Mutaagrad – see thread 22

- Orgia Breach – This little known nascent demon breach is located beneath a crumbling Azanese fortress. The succubi here are enemies of the Dominion nearly as often as they are allies, and often compete for influence over Kalydon and Daligrad.
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- Schmatzsicker – see existing content on Dominion wiki page

- Singate – This small, crudely built fort acts as a border station of sorts for those entering and leaving Mutaa’s realm for Daligrad. It is defended by a garrison of various swamp races, and led by a group of lesser witches and hags who interrogate newcomers on their intentions and keep the smugglers in line. Aside from smugglers, agents, and slavers, the most likely visitors are those dumb enough to deal with Mutaa and her agents directly.

- Skinny Dipper’s Demise – No one really remembers where this rotting collection of piers and cages first got its name. Run by the lecherous witch Auntie Legs, the village’s main purpose is to load cargo on and off the rotting barges that ply Lake Landerstaat. Much of the population are human slaves purchased from the witch-elves.

- The Forsaken Mine – No one is quite sure what is being mined here, other than that the operations burn through slaves at a high rate (who are then raised from the dead to continue work).

- The Lucky Bighorn – This shady, highly illegal casino/brothel/drug den is one of the worst kept secrets in Daligrad. It, and its countless predecessors, cater to those who find even Daligrad’s lawless entertainment districts too tame. Goods from the Dominion, including black milk and brown opium, can be bought easily here, and the madly desperate can find agents of Mutaa to bargain with. Eventually some righteous busybody will get around to torching the place, but another similar establishment will reappear somewhere nearby in short order.

- The Malagrite Lakes – Lakes Malagrite, Grunn, and Loss are formed where melt water from the Baalps pools in a relative low area. The water is fairly clean (by Dominion standards), but still are home to a range of threats including the giant toads, lake snappers, creepvines, kikimori, and thorned candiru, not to mention several large predators living in the deeper waters.

- The Slimewoods – This foul forest expanse covers an area of relatively high elevation, but broken topography. Its many small gullies and valleys are often turned into swamps by the dams built by the indigenous hoary leviathan beaver. It is home to many unique fungi which makes it of interest to both Lustra and Mutaa. It is also home to high concentrations of bog fairies, toadstools, froglins, giant toads, and toadlings.

- The Widows’ Lakes (Lakes Landerstaat, Phoca, and Vulpena) – These three large lakes are named after three famous widows who drowned in the region on their way back from the aftermath of the Battle of Empires. These lakes are (relatively) safe and are therefore used by the more expendable followers of both Mutaa and Lustra to fish and ship goods. They are home primarily to feral gombwoddles, pondmaids, and bogfishers.

- Ulwen’s Wharf – This small cluster of shacks and cages serves as a gathering point for slave caravans heading south. It is ruled by the sinister witch Lady Ulwen, who is often seen lounging on top of her pet lake snapper.

- Utter Cottage – The eccentric hag known as Mama Straw once lived alone here in a rundown stone cottage until one day she purchased several she-eep to serve as life stock. The lands surrounding her cottage are relatively dry and grassy, but also corrupted by the byproducts of Straw’s past projects. Within a few decades, Straw had accidentally created a new subrace of corrupted she-eep known as “swamp she-eep” that are well adapted to the environment. Utter Cottage is now the focal point of a sprawling farm which employs swamp folk and other races to keep the swamp she-eep in line.

- Witterskin Mine – This small mine uses gibberlings as labor. Local witches and hags in the northwest corner of Mutaa’s Realm have managed to bend a number of gibberling tribes to their will, though others from the Baalps are still hostile.
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>Lustra’s Realm

The other western realm. It is less organized than Mutaa’s Realm, with most inhabitants living alone or in small tribes. Lustra has empowered a few tribal leaders and shamans in order to keep the populace in line. She also keeps close tabs on the slave and drug caravans that provide much of her realm’s economy.

- Bluk – This small collection of shacks sometimes serves as a trading post between Lustra’s Realm and the Witch-Elf Empire, particularly when Lustra and Mutaa are at odds. Due to some peculiar magic in the area, buildings and corpses decay at an unnaturally slow rate. The shacks have stood for centuries, yet somehow seem more rotting and fungi covered each year. Bone piles in the area (of which there are many) also likely date back centuries.

- Croaklingen – see existing entry on Dominion wiki page

- Faarjark – This cluster of well hidden caves serves as a mustering point of sorts for grutzling raids to the north. Although there isn’t much north to raid, Lustra has been known to order them on weeks long raids into Waldmaria or the Land of Windmills if she is unable to acquire children from Mutaa or the Witch-Elves.

- Festerport – This cluster of huts and stockpiled peat and pitch serves as a trade post between Mutaagrad, Lubbermash, and a few peat or pitch harvesting communities south and east of Lubbermash. Occasionally Lustra’s walking hut is within the vicinity, which turns Festerport into a de facto capital of sorts.

- Fort Ruin – Another of the Fifth Dynasty border forts, its original name is long forgotten.
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- Horeark – This tiny hamlet sits marks the location where the main east-west trade route passes between Lustra and Mordrak’s Realm. Given that the east-west trade route is mostly used for drugs, particularly black milk, the Bog-Witch herself has a strong interest in this community, and a few of her umuncles dwell here to ensure caravans aren’t intercepted along the long, lonely stretch of the trade route between Liigibai and Gnometon.

- Lake Mukwater (AKA Lake Muckwater) – see existing entry on Dominion wiki page

- Lamprey Loch – see existing entry on Dominion wiki page

- Liigibai – This small crossroads community is where the ogre slave caravans and the drug caravans sometimes meet as they head southwest.

- Lubbermash – see existing entry on Dominion wiki page

- Mukwa – This small collection of shrines and huts serves as the focal point of the Mukwater Grutzling tribe. One of the largest and most fanatical tribes, they provide much of the manpower in the communities of Liigibai, Offalbel, and Faarjark.

- Offalbel – This crude fortress serves as a hub for those reckless enough to make a living hunting ogres. The hunters are often ogres themselves, plus some grutzlings, kikimori, and a few others. Although the ogres in this area are technically loyal to Lustra and the Bog-Witch, like many surface tribes they prefer to mind their own business unless threatened to cooperate. Lustra herself as never attempted to win the loyalty of the ogres in this area, as capturing them, castrating them, pumping them full of drugs, then selling them to the witch-elves is more profitable.

- Shriek Hollow – This cluster of huts is where senior agents of Lustra and Mutaa meet to trade rare components for their respective masters’ pet projects. Rare drugs from the eastern portion of the Dominion, particularly black milk, also flow through here.
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- Shriek Hollow – This cluster of huts is where senior agents of Lustra and Mutaa meet to trade rare components for their respective masters’ pet projects. Rare drugs from the eastern portion of the Dominion, particularly black milk, also flow through here.

- Skritleskree – This cave network full of cave boglins is only noteworthy for its large population. It is technically the largest community in Lustra’s Realm, but it is economically of little importance other than being a place for slave and drug caravans to barter for extra provisions.

- Toadstool – Named for the large number of toadstools in the area. Home to a tribe of toadlings that gather rare alchemaic components for Lustra.

- Wuwma – One of several small underwater communities in the Loch that are home to the rare Lampreyfolk.

>Mordrak’s Realm

The smallest and by far the least inhabited of the Realms that comprise the Dominion. The high elevation and plentiful caves ensure this region is much drier than other parts of the Dominion, as a result, much of it is hilly grassland and crags, though moorland, and smaller swamps and marshes are still plentiful. There are a few ruined cottages and small castles here, dating back to when Mordrak was more willing to share her realm with followers and hanger-ons, but these days the only living inhabitants are slaves hauling drugs between Gnometon and Liigibai, and the occasional looter or necromancer from foreign nations.
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>Norn’s Realm

The second most organized realm after Mutaa’s, Norn’s Realm reflects her militant nature. Most tribes are expected to regularly provide forces for Norn’s raids into the Marsh Kingdom, and tribal leaders are rewarded for their performance in the field of battle. However, Norn’s Realm is also an important trade hub, with links to the Marsh Kingdom, the Land of Windmills, and the Realms of the Bog Fey.

- Bobbleguut – This cave boglin colony is one of the suspected entrances to The Underbog, and a source of black milk to the surface.

- Drowral – This small mirelow village serves as a trade hub between surface and aquatic dwellers, not unlike the much larger Gluggmarsh further south.

- Enneyes – This small village of Gogotha worshipping bog people serves as an HQ of sorts for smuggling operations into the Land of Windmills. Most of the actual smuggling is done by drug addicts from the Land of Windmills, who must brave harsh magistrates in their homeland and the fickle sadists of the Fairy Wood to reach Enneyes.

- Fishbones – This sprawling collection of mud wattle huts is home to the Fishbone tribe of gompwoddles. Although not particularly strong fighters in a fair fight, gompwoddle tribes like this are a good way to pad out numbers for a raid, and their agility underwater can allow them to outmaneuver even the Bayukmen. The Fishbones are easily identifiable by their fishbone piercings, and their gruesome trophies of human body parts, often carefully preserved and transferred from one generation to the next.

- Gluggle – One of many froglin communities scattered throughout the Dominion. Unfortunately, they are seen by many Dominion inhabitants as nothing more than a plentiful source of food (with the exception of a few larger communities like Gluggmarsh where they are used as disposable labor). Buildings in Gluggle are made from the sturdy shells of lake snappers, though the inhabitants typically flee from most outsiders rather than put up a fight.

- Gnometon – There aren’t actually any gnomes in this community (it is mostly bog people), but there is a fey circle nearby made of large standing stones through which swamp gnomes and other bog fey are occasionally known to emerge. Gnometon is mostly used as a mustering point for drug caravans travelling to Liigibai.

- Gorgahaus – This crude fortress of damp stone and rotting wood guards one of the easiest routes between the Bayukman lands and Norn’s Realm. It is often used as a mustering point for invasions and raids, but also guards against counter raids.

- Grundlog – see existing entry on Dominion wiki page

- Grutbog – This large grutzling village is home to one of Norn’s most fanatical tribes. Like several other grutzling villages in the region, they supply a large portion of the foot soldiers used for larger raids into Bayukman lands.

- Gurn – This bog people/gompwoddle village serves as the starting point for several low traffic smuggling routes into the Marsh Kingdom, as well as a trade hub for several tribes of various races living northeast of Swamp Gnome Lake.

- Lake Hunter Village – The Lake Hunter tribe of gompwoddles have a strong interest in commerce. Many of the trade barges on the Swamp Gnome Lake either hail from this village, or at least are partially manned by gompwoddles from it. Lake Hunter Village is a major trade hub in its own right, much trade funnels through here on its way to Grundlog and the communities in the southern portions of the Dominion.
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- Murg – This swamp ogre “village” is really just a bone covered clearing where the Murg tribe of swamp ogres gather. The Murg tribe and other ogre tribes serve as the heavy hitters and shock troops of Norn’s armies.

- Nornville – A major trading spot. In addition to being on the east-west drug route, it is also close to several fey circles from which bog fey, including swamp gnomes, sometimes emerge to trade goods of high value.

- Ree-te-tee Eerie – This kikimori village sits on a tall ledge overlooking a deep, often flooded ravine cutting through the Curhinday Ridge. The kikimori are the most skilled of the raiders into Bayukman lands, being keen of mind, and agile and strong of body. During larger raids they typically serve as scouts.

- Ribbetcroak – This toadling villages is mostly noteworthy for being led by a seer of modest skill. Like most toadlings, they prefer to mind their own business, though sometimes a few will be conscripted into Norn’s forces to serve as camp followers / a ready supply of poison.

- Sniksnik – This stilt village is one of the few places one can find surface boglins (sometimes known as boglings) other than in Grundlog. Said to have been among the Bog-Witch’s earliest servants (and likely a corrupted form of goblin), over time they became further corrupted into the more specialized cave boglins and gombwoddles and only a few “ordinary boglins” remain.

- Swamp Gnome Lake – This lake takes its name from the high concentrations of bog fey living in the area, with the swamp gnomes being the most prominent. The lake itself though is relatively safe, with mirelows loyal to Norn periodically hunting down any creature that interferes with trade too much. The deeper parts of the lake are best avoided though.
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- Water Lily Field – This unusual lake is one of the few parts of the Dominion that are seemingly immune to the Bog-Witch’s corruption. It is home to a range of uncorrupted wildlife, and during the spring it is covered in the thick field of lilies for which it is named. Uncorrupted swamp gnomes are occasionally encountered here. The Bog-Witch’s creatures and servants avoid the region for unknown reasons. Although seen by some as a place of beauty and purity, there is something not quite right about the lake (technically an interconnect web of small lakes and large ponds). Some say it is haunted by powerful undead, or unseelie fey.

- Winkle – This small cave boglin community serves as a trading outpost for goods produced in Bobbleguut.
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>Muckra’s Realm

Muckra’s Realm is centered around Toadpond Lake, also known as Ugra Mora. Despite the dangers of the lake, it is both a major source of food, as well as a major trade route throughout the Dominion. It is well inhabited by Dominion standards, though most villages are essentially independent unless they answer to a larger tribe or directly to the Bog-Witch. Muckra herself has little interest in governance issues.

- Belzuub – This village is the largest of several inhabited by the Belz tribe, an offshoot of the Platani who took a strong interest in demon worship. They are noted for their elaborate body paints and knowledge of demonic lore.

- Bhag Orrog – This small village is ruled by the powerful hag Niddird, her servants (mostly cave boglins and swamp ogres), and various “pets” she is experimenting on (mostly humans). A nearby tor is occasionally used for Sabbaths.

- Birgoddegh – This mostly underground cave boglin community is perhaps the only true city within the Dominion, though others are rumored to exist elsewhere deeper underground. Outsiders are forbidden from entering, aside from slaves who are never seen again. According to rumors, the cave boglins here worship the Bog-Witch and her daughters as literal gods, and large statues to each can be found in a central chamber. Birgoddegh is a major industrial powerhouse by Dominion standards and produces a range of goods from bog iron, fungi, and underground dwelling vermin. However, its most important export is black milk, bladders of which are transported to the surface in amounts seemingly at odds with their rumored source. Although Birgoddegh seems to be the place where most black milk comes to the surface, it is unclear if it is actually produced near the city. The surface component of Birgoddegh is a village sized maze of ramshackle docks and warehouses that allow Birgoddegh’s goods to be transported throughout the Dominion and beyond.
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- Blurghgrah – This small village built in a half-submerged cave network is the stronghold of a gompwoddle tribe known for its obsession with acquiring human slaves. They work some of the most dangerous stretches of the Toadpond barge routes in return for slaves, as well as occasionally raid human communities.

- Fennelspolt – This trade village is something of a melting pot, nearly a dozen swamp races have a presence here.

- Gluggmarsh – see existing entry on Dominion wiki page

- Hell Rock – This isolated monastery is run by the witch Sister Sade, a zealot of the “Witch Church”. Although few witches and hags in Muckra’s Realm are interested in organized religion, they respect Sade’s knowledge of the occult.

- Outhville – This trade village is one of the largest surface communities in the Dominion. Aside from serving as a trade connection between the Toadpond and the Baba Vegna’s Realm, it is also the de facto capital of the regional Bog People,

- Providence – This trade village supplies drugs, poisons, and other questionable goods to a number of trade routes through Platanus Bog, Zyla Gora, and The Fungest. Most of the population is Platani, but arrogant criminal organizations from the human cities in the Fungest, as well as the Orange Marquisates, Florinth, and occasionally even Faarowt will sometimes try to establish their own routes starting in Providence, they rarely last long though.

- Rironna – This Platani village connects to one of the most used caravan trails into the Planatus Bog (relatively speaking).

- Toadpond (AKA Ugra Mora) – The largest lake in the Dominion. It is home to a number of dangerous creatures, but thanks to its navigability and abundant wildlife, it is relatively well inhabited. Gompwoddles, woggles, froglins, cave boglins, and gryplows are common prey to many larger creatures, while even the sturdier barges of grutzlings, humans, and bog people are occasionally lost to the lake.

>Pestara’s Realm

Pestara’s Realm is too barren and rotting to properly be considered bogland. Instead clumps of dead trees and foul sludge gather in the low points of the rocky foothills of this region. Not much lives here other than rodents, fungi, hardy grasses, and Pestara’s assorted plague bearing creations.

Bublious – This village is the closest thing Pestara’s Realm has to a capital. Many of its inhabitants are too corrupted to recognize, but froglins and bog people appear to be the most common. It is one of several locations where Pestara can potentially be found working on her latest creation.

>Vegna’s Realm

Vegna’s Realm is a mix of bog and foothills. In the foothills regions, one can still find the crumbling villages and manors of the few inhabitants who enjoy Vegna’s favor enough not to have to live a nomadic lifestyle.

Rotsuckers live up in the foothills, ogres, woggles, cave boblin, and toadlings live in the boglands. All do their best to avoid Baba Vegna, who has little company except for a few allied humans and witches who live in ruined housings, and only converse with her through thin walls or cloth screens.

Her realm’s only real contribution to the Dominion is the operation of a few cursed mines and bog iron forges in the foothills operated by fanatical cave boblins and witches.

- Crushed Foot Mine – This bog iron mine is operated by fanatical cave boglins on behalf of the Bog-Witch. It has become something of a “boom town” as nomads settle in the area to support the mine and nearby trading post, though it is still just a village by the reckoning of most nations.

- Lacrytown – This was once a fishing village and a mine before the mine ran dry and the fishing became too dangerous. These days it is mostly a trade community whose inhabitants also sometimes work as laborers for witches living near Lake Lacrymose.
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- Lake Lacrymose – This large and deep lake is home to several of the Dominion’s most dangerous predators, including the Swamp Hydra, Marshstalker, and Swamp Serpent. However, it’s most famous predator is the Lacrymose Leech, the largest of leech species in the Dominion.

- Lemin Hall – This large house was built on behalf of a witch of Florinthian origin. When Vegna turned on her, she transformed her into wood and gnawed off her face and hands. The rotting wood statue is still located somewhere in the house, and the ghost of the witch also sometimes lurks her former abode.

- Sot Mill – This lumber mill is run by “Sot and Sons” a small clan of bog people who descend from a Gogotha worshipping engineer from Aquilea who fled here generations ago. Aside from being one of the few sources of properly cut wood in the Dominion, they also move black milk from Blubslub to Lilydagger. They rely on human slaves for most of the manual work, and usually have at least one witch to help keep them in line.

- The Black Tower – This ramshackle but sturdy tower sits up on a high ledge near the border. Most of its inhabitants in fact live in the caves beneath, mostly cave boglins and swamp ogres under the command of the witch known as Gretchnil. Castle Black is one of several locations from which raids into the Valley are launched.

- Vegna’s Hut – This unremarkable shack is Vegna’s preferred resting place, though she frequently wanders her realm visiting subordinates or attacking random inhabitants and wildlife.
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>Yuma’s Realm

Baba Yuma’s Realm is the most peaceful in the Dominion, not that that is saying much. It is home to mostly humans and some boglins, toadlings, froglins, swamp gnomes, and woggles, plus a few ogres, grutzlings, gombwoddles, ulwogs, and witches loyal to Baba Yuma.

The Realm is more or less a feudal government, with the more peaceful villages and tribes paying taxes and services to Yuma’s designated proxy in their area in return for protection. Yuma isn’t the most competent of leaders, but she makes some effort to keep her subjects alive, which is a huge improvement over many neighboring regions.

The region is relatively uncorrupted and was once a part of the “Plateau Road”, a string of Khenomeric fortresses connecting the Empire to the Cardammon Plateau Boneyard. Following the Battle of Empire, it instead became part of the “Badlands Road” connecting remains of the Khenomeric Empire to the Azanese Empire. It was only following the ogre rebellion that Yuma began ruling the area openly, though she is believed to have long been present in the shadows.

- Castle Yuma – This castle and surrounding village is the de facto capital of Yuma’s Realm, though Yuma herself often wanders her realm in her walking hut. The castle itself is home to an odd collection of sages, warlords, scribes, and stewards from various races who Yuma relies upon to provide basic, if questionable governance to her Realm. Most have been conscripted into their roles, as Yuma is a fickle leader and it is best not to attract her attention.

- Chicken Lake – This lake is relatively safe and uncorrupted by Dominion standards. Its name dates back to the Khenomeric days when there were a number of unconfirmed sightings of what is now known as Yuma’s walking hut in the area.
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- Crossroads – This village is the largest of the human communities living in Yuma’s Realm. They are hardy people living mostly off of swamp onion, sugarcane, and pigs. Most can trace their roots back to nearby Khenomeric fort from the Battle of Empire days. Their culture is an odd mix of Khenomeric, Badlander, and stuff imposed by Yuma or picked up from other races in the area.

- Darshee and Cargwyn – These two nearby communities of gnomes, one sort of unseelie, and one definitely unseelie, have long been rivals. Yuma theoretically rules over both, though getting anything from either is nearly impossible as inhabitants of both communities are masters of stealth, and the communities themselves are easily rebuilt.

- Freeton, Lilydagger, and Desert Edge – These small villages, and a few others, form a segment of the little used “Dust Road” that connects Aquilea to the Urgun Plateau by skirting the eastern edge of Snoloth Country. Yuma has orders from the Bog-Witch to protect this route when possible as it is a great way to smuggle black milk into a number of southern nations, plus Aquilea.

- Frog Hollow – This small human village has learned a number of tricks from friendly froglin tribes in the area, including using trained bullwags as defences. Its main export is alchemaic ingredients.

- Maggot Monolith – see thread 5

- Uragog – This small fortress was once a Khenomeric watch tower that was shoddily rebuilt by Yuma’s followers to watch the Snoloth border. Once upon a time the snoloth would “raid” Yuma’s Realm for vegetative material to eat, but such raids are dwelt with harshly, and it has been centuries since the last one. These days Uragog is empty and partially collapsed.
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>Urkdra’s Realm

Similar to Muckra’s Realm, there is no central government here, with most tribes and villages answering only to themselves. Only a senior and powerful agent of the Bog-Witch herself can issue orders to the senior warlords, hags, and witches here and survive. Also similar to Muckra’s Realm, most of the terrain is shallow lakes, bogs, marsh, and swamps.

The bogs and forests along the southern and eastern borders are relatively free of corruption, and are home to humans and cave boglins who mostly just want to mind their own business. Aside from Urkdra herself, they also have to contend with swamp ogres (sometimes the rare green ones), other swamp inhabitants, and raiders from the Ogabo.

- Blubslub – This underground cave boglin community keeps to itself for the most part. They are periodically visited by convoys from Sot Mill who trade wood for black milk.

- Cat-Tails – This small village of “Badlander” humans traces its ancestry to the Western Badlands province of the Khenomeric Empire. The formation of the Forest of Getting Lost cut them off from the only part of the Empire they had close relations with, and they never had much involvement in the Badlands Road. Like other “Badlander” communities, they have become largely ignorant of the outside world, and only occasionally interact with outsiders like the Bhakkari, or relatively harmless swamp inhabitants like froglins or certain cave boglins.

- Fort Phara and Fort Temphost – These two fortified cities were built at the peak of the Khenomeric Empire to help protect the Western Badlands Province from swamp creatures and Tolbari raiders. Using magical constructs and conscripts from what is now Florinth, the Khenomeric Empire managed to drain the wetlands and render the area suitable for farming. However, following the partial collapse of the Khenomeric Empire in the wake of the Battle of Empires, the Western Badlands were abandoned, and Forts Phara and Temphost became independent cities, part of the so-called “Badlands Road”. Unfortunately, trade along the Badlands Road was not extensive, and often illegal. The two cities went into gradual decline, and were badly damaged during the wars against the ogre kingdoms. In modern times, the cities are in ruins, but are sometimes used by nearby human villages as defensive locations.

- Maggot Leach Lake – see existing content on wiki

- Mastecar – This bustling trade village is often seen as the north border of Urkdra’s Realm, not that either Urkdra or Muckra care much about such distinctions.

- Molchloch – This massive but shallow lake is home to many of the usual swamp predators, but also a few more unusual creatures like the giant flathead salamander and the giant catfish.

- Muckmarsh – See existing content on wiki

- Murkden – This cluster of underwater mud-pits and dens is home to an odd tribe of grutzling-ulwog hybrids. Too primitive to even use weapons, they use ambushes, size, and razor sharp claws to defeat their opponents. The nature of their creation remains a mystery.

- Reeet – This froglin village is basically just a large pond that has been kept free of nuisance animals, and is too small for major aquatic predators. It still gets periodically raided by ogres, ulwogs, and other land based predators looking for food. This type of community is quite common among the froglins.
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- Rotterburg – Even more so than most lakes in the Dominion, the division between dry land and open water is very blurry here. As a result, a maze of rotting docks and bridges connects a series of mud islands and piles of moldering reeds that allows trade convoys to get from (relatively) dry land to the rafts and barges in the open water. Gompwoddles and bog people dominate here.

- Slinngomm – This trade village is partially consists of tents built from the skin and bones of a very large (but long dead) swamp serpent that destroyed much of the previous village. The inhabitants are mostly gompwoddles and bog people, with a few ulwogs thrown in.

- The Dry Forest – This hilly forested region is relatively well drained by Dominion standards, though isn’t particularly dry except during mid summer or along the Ogabo border. It is home to countless small ponds and swamps, as well as an elaborate cave network. Due to the lack of large water bodies, and it being relatively uncorrupted, it only has a few major predators. Cave boglins are the most numerous sentient inhabitants, though kikimori, froglins, and toadlings can be found in smaller numbers as well.

- Tra-la-Gurg – This gompwoddle village is as far southeast as most Dominion trade convoys go. Very little of economic value is produced further southeast, nor is there much trade (illicit or otherwise) with neighboring nations in that direction.

- Turgu – This poorly constructed mound of rocks is home to an ogre tribe, assorted slaves, and their hag masters. Their leader is one of several leading warlords in Urkdra’s Realm that the Bog-Witch counts on to supply violence to a situation when Urkdra herself can’t be bothered. Most of the time though, the inhabitants of Turgu bully other tribes, and sometimes clash with other warlords or raid the fungal lands.
>Blurghgrah – This small village built in a half-submerged cave network is the stronghold of a gompwoddle tribe known for its obsession with acquiring human slaves.
What for?
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- Tullywag and Tuashghah – Villages of gompwoddles and grutzlings respectively. Both make a living off of rafts used for both moving trade goods and hunting fish with bidents. They were once bitter rivals, but are currently both vassals to Turgu.

- Uarnheart – This cave boglin community is mostly underground, but several tall towers protrude well above ground level. Their purposes is unknown since the towers have no obvious openings. Not much is known about the inhabitants of this community other than that they are rumored to be fanatics of the Bog-Witch.

- Uggmort, Uggersta, and Xort – These three cave boglin communities are mostly underground, but do come to the surface sometimes to hunt and forage. They mostly mind their own business, but sometimes have to defend themselves from raids from tribes deeper in the Dominion.

- Yiidil and Yahal – These underground cave boglin communities belong to an obscure subculture that mixes bog dweller and witch elf interpretations of Gogotha together. They are seen as heretics by certain religious factions in the Urkdra’s Realm, though neither Urkdra nor the Bog-Witch has ever officially weighed in on the issue.

- Yod’exoh – This bog people village has an ominous reputation even by Dominion standards. Rumor has it they are not actually followers of the Bog-Witch, but emissaries of some far older power.
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>Realm of Urd, Verda, and Suld

This territory is arguably the heart of the Dominion. Aside from the triplets, Baba Worna, and even the Bog Witch herself sometimes spend time here. Fanatical boblin, grützlings, and ogre slaves keep others from entering the territory. Aside from this, some witches live in small communes near the Urdrag, where their scholarly and arcane expertise can be called upon if needed.

- Eel Pond - See existing content on wiki

- Purg Hill – This rocky outcropping is generally considered the most sacred of the Sabbath locations used by the witches and hags of the Dominion. The thirteen sisters gather here once per year, along with senior witches and hags from across the Dominion, and some invited from other parts of the world. Even the Bog-Witch herself generally attends, though always in disguise.

- Ganka – This village serves as a training ground and indoctrination camp for swamp creatures destined for service at Purg Hill or the Urdrag Tree. Includes physical fitness, combat training, magical enhancements, geas and other mind magic, and ideological teachings for those smart enough to benefit from it. Discipline is notoriously harsh, and many end up being fed to Eel Pond for minor failings.

- Urdrag – Also referred to as the Urdrag Tree, this massive dead tree is where the triplets manipulate the threads of fate. Its location is highly protected, though is widely believed to be in the center of the triplet’s realm. Aside from the triplets, the eldest of the thirteen sisters, Worna, frequently spends time in a hut at the top of the tree. Scattered a safe distance from the tree are huts that are home to witches and hags that specialize in obscure types of occult magic and knowledge who support the triplets when needed. Further out, fanatical cave boglins, swamp ogres, umpishs, and umuncles patrol the area for any trespassers.
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- Urraga – This cave boglin community is one of several that are said to be an entrance to the Underbog. It is mostly underground, but is capped with a termite mound-like tower with many above ground openings used by flying creatures that serve the Bog-Witch, as well as hags and witches that have magical means of flight.

I see gompwoddles as one of the more mercantile-minded inhabitants of the bog, but they are also fairly primitive and ignorant of the true value of many goods, so many gompwoddle tribes base status on collecting certain commodities that are rare in their part of the Dominion, whether it be something genuinely valuable like a lump of gold or a diamond, or something not so valuable, like a cleanly cut piece of wood, a bag of white sand, or a petrified chunk of fungus only found on the opposite side of the bog.

Slaves can be useful for many purposes, but this particular tribe mostly just uses them as status symbols
Now I want to see piles of precious metals at the bottom of the swamps discarded there by the gompwoddles, and people looking for it in a similar vein to El Dorado.
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Greetings today from IRL Furlaniya (Treviso)
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woah,,, Friulian kultur,,,
Where in Giantstep could this be?
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Oh shit, the maps weren't visible.
Also, the more I read about the lore of the Zemylander kingdoms (plus Elanxa), the more I think they need an update. Not to change anything, but to expand them and give them more character.
I love how Giantstep will outlive even the "new" setting
I hope the new settings can last for a long time as well, though. /tg/ has lack setting-making for a long time, so seeing so many popping up is neat. No need to compete between settings when all can be around, the more the merrier.
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Giantstep being the proof that a new age of creativity and creation has come would be miles better than it being an isolated case, an accident of fate.
I'd call the Gnolls a dictatorship or Kratocracy. As there is no inheritance structure like in a monarchy if you kill the current guy in charge you get to rule or if he dies and you beat the shot out of everyone else
Fair enough.
Is there a date we have yet to add to the timeline, or a major event without date?
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Here's the updated bestiary. We have 272 creatures, only 29 to reach 300.
Excellent, we need more maps.
Also, we should do more herbivores.
Where should I put this on ghe wiki?
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>Sea Monkey
Sea Monkeys are a species of sea slug living in the waters of the Mona Ki Ngi Xica Savannah.
They are bottom feeders, moving the bottom of the shores in search for organic matter, which they will absorb through their skin. Their small size and shape similar to a monkey has made them popular as exotic pets, being hunted and traded a lot throughout the south of Giantstep.
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>Noseless Mammoth
The noseless mammoth is a species of mammal living in the mountains of the Mona Ki Ngi Xica Savannah. They are hairy creatures, slightly bigger than a horse. Despite it's shape, it is not actually an elephant, but a type of giant pig. Its name was given to it by explorers of the region who mistook the species for those mammoths of the north. Instead of a trunk, the noseless mammoth has developed to massive tusks, used to dig up vegetation and tubers from the underground. These tusks can move independently from one another, and they can use this ability to make a great deal of noise, which they use to threaten possible predators.
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Hallucigenia are a species of sea worm that lives in the shores of the Terrania Freeholds. A strange creature, its noodly form is covered by hard calcareousn spikes, used to move around as limb and as defense. When threatened, they will shrink down, moving their spikes outwards to avoid the predators' bite.
They filter the water around them, absorbing it through their mouth to absorb the organic matter around it. Their level of intelligence is incredibly low, and many individuals are not even capable of responding to pain if wounded.
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Ankylosaurus are a species of dinosaur that lives in areas between the Mona Ki Ngi Xica Savannah and the Eldritch Jungle. A creature of seven meters of length, their body is covered to the brim with ossified bone, giving them an armored appeareance. This allows the ankylosaurus to move around without fear of most predators in the area, since neither slash nor bite can really break this defense. THus, the ankylosaurus can peacefully roam the land grazing. However, their level of intelligence is very small, and can scare quickly, which can be used by smarter predators, such as lions, hyenas and humans. They will surround the creature annd try to aim to its neck, unprotected by bone. Other technique used for hunting them is to just exhaust them, since a creature this ponderous will end up overheating under the scorching sun.
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Deinocherius are a species of dinosaur that lives in the swamps of the Crimson Plateau. A creature of around 3 meters of height, they feed of the many swamp vegetation of the region. They are covered in a dense plumage, making them more difficult to slash or bite. They move in groups of ten or so individuals, communicating through great honkings, used to warn each other from predators, or to intimidate their enemies.
We need new landmasses
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>Red Slime
The Red Slime is a species of slime living in the jungles of Chakobsa. A seemingly normal slime, it dissolves the ground beneath it, gaining more and more space, connecting wth the roots of the trees and plants nearby. Once an animal steps in, it will become glued to it, struggling endlessly until they die of exhaustion. Once they are dead, the red slime will dissolve them for nourishment. The slimes will grow as much as their environment allows, with the deepest red slime being around thrice the size of a human. This growth also makes the plants arount it grow, nourishing both slime and plants, and the plants in turn will grow enough to hide the pool of red slime, making passing creatures unaware of the danger. Red Slimes live around 30-60 years, and the older it becomes the less sticky it becomes, thus becoming unable to feed itself and dying of hunger.
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Shroombugs are a species of insect that live in the jungles of the Fungest. They are minuscule, the size of small spiders, though they are quite strong for their size. With this strength, they empty a mushroom and use it as a carapace for both protection and stealth. They are omnivores, eating anything organic that leaves in the forest, though they always run at the sight of mushroomites, since they consider them pests that kill mushrooms when they are still growing.
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Head-Eaters are a species of birds that live in the Zulutaur Steppes. A toucan the size of a vulture, its flamboyant coloration and fanciful chants hide what's a very efficient predators. They fly around searching for small animals, usually those alone. They then will dive towards the victim, using their beaks to ram them as fast as possible, targeting the heads, hence the name. If the attack fails and the victim fights back, they will try to fly away as fast as possible, since they are mostly cowardly creatures. Their beaks are incredibly hard and resilient, which impedes them to fly for long periods of time. Hence, they stay at the treetops until they get hungry. They are also very good scavengers, though they prefer eating brains due to their nutritious value.
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>Starlight Giant Squid
The Starlight Giant Squid is a species of cephalopod that lives in all major seas of the world, particularly the deeper areas. They are massive creatures, easily reaching 12 meters of length. We know very little about this species, since they spend most of their lives in the deep, and only come to the surface in rare instances, usually at night. The times they've been seen, they have been surprisingly gentle giants, they tend to leave ships alone. However, during their mating season, they become highly agressive, though not for the reasons one might expect. Their bodies can change in color in very precise ways, becoming almost transparent when feeling the threat of predators. But when in heat, they will display extremely bright and complex displays of light to show affection. There have been instances of squid attacks to ships while shinning in incredibly iridescent patterns, only to the attack to immediately end when all the lights on the ship are turned off. It is believed that the squids can mistake the ships for mates, since their senses during heat are dulled enough to mistake ships for squids. When the lights are turned off, the squid interprets it as having been mistaken (or having been rejected) and peacefully leaves.

Yeah, I got this one from the Future is Wild, this show was great
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>Flying Almiraj
Flying Almiraj is a species of mammal that lives in the prairies of the Swaying Meadows. Small and nimble, it is believed that the flying almiraj have evolved to fight a species of reptilian predator that is no longer still around. The almirajs are peaceful, eating grass, roots and wild berries. However, at the sight of any reptilian creature, they quickly adopt a very agressive stance, swarming it by flying at it, scratching it, biting it and stabbing it with their horns. Once the reptilian creature is dead, they will start eating the carcass until only the bones remain. After the meat is gone, they will go back to their peaceful state. This is believed to be the reason that there are barely any reptiles in the region.
Do the snoloths raid Yuma's realm?
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A reminder we still need to add the remaining capitals.
>The City of Unis
After the Forest of Bloody Vengeance began its dark growth to swallow the human nations of the Pinewood Peninsula, Voita and Malagsh began the process of planning against their impending doom. After they unified into a single country, there appeared the problem of where the new seat of power would be. Moving the capital to either Voita or Malagsh was unacceptable, since the population still had quite a lot of resentment towards each other. Also, they needed to move the capital to a place as safe from the forest as possible. The eventual chosen location was the city of Unis, a small fishing town without any previous importance or worth, but it was the furthest place to the forest and it was at the border between Voita and Malagsh, proving that there were no favoritism. While the moving of the capital allowed Unis to grow fast, as capital nations go, it is very poor, without any mighty architecture of worth save for a couple of sea fortresses to prevent pirates from invading the city.
So the ones without capital are:
>Ketlovia and Setlovia
>Copper, Gold, Silver and Crimson Queen
>Kingdemocracy of trolls
>Nosso Lar
(this should be New Moridan)
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>Chakobsian Great Ape
The Chakobsian Great Ape is a species of mammal that lives in the jungles of Chakobsa. A gentle giant of more than 3 meters of height, they are incredibly strong, using their two pairs of arms to break vegetation to move around, crack coconuts and other fruits and to fight the many predators in the region. They are social creatures, living in groups of 20, led by an alpha, usually growing a big white beard. They are very protecting of their group, quickly closing ranks to protect their young, and they are quite violent when doing so. Their eyes are able to see in the dark, and they have a red shine during the night.
Updated the bog witch page with the info from the thread. Please check if everything's correct.
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>Brown Grouse
The Brown Grouse is a species of bird that used to live in the prairies of most of southeastern Giantstep. A creature the size of a turkey, the khenomeri believed it was a blessed creature, and was consumed only by the priestly classes. Their weird eyes are reptilian in nature, allowing the grouses excellent night vision, something they needed to avoid predators. It was this night vision what caught the attention of the khenomeric army, which brought many grouses with them in the early days of their expansion to watch out for night attacks and ambushes. Seeing the armed men as a threat, and wanting to protect their eggs (which are carried by the male in a translucent sack on their chest), they will ululate as strongly as possible, alerting the garrison. Thus, many nations who were part of the Khenomeric Empire still have plenty of these creatures around, though nowadays they are just mere farm animals. They are believed to be extinct in the lands now occupied by the gnoll.
Is someone planning on making the banners, flags and shields of the nations?
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>Motherly Stork
The Motherly Stork is a species of bird that lives in the lands around the Great End Peaks. A creature taller than a human, it flies around, seeking rough but protected mountain peaks and wall caves to set up their nests. They are one of the most feared and hated species in the region, due to their choice of diets. While the adults have a normal diet of rodents, fish and other creatures from the wild, the chicks can only eat human babies. Thus, the motherly storks will travel far distances around the land, seeking to take unprotected babies to take them to their nests. They are able to fly while carrying big weights due to their two pairs of strong wings, and with their keen vision, they can watch over great swathes of land. Once they fnd a baby unprotected (the biggest known victim of the storks was three years of age), they will quickly grab it, making sure the baby is unharmed on their claws, as they need the baby alive. Once they reach the nest, the stork will keep the baby alive and fed as much as possible, protected from the cold by keeping it warm by using their body. The stork will keep it alive, since the chicks will only eat it if the baby is still alive. This way of life, combined with the many hunts against the creature, has caused their numbers to quickly decline, being a rare sight nowadays. Many quests have been organized to save the taken children, with a surprising amount of them being successfully accomplished.
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Compsognathus are a species of reptile living in the lands of Eastern Chakobsa and the Mona Ki Ngi Xica Savanah. A diminute dinosaur, barely a meter of lenght and less than half a meter of height, they are very effective carrion eaters. They will move in groups of 20-30 around the land, searching for recently deceased animals, and quickly eating it once found. However, they are also able to hunt, though their fragile constitution makes this a risky proposition. To compensate for this, their bite has an anaesthetic effect, and with enough bites the victim will be dazzled and confused. This poison is not particularly effective, and only works on older or sick prey.
Slow day today, huh?
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>Tanystropheus are a species of reptiles that live at the southern shores of the Sea of Fog. A clumsy and slow creature on land, its massive neck allows it to hunt down fish with ease. Their favourite method of hunting is laying on a rock, submerge their heads under the sea, and catch as many fish as possible. While they are decent swimmers, they are not particularly fast, and since they are unable to turn their necks around, limiting their ability to detect prey. To combat this, they have a limited ability to mimic the color of their environment, and they are also capable of regenerating most wounds, especially wounds on their tails and limbs.
Megatheriums, also known as Giant Sloth, is a species of mammal that lives in the forests of Southern Zemyland. They are colossal sloths of more than 6 meters of height from head to tail, they slowly move around eating the leaves of the highest trees. They are extraordinarily strong, and when threatened they can break a wooly spider or a saber-tooth tiger, and their sharp claws are as useful for disemboweling would be predators as they are for grabbing tree branches.
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>Tongue Devil
The tongue devil is a species of mammal that lives in the jungles of Chakobsa. A vicious creature of relatively small size, around 1.5 meters tall, they are very efficient predators. Hiding at top of trees and using the folliage as cover, they use their extremely long tongues (they usually have two, but there have been records of tongue devils having up to six), almost twice their own size, to strangle unsuspecting prey. Choking them from a distance is their prefered tactic, though if the prey resists too much, then they will jump towards the prey, using their claws and sharp teeth to bleed it faster. If the victim actually manages to break free, the tongue devils can use their back spikes as a defense, avoiding being grabbed. Their tongues are very abrasive, causing great wounds by themselves, and can regenerate if they are damaged or cut, though the tongue devils will retreat from battle if that happens, to wait for recover.
Are the book creatures from Biblion considered animals or magical constructs?
Someone was.
Yes, hello, sorry I disappeared. Been about a year since I last checked in, but looks like things are still chugging along. The new map looks rad. Don't think I'll have the time to muck around in paint.net for a while but just popped by /tg/ for the first time in a while. Good luck anons
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Mishifuzzies are a species of chimeric creature that lives in Azan and its former territories. It is believed to have been created as an animal that would hunt down rats efficiently, mixing domestic cats and long legged birds. While the end result was not at successful at rat-control (it was, in fact, scared of rats), it turned out to be a very popular pet for nobility. Thus, they have spread all around the region, being creatures pampered to no end by their owners. They have many sizes and colours, but they always share the fuzzy feathers hiding most of their legs. When scared, they tend to jump as high and as fast as possible before sprinting out of dodge, something they can do easily enough. They have six eyes, great for seeing in the dark, probably as part of their pest-control design. They are known to not be able to survive in the wild, as they are too docile to fight predators and lack the strength to hunt for themselves, though they are very good at hiding. Despite their bodies being mostly avian, they cannot fly.
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>Green Slime
The green slime is a species of slime typically found in the northern areas to the swamps of Northern Gianstep, and they are very frequent in the Bayukmen marshes in particular. This species of slime is one of the few that can actually developed complex movements, actively hunting down its prey instead of being a passive predator. The slime generates many tendrils from its body, moving around the area in search of signs of life. Once it finds something, it digs up a hole below itself to anchor its body, while its tendrils slowly spread around. The slime adopts a darker tone when on the hunt, mimicking a rock full of lichen. Once something gets in contact with the tendrils, they attach to the prey, slowly gaining a hold of it, while moving more tendrils towards it. The slime will try to suffocate its prey by swallowing it whole, after which, it will begin to digest it, sometimes the process starts while the creature it's still alive. The Bayukmen have used these creatures in the past as a natural line of defense against the bog witch, having learned how to deal with them without being attacked by them, herding them towards the border and eating whatever entity comes from the other side.
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>Red Fiends
Red fiends are a species of reptilian creatures that live in the Eldritch Jungle. Like many of the creatures living in that accursed place, information about them is scarce, though there have been multiple successful attempts to capture one or two living individuals. They are reptilian creatures, around 3 meters of length and a meter of height, with powerful legs used to jump on top of their prey, as well as to move across the jungle. Their forward limbs are also very powerful, with sharp claws used to maul their enemies. They are seemingly blessed with some amphibian features, such as gills and fins, though there have been no recordings of the creatures in an aquatic environment. Their head is quite strange, designed to grab their prey not with jaws, but with a pair of maxilla. These maxilla keep the prey in place, while from the bottom of their mouth, multiple nested mouths, filled with lamprey-like teeth, attach to the victim. They then begin to eat the prey alive, usually starting with the more vulnerable parts of the creature, such as the eyes, mouth, or neck. They have a very distinctive chittering, used to coordinate their attacks. They attack in groups of around 6-7 individuals.
>Mostnoblest noble Kingdemocracy of the Civilized Trolls
What if the capital is named after whoever is king at the time? Everytime there's a new ruler, it changes its name.
>Historical Maps part 16. Great Quake of Elanxa. Collapse of Greater Elanxa (2.607 ABE)

Here we have an approximation of the world's great powers right at the year 2.607 ABE.

After the horrible events that had befallen the Khenomeric Empire, the world was in a state of shock. The threat of the gnoll was thought to be well understood by the denizens of Eastern Giantstep, but now, in a few years, all that they thought was correct was turned upside down. The gnoll were not just a mere pest, but a mortal danger that threatened to engulf the entirety of the region. After the fall of Khoraqualumum, millions of khenomeri flooded the lands near the empire, trying to find a way to outrun the monsters, causing untold chaos in the neighboring countries. To the east, the old nations that had become independent from the Khenomeric Empire tried to find a way to make sense of what was going on, and measure if they were at risk. Nations such as New Herej, the Kingdom of Nogar, the Kingdom of Ketlovia, the lands of Mataandura Haishü… were flooded by refugees, causing problems to sustain the sudden spike of population, as well as to keep the people in order. Many ended up on the Chill Steppes, as many of these nations simply threw them there to avoid problems of overpopulation. To the south, the Kingdom of Nosso Lar and Gilgemash had to mobilize their fleet to control the flood of people coming towards their lands, though they allowed the arrival of the khenomeric fleet, seeking refuge and a new flag to serve under. A few even tried to run to the south, where they found a terrible luck, dying on the swamps of the Crimson Plateau or the desert lands of Ogabo or the Kinga Badlands.
Luckily for the survivors, however, the gnolls’ expansion throughout the empire threatened to collapse under its own weight. The gnoll had expanded too fast and too far, and since the civilizing projects of the ogres could only do so much, infighting began threatening to collapse the gnoll. This allowed the nations bordering the empire to organize a counter assault, mobilizing their troops to invade the remnants of the empire and exterminate the gnolls once and for all.
The gnoll began expanding outside of the territories of the Khenomeric Empire around 2.484 ABE, with assaults to the lands of the Bhakkari and the lands bordering the Forest of Getting Lost. Their expansion was slow, as the gnoll were still quite disorganized, and the neighboring nations now knew (or so they believed) what they were fighting against, and they mobilized their forces to meet the gnoll. With the migration of ogres through the Forest of Getting Lost subsiding, however, the ogres began having more and more problems controlling the now exploding gnoll population. The amount of gnoll in the occupied territories was growing exponentially, and infighting began appearing between different gnoll groups, threatening to collapse the entire region into another bloodbath.
It’s at this point when many believe the denizens of Okhost intervened. The Okhostian archipelago had been inhabited by the undead led by the infamous Vandervax the Vile. A figure of dread and fear, he had taken possession of the uninhabitable volcanic islands, since no one really wanted to oppose the one true lich in the world, a being who had lived for millennia now, and had mastered the arts of necromancy (and besides, the islands were uninhabitable anyway, so nothing of value was lost). His crusade against vampirism was a well known fact, and many believed that the existence of the Necrocracy of Okhost was a worthy trade if the plague of vampirism was kept in check by the undead lord. However, the rise of the gnoll had opened a door for opportunity. Vandervax was well aware of the gnoll for centuries, and like the rest of the world, he had believed them to be but mindless animals. However, his experiments on them had shown that the creatures were immensely affine to dark magic, especially necromancy, needing very little magic to be resurrected in comparison to other beings. They were also immune to vampirism: when a gnoll was infected, they would die a painful death instead of turning into another vampire. And now, not only they had proven they were sapient and sentient, but they were a powerful weapon of war. Such a tool could be indispensable in a war against the vampires. As such, Vandervax and many of his undead priests to the empire, just as the gnoll were taking over the coastal cities of the empire. What happened next is not well known, but for many years, the gnolls’ expansion seemingly slowed down to a crawl. Many even believed the gnoll had fallen into infighting, but all scouts and explorers sent to investigate into their territory ended up disappearing.
The answer of what was going on would in 2.546 ABE. Throughout that year, messengers from the land would suddenly arrive to the borders of many nearby nations. Hidden in heavy cloaks, they would turn out to be gnoll, but these gnoll were different. Calm, collected, with cold light blue eyes of undeath, they were there to bring a message to the nations. They were there to announce the anointment by the Great Maw of the first Gnoll Emperor, Grabagrorr the Great. Under his all mighty command, he ordered the nearby regions to surrender to the gnoll, so the Great Maw could receive its just tribute. If any nation decided to deny this holy mandate, they would drown in a sea of bodies, and their gods would tremble at the death the Gnoll Empire would lay upon them.
Whatever dealings the gnolls and the okhostian had done, it was clear the gnoll now had the keys to necromancy, but this went beyond that. Suddenly, the nearby nations began falling one after another. Previously, the gnoll had been a nightmare to contain, but their infighting and lack of proper military organization had helped the nearby nations to stem the tide. Now, the gnoll marched together, not only led by the ogre priests, but by undead gnoll, capable of keeping their aggression in check to command their brethren into battle. While their tactics were still simplistic, due to the gnolls’ naturally violent tendencies, now they presented a completely new challenge. Armed with the weapons of the khenomeri, led by competent generals and zealously following the commands of the emperor, the eastern nations fell one by one, threatening to engulf the entire eastern half of the continent. The more victories they won, the more death and destruction would bring, which in turn would cause more gnoll to spawn. This expansion met the first great challenge to the gnolls: the sleeping dragongod Phorsiussarx.
as per the Uragog text, they stopped centuries ago

I based this off the snoloth entry
Was all of the new Bog Witch stuff added to the wiki correctly? I had to change the way it was distributed to fit it all.
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I just ckeched the wiki again for creatures that I had missed, and after adding the newer ones, I think we finally have the 300 creatures! Congratulations!

The one I'm not sure it should be there is the t-rex, I remember someone mentioning it in the threads, but haven't actually found it...
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Here we have the monster list, now that we've finished the creatures one. We have 58, so we need 42 to reach the 100.
Also, we need to add more kinds of monsters other than elementals.
Capital should be King Troll City
Makes sense.
>King Troll City
After King Kin'glar became King King Troll of the Mostnoblest Noble Kingdemocracy of the Civilized Trolls, many believed he had to organize a new capital city, because that is where the king lives, and now that he was the king, he needed a capital to live in. However, the region had stopped having cities many centuries ago: ever since the Azanese Civil War, the scant populations in the area had been abandoned, moving to either the Kingdom of Lemon or Changrila. And the city ruins that remained were to broken and overgrown for the tastes of the new king. However, there was an old changrilese fortress in the southern coast, intact enough for the king’s needs, and thus he made the castle the center of his capital, naming it King Troll Capital. However, a capital had to be a city first, and thus the king ordered many trolls to begin living around the castle, creating the King Troll City. Over time, the growing amount of tents, cottages and other “constructions” began growing around the castle, creating a mockery of what a city could be.
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Getting lore done for monsters that aren't just animals is complicated. What can this thing be?
It reads as if the Gnolls wrote it because they seem so cool and badass on every level.

Btw. To the historical maps guy.
Why'd the Gnoll conquest of the Khenomer start from the north ... Not you know south.

The African Zulu inspired Gnoll marched out of moderate forest not savannah steppe lol

Also why is the Khenomeric capital named In the Gnoll language pre-conquest?

Reminder the capital name literally translates to "City big big' or 'very big city' in the Gnoll language. The Khenomerics would obviously call it something else
There was a family tree for the royal troll family that I don't think ever got added to the wiki
Damn. The trolls actually unironically turned out civilised
>Why'd the Gnoll conquest of the Khenomer start from the north ... Not you know south.
Because that's where the ogres came from. They arrived from the Forest of Getting Lost, and then they moved southwards. The gnoll who still weren't civilized would not be a threat.

>Also why is the Khenomeric capital named In the Gnoll language pre-conquest?
It's the other way around. Khoraqualumum is the khenomeric name, the gnolls did not bother changing it.
Where was that?
Ok, so I was thinking of starting something like a compendium of all we've written for the setting, especially now that we pretty much have the bulk of the lore done. Would something like this be correct?

Index for the possible Giantstep Compendium
1. Introduction
2. The World’s Origins (the Cosmic stair and all that)
a. How the flat world works
3. Geography
a. Giantstep
i. Northern Giantstep
ii. Western Giantstep
iii. Eastern Giantstep
iv. Southern Giantstep
v. Central Giantstep
vi. Scimitarian
vii. Wanaidheain (The Isle of Wizards)
viii. Littlestep
ix. Zemyland
x. The world’s oceans
4. Political map (Nations and regions)
a. Giantstep
i. Northern Giantstep
ii. Western Giantstep
iii. Eastern Giantstep
iv. Southern Giantstep
v. Central Giantstep
vi. Scimitarian
vii. Wanaidheain (The Isle of Wizards)
viii. Littlestep
ix. Zemyland
x. The world’s oceans
5. General History of the world
a. Time Measurement in Giantstep
b. Time before the Battle of Empires
c. Time after the Battle of Empires
6. Rules of the mystical world
a. Magic
i. Green Magic. Druids
ii. Red/Blue magic???
iii. Black Magic. Necromancy and the Undead.
iv. Light Magic (See Astromancy)
v. Gold Divimancy
vi. Other forms of magic
b. Alchemy
i. Path of Gold
ii. Path of Flesh
iii. Path of Self
c. Astromancy
i. Astromancy as the manipulation of aether
ii. Astromancy as the measurement of time
d. Other plains of existence
i. Demons
ii. Elementals
e. Other elements
i. Automata
ii. Living Wood
7. The sentient races (ordered by importance, possibly grouping some of the more similar ones, we have a ton of those)
a. Humans
b. Fey
i. Elves
ii. Fairies
iii. Halflings
iv. Mushroomites
v. Plantfolk
vi. Other assorted fey
c. Dwarves
d. Orcs
e. Goblins
f. Ogres
g. Trolls
h. Beastfolk
i. Mammalian
ii. Avian
iii. Amphibian
iv. Reptilian
v. Insectoid
i. Seafolk
i. Fishfolk
ii. Crustacean
iii. Cephalopodian
j. Gnolls
k. Snoloths
l. Giant-Spawned
m. Outsiders/Aliens
n. Artificial species
o. Others
8. Gods of Giantstep
a. The effect of the divine in the wold
b. Assorted pantheons (the most important gods)
9. Great Organizations of the world
a. Ancient Order of Most Practical Wizards
b. Similar organizations
10. Bestiary
11. Herbarium
12. Wonders and Horrors of the World
a. Wonders
b. Horrors
13. Monsters and other assorted threats
a. Demonic creatures
b. Vampirism
c. Monstrous constructs
d. Kaiju/Anomalous Creatures
e. Undead threats
14. Items and treasures of note
15. Annotations/Other things.
> Khoraqualumum

City big big

The Gnolls did change it. Literally when the city is first introduced the narrator says how 'umum' at the end means big big.

It was the first mention on the Gnoll capital in lore.

You're objectively wrong.
What about the nomadic kopwunrias haven't they been fighting the grundiddy i gromplos for over a thousand years?
You mean this bit?

>Anyway we got to enter the capital which is creatively named by the Gnolls 'the big city' which is simple Khoraqualumum in their tongue 'um' is their word for big... so they say it twice because it's very big. You also just say a word twice if it's plural they are not a smart sort.

I always thought it was the other way around. Khoraqualumum is the biggest city they found, so they used its name to refer as "big city", and it evolved from there.
kek lmfao not sure if reviving old shit just for dramafagging or autistically determined but I respect it hell I guess if any of that shitpost is to get in the ancient history would be the best place (if any) for them and the two feuding races could be subjugated peoples in whatever country occupies their historical space on the map today if not totally wiped them out, I know many have a vendetta against your BS but I'm sure them being cameo races in one of the undeveloped nations couldnt do any harm lmao and finally defang any shitposting potential those races had as memes.
How would it be the first city if the war lasted 30 years and it was the last to be conquered...?

It also is a bit odd that they'd derive the word for "very big" from a place name.

Khoraqul could be then the first city the Gnolls conquered somewhere in the north deriving the word for city.

The Khenomeric capital should be named something else though
It was the capital of one of the biggest empires in history. And despite the gnolls' being a big pest, I imagine the security around the capital was such that no living gnoll had even reached to see the capital. And just like a barbarian would have been in awe the first time they saw Rome, the gnolls would have been in shocked. Thus, the name of the city being "THE big city".

Also, about the dates
>2.441 ABE: Ogres enter in contact with Gnoll, bringing them religion and civilisation.
>Circa 2.450 ABE: The Khenomeric begin losing contact with the northern regions, the gnolls expand in number
>2.451 ABE The Battles of the Bahkkaridan. Massive gnoll victory
>2.476 ABE. Day of the End. The Khenomeric Empire is conquered by the Gnoll.

If it lasted so long it was because the rate of fighting was very uneven, only really picking up after 2.451, and even then, the gnoll were still recently civilized, fighting with stone age levels of tech against one of the old powers of the world. The only reason they managed to win was because most of their capable troops were lost in the Bhakkaridan, and the gnolls' numbers grow exponentially, basically exhausting the empire and bleeding it white.

>The Khenomeric capital should be named something else though
I'm fine with this as long as it sounds similar to Khoraqualumum. And even then, we would have to modify A LOT of articles of the wiki...
>Khoraqul could be then the first city the Gnolls conquered somewhere in the north deriving the word for city.
I imagine the return of Khoraqualumum as the capital happened after the okhostian deals and the rise of the first emperor. Before that, I wonder if there even was any capital to speak of. Plus, the Nameless has been mentioned to try to have some sort of khenomeric continuation, so...
In whatever thread it was that the lore was given for the kingdemocracy
I dig it. Bonus points if written from an in universe perspective
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This one? Thread 39
>from an in universe perspective
I would avoid that, mostly to be able to talk about the more secretive places in detail (Bog Witch swamps, the Red Lotus, the Gnoll Empire, Dia'oul...)
>Some random peasant enters Kokaine and becomes mad
>Exists a couple of years after, shouting gibberish about nomadic kopwunrias and grundiddy i gromplos and other nonesense
>Noone pays any attention to it
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Basically this. Plus a couple of things that I think are lacking.
we could use spoilers for that
this make gromplo a mad village idiot in the heart of kokaine spouting nonsensical words and rambling about nonexistent nations.
>only a handful of named items
squareheads are square shaped mortar board style hats that journeying caemurph young council members wear
often weatherbeaten and dirty, these are made from rough fabric with a similar feel to denim. anyone seen wearing one is referred to as a square by the locals
squares who are separated from their hats rarely return to caemurph and tend to join the nearest settlement and resume hallucinating as they did before setting off on their pilgrimage.
as faroowt are neutral or friendly to most other nations, it is widely seen as a mild taboo for a non-native to be in possession of a squarehead's hat
does nothing other than minor weather protection, often has spores or other natural residue strained into the material
idk if anyone added >>89019572 from thread 50
>Hundred Stings Farm – This brown opium farm is one of the largest in the Dominion, with hundreds of bog fairy nests being tended by dozens of servants and slaves. It also serves as a gathering point for caravans leaving the Slimewoods for Mutaagrad.
>The Honeymen
The Honeymen are fairy honey producers and sellers from Hundred Stings Farm.
Sometimes they go on pilgrimages across the country, traveling in groups and selling their sweet wares at fairs across the continent. Among other things, they sell fairy honey, artifacts made from dead or stuffed fairies aswell as brown opium, which is said to make people immortal (and extremely addicted). The Honeymen wear full hoods and large braided beehive hats with small slits for the eyes and mouth. dozens of fairies pass through them and produce honey in their protective hats. Honeymen always carry clay vessels with them, from which they pass their honey to buyers with dippers.They calm the aggressive fairies with numbing herbs, resinous scents, and ethereal oils which they smolder from ritual Turibulums made from precious bog iron. These so-called incensatings are performed by them as pseudoreligious, occult rituals and are accompanied by an9 incomprehensible murmuring that stands out almost imperceptibly from the humming of the fairies.
To harvest the valuable honey, they employ a large number of predominantly human slaves. The slaves work without the elaborately braided protective suits and child slaves in particular are coveted for their delicate hands, which are said to have special qualities when harvesting honey. Due to the poisonous fairy stings to which the workers there gradually develop an immunity, if they don't die from it, screams of pain and insane tirades of hallucinating slaves can be heard constantly on the honey farm. Besides a menacing constant hum approaching the site makes a background noise audible that is reminiscent of the inside of a loony bin for particularly hopeless cases.
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>Hundred Stings Farm
The Honeymen are subordinate to to the bigger, fatter and much more dreaded Honeywenches. A special kind of witch who also wears basket-like protective masks and has all sorts of dark magical powers at their disposal.
They oversee what is happening on the farm and spur the slaves on with silent curses and not-so-quiet whippings.
No one has ever heard a Honeywench or Honeyman say a single word. What lies beneath their buzzing, fairykeeping hats is an unsolved mystery. Some of the most well-known and powerful Honeywenches are Gramamma Wickna, Anny Sting and Granny Svart. They are particularly feared for curses which cause their victims to experience terrifying hallucinations and send them on soul crushing horrotrips that can last for days and sometimes weeks.
Mmmmmmmmm BOOBA
What about from the perspective of a Biblion Owlmen? They would be perfect for recording info about the world, since they are in charge of the world's library.
The bog witch stuff has become a setting within a setting. I love it, anon.
I feel like we should revisit the garbage patch. It's lore seems like a really interesting adventure location
You're welcome to add something to it. The lore could always be more expansive.
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>Uggmort Boglins
Uggmort Boglins are known for their, for boglin standrads, relatively burly and stocky physiques. They are the largest and strongest among the Cave Boglins, which allows them to navigate the dense and treacherous marshlands with ease. They construct sturdier cave dwellings deeper within the bog, fortified with interwoven roots and mud to withstand the cold damp environment.
Uggmort Boglins are skilled hunters, using their keen senses to track and capture prey. They often emerge from their caves during moonlit nights, silently stalking their quarry in the bog's shadows.
Uggmort Boglins are also expert craftsmen, fashioning tools and weapons from the sturdy materials found in their surroundings.
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>Uggersta Boglins
Are the most nimble and agile of the Cave Boglins.
They possess slender frames, pale skin and elongated limbs. Uggersta Boglins prefer to dwell in shallow caves closer to the surface, allowing them to quickly venture in and out of the swamp.
Their exceptional climbing abilities enable them to traverse the bog's towering roots and cave systems effortlessly. Uggersta Boglins are mostly gatherers, foraging for mushrooms, berries, and poisonous herbs that thrive in the damp environment. Unless it's human flesh, they really don't care for it and even prefer plant-based foods to meat or fish.
Their extensive knowledge of the bog's flora enables them to create deadly poisons and potent drugs.
Besides being notorious poisoners they are skilled rogues and assasins aswell.
With their nimble frames and exceptional agility, they excel in stealth, pilfering and silent murder.
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>Xort Boglins
The Xort Boglins, dwelling in the deepest and darkest corners of the bog, possess an uncanny affinity for sadism and cruelty.Despite not being particular intelligent or physically strong they are one of the most feared Boglin species due to their their sheer numbers, ruthlessness and malevolent nature..
Deep within the cavern system of the bog, in their lightless town called Xort they lurk, instilling fear in the hearts of those who dare to venture near. The bog echoes with whispers of their evil deeds, and tales of their merciless raids and torment of unsuspecting victims. Bloodless bodies floating in the bogwaters serve as a chilling reminder of their evil presence.
Glad you like it anon. Feel free to join in! :)
Sure, here's a thing.

>The Sereph-Kehn Fortress
Bordering the lands of the Bhakkari and Urkdra's Realm, there lies the ruined remnants of an old khenomeri fortress. Built around the year 3 BBE during the race towards the Cardammon Plateau by the Magoclergy, this castle served as a base of operations for the khenomeri troops moving westwards. It was also manned by Bhakkari volunteers, since the presence of the castle and the allied khenomeri kept the beasts from the swamps away from their precious forest. However, the defeat of the empire in the war and their hasty retreat left the castle abandoned. It was at first occupied by the Bhakkari, but prefering to fight on their terms, they abandoned the fortress in favor of their forest. Thus, the castle has been abandoned for millennia. At some point in time, it was occupied by grützlings, who took posession of the castle. They have unearthed many khenomeri vaults that were sealed in the castle long ago, filled to the brim with rusted weapons dating all the way back to the BoE. While in an absolute horrid state by most standards, the grützlings have used them as examples to fabricate their own versions of old khenomeri equipment, still of poor quality, but better than most weaponry in the area. This, combined with the defensive position of the castle, means that they are the strongest group in the area, and they tend to raid the nearby neighbors whenever they can. The last known leader, Gifloblesdon the Bald, was well known for having survived a lightning strike that left him madder than usual (also leaving him without skin or scales on the top of his head).
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It is here.
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>Witchbog Datura
>Datura Mortuis Wrightii
Also known as "Swamp Datura", "Stinging Apple" or "Bog Trumpet"
Her large trumpet-shaped flowers, unfolding in pure white color, can reach the size of actual wind instruments and grow in an arrangement along her twirly stems similar to the flowers of a foxglove plant.
The beautiful white flowers exude a strong intoxicating aroma that will bring vivid nightmares to anyone who falls asleep under such a plant. Their scent alone can induce intense and often frightening hallucinations aswell as delirium during the flowering period. Even people just standing near a Datura Mortuis Wrightii plant report seeing dancing naked women, horrible faces, giant insects and sinister goblins stalking in the thorny bushes.
Those who are crazy or reckless enough to make a tea from their leaves or even eat one of the black seeds must prepare themselves for days of horrible hallucinatory states that will take them straight to their own personal hell. Few survive such an experience, and those who do are scarred for life or hopelessly insane. The seeds have the appearance and consistency of small black cherrys and look similiar to the fruits of the deadly nightshade. They are found in dozens inside the prickly morningstar-shaped fruit pods.
Not only their green spiked fruit bodies, but also their slender, solid stem is covered with razor-sharp poisonous thorns. The thorny Datura tendrils twine parasitically along the branches of other trees across the mucky waters of the swamps, exhaling their sweet and deadly aroma.
Many of the witches of the bog use the components of this plant for their tinctures, concoctions, poisons and rituals. The plant is particularly widespread in the inner parts of the witchbogs. It has its highest population around the Hundred Stings Farm where the swamp fairies drink their nectar and pollinate their flowers on a grand scale. For some reason there seems to be a strong connection between the fairies and this plant. It is one of the most important component for the infamous Witchbog honey which is why the honeymen started cultivate these plants around their honey fields.
Rumor has it that the WItchbog Datura is a fairy being of her own that can communicate telepathically and even transport you to another realm if you take too much.
Kopwunrias are still around despite editwarring blanking the page unlike gromplosfaggotry being entirely wiped from history, so if you really wanted to do something with the kopwunrias you still have a chance
>Candidates for deletion
Not really, no.
Either didnt notice or it happened after I posted it ITT and either way its the last remaining gromplos shit so if gromplos fag really, truly wants any parts of its shitpost lore to make it in thats their only hope lmfao because no hope any gromplos shit is coming back after their shit is totally banned and erased from the wiki, lol.
According to th history of the page, the category was added in july, with the edit war happening in august.
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>Pythonissam Nodum
Also popularly known as Hexknot
The Hagsnarl is a special botanical manifestation of a vine called Smoulderroot. When two tendrils of different Smoulderroot plants meet, they root into each other and grow into a tight knot. This vine knot forms the so called Hagsnarl.This plant knot then creates a special magical barrier The bigger the knot the stronger is this barrier. Each victim perceives the barrier differently, e.g. as a chasm, an invisible wall or a curtain of darkness. Even if several victims notice that they are each perceiving something different, they cannot overcome this obstacle.
A hero who still wants to cross a Witch's Knot barrier must pass a Willpower test, weighed down depending on the size and firmness of the snarl. If this succeeds, he can pass and the barrier no longer affects him for the duration of its effect. If the test fails, the witch's knot remains an insurmountable obstacle for him. Some witches have studied this botanical phenomenon extensively and, based on their findings, have devised a similar spell that works without the smoulderroot plant. A magical hexknot can be maintained for a short duration, several days or even forever, depending on the witch's magical ability.
>Aranea Viriditii
A small thorny plant that grows in small black clumps and develops culms that look like outstretched spider legs on small plants and bony witch fingers on adult plants. When consumed hands and feet gain the ability to attach themselves to the smoothest of surfaces. In this way the the one who ate it can overcome smooth rock surfaces and walls and find support on ceilings. The enchanted's weight does not change. The enchanted must hold on with at least three limbs. Spiderweed grows exclusively in the Witchbogs, especially in relatively dry but dark areas.
Eating too much or too regularly from this bitter and foul-tasting plant can have unpredictable effects including physical appearance changes.
If consumed repeatedly, roll a D6.
1: you vomit blood
2: you faint for several hours
3: you grow an extra toe on one of your feet
4: you grow an extra finger on one of your hands
5: you grow an extra eye in a random spot on your face
6: you die
>Blackearth Morel
>Bufonus Fungii
Also known as Toadmorel or Leapfungus
The black earth morel is an underground mycelium whose fruit baskets only grow in particularly fertile and moist soil and somewhat resemble the back of a warty, fat agar toad. The morels give off a sweetish but putrid aroma that you can recognize them by. This is difficult with the naked eye because the rounded fruiting bodies are usually hidden under a thin layer of black soil. If you accidentally or intentionally step on one of these morels, it will burst open with a smacking noise and emit a cloud of moldy-smelling brown dust through which it propagates.
A mushroom soup made from these morels mixed with the claws of a three-eyed raven and the wings of an umpish creates a concoction that allows the consumer to leap unnaturally far and high for a few minutes to hours depending on the quality of the brew. For a stronger effect, toad legs can be added. Consuming Blackearth morels raw has a similar but weakened effect, and can also lead to vomiting, chronic nausea, and unpredictable side effects.

If you consume a Blackearth Morel raw, roll a D6.
1: nothing happens
2: you get nausea for several days
3: you vomit brown-green phlegm for hours
4: your eyes become permanently larger and cloudier
5: your voice becomes permanently deeper and more guttural, it sounds like croaking
6: you turn into a toad for a several days
>Slime Sage
>Viriditas Felii
Also known as Witchspit
This extremely bitter-tasting herb turns the chewer's saliva into a slimy whitish liquid. Spitting on a wound with this saliva stops it from clotting and speeds up healing. By swallowing the slime sage saliva, mild illnesses and poisoning can be cured.
The sage plant has elongated, hairy leaves that burn the skin like stinging nettles during certain phases of the moon. Consumption at these times is not recommended, since the healing effect is lacking and only severe diarrhea is caused to the person chewing the leaves.
I like this, just some grützlings against the rest of the swamp
Continuing with the historical map.

After the conquest of the Duchy of the Twin Wolves by the gnoll, they set their eyes upon the great fortification at the center of the Lake of Wolves. The mysterious structure promised the gnoll with yet another opportunity for slaughter, and thus, they decided to assault the mighty Fehrum Edzulair. Reaching it took some time, however, as they began cutting down the nearby forests to build ramshackle rafts and boats. Many gnoll did not reach the center island, but those who reached it found the ancient fortress a tough nut to crack. Not only they had to climb the titanic chains that kept the floating fortress in place, but the cult of Phorsiussarx fought tooth and nail, lasting from 2.563 to 2.576 ABE, resisting against the besieging gnoll. However, after years of exhaustion, the gnoll managed to grind down the scant members of the cult, killing the warriors and eating the singers keeping the dragongod in check. Thus, after the gnoll found the great chamber and began biting the gnoll, trying to eat him, the feared Phorsiussarx woke up. And in a single wrathful day, he killed more gnoll than the entire cult did in years, wiping the lands around the lake clean of sentient life, and then went back to sleep, now unburdened by the singers’ magic. The sheer destruction made the gnoll stop attempting to take over the flying castle… for a couple of years. The “Wars of Heaven” between the Gnoll Empire and Phorsiussarx repeated around every 50-60 years, always with the same result, since at the time, nothing the Gnoll Empire had could come close to damage, much less defeating, the ancient dragongod.
While this was happening, Greater Elanxa was still in the ascendant. Though they were having problems organizing the colonization of Zemyland and Littlestep, it was nothing the effective administration of Elanxa could handle. Prioritizing the land awarding to the loyal soldiery and those mercenaries who showed the greatest prowess and dedication, they managed to solidify their holdings while spending a relatively small amount of manpower to control the south of the continent. The same could be said about Littlestep, but the swamps and the local resistance were harder challenges to overcome. Nevertheless, the news of the expansion of the gnoll to the south were received with mixed reactions. Pretty much everyone in the nation was horrified at the events that had happened to the Khenomeric Empire. After all, they were the precursors of the elanxans, and there were still plenty of ties between the two powers even if the Northern Khenomeric Empire had long dissolved. The stories of the horrors happening in the south from the thousands of refugees that were arriving to their shores became commonplace in the markets and town centers of every corner of Greater Elanxa. Behind the curtains, however, another kind of discussion began. Greater Elanxa was safe from the gnoll menace thanks to the Forest of Getting Lost, and the powerful elanxan fleet would keep their waters safe if the gnoll ever became sailors. With their homefront safe from the monsters, many questioned what should they do about it. A growing number proposed a great crusade, allying themselves with the remaining nations south of the forest to push against these “Gnoll Empire”. With the Khenomeric Empire wiped out, the sheer amount of land available made many drool with anticipation, and a few even dared to dream about reunifying the Khenomeric Empire under the flag of Greater Elanxa, once the gnoll had been disposed of.
These dreams would never come to pass. In 2.578 ABE, a massive earthquake took place in the Labyrinth Bay, ravaging the capital city of Elanxa. The city had been built from scratch once the Northern Khenomeric Empire had dissolved, and had quickly grown to become one of the biggest and more advanced cities in the world. The small island near the coast had become too small to sustain its growth, and many bridges connected the capital buildings with most of the suburbs, located in the continent. The Great Quake of Elanxa hit the city with ferocity, causing the entire island to sink into the ocean, and the aftershocks turned the half of the city in the continent to turn into ruins. Whatever had survived was wiped away by the sea, with multiple giant waves sweeping the remnants of the once great capital. The scant survivors were forced to intern themselves into the Realm of the Goddess of Harmony, where they would eventually form part of the many populations within.
The nation did not see it coming. Suddenly, and without warning, Greater Elanxa had been decapitated. Whatever aid they could give to their southern allies dissipated overnight, extinguishing the last military power that could threaten the gnoll in the east. Greater Elanxa was ruled by a council of aristocrats, the wisest and most powerful families in the realm. Many of these had their holdings in the capital, and with the leaders of Greater Elanxa under the sea, the nation was left without direction. What was worse, it was the Elanxan Council who decided the sharing of the conquered lands, and now no one knew which plot of land belonged to who. While the surviving members of the aristocratic families tried in vain to regain control of the nation, there was no one who would recognize their power now. Many local lords began trying to take over, presenting themselves as the leaders of the nation, and the situation grew even worse in Zemyland and Littlestep. The infighting between the governors of the northern provinces allowed Old Hyperborea and the Snow Elves to expand their borders against the now unprotected colonies. Many wars were fought at this point, culminating in the victory of the so called Magpie Emperors. Uniting most of the lands around the Saint Pitcasasti Sea, they proclaimed themselves to be the ultimate rulers of Elanxa, declaring the birth of the Elanxan Empire in 2.607 ABE. The remnants of Greater Elanxan administration in Zemyland declared the Magpie Emperors as unworthy rulers, and declared their ties to Elanxa null and void, creating the Zemylander Kingdom the same year. This union would last around a century, until the internal pressure and infighting caused the beginning of the fracture of the Zemylander Kingdom into the Arkadiya Empire and the Kingdom of Gold in 2.783 ABE.
Also, I just realized the map needs to be changed, since it doesn't fit what I wrote. I'll change it tomorrow, now I'm tired.
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>Witch Birch
>Betula Somnium
The witch birch is a bare tall birch tree. It is leafless year-round and its upper branches branch into clawed ramifications that cast eerie shadows at dusk. They grow preferably in monocultures and near fly agaric and and witch hat mushroom accumulations.
"Witches always stand between birch trees." A quote from one of Biblions forbidden books
When the bark of a witch birch is boiled with clean spring water to make a tea, various effects can occur.
When consuming witch birch bark tea roll a D6:
Depending on the ingredient content of the tea, the effect lasts between a few minutes and several hours
1: you feel warmed up and refreshed from the inside
2: you feel refreshed and regenerated. minor injuries heal
3: you can hear the trees talking
4: you suddenly understand the language of the mushrooms
5: you can temporarily talk to animals in a language that sounds confused and incomprehensible to outsiders
6: you have a vision about how you or a loved one will die
There you go. Now it fits.
The next historical map will reach until 2.783 ABE, with the Zemylander Empire breaking in two.

The most important events included in this period are:
-Great Migration towards Zemyland. Start of new wars between the zemylanders and the native populations.
-Gnoll continue their invasion: Seguerials, Nogar, Cowmen, Ra, Frogmen...
-King Paoulos II starts his reforms in Drunigzar, beginning of the economical expansion.
-Rise of the Nameless as the second Gnoll Emperor. Reorganization of the gnolls' expansion.
-The Zemylander Empire breaks into the Arkadiya Empire and the Kingdom of Gold.

Anything else?
Also, just so I don't mess up with the writing, the fracturing of the empire happened as such:

1º Zemylander Empire
Then it fractures into
a. The Arkadiya Empire
b. The Kingdom of Gold.

The Arkadiya empire eventually fractures into:
-Princedom of Platinum
-Kingdom of Silver
-Kingdom of Amber (which would become Crimson)

And Amber loses the Kingdom of Copper, probably with Platinum help

Meanwhile, the Realm of Steel (which would become Rust) seceedes peacefully from Gold.

Everything makes sense here?
Is all that historical stuff really necessary?
I don't really think that it adds to the immersiveness and sometimes it even feels like a retcon. If you ask me this setting was more fun without it.
Really? I've always thought the opposite, a world with a rich history is much more immersive. it feels more deep and alive.

>sometimes it even feels like a retcon.
Whell, that is why I am asking if everything feels right, and also why I'm writing the general history. We have a ton of lore written by different people at different moments and in different order, we need some sort of overarching history to keep it all in place, plus to fill the gaps we've kind jumped over.
What about the 4 wars against the Dragongod King?

Afterall that affair was ended with nameless giving him the last Dragongod egg
Idk I like it.
This was to accentuate the differences between the first and the second gnoll emperors. Grabagrorr was just a "rip and tear" kind of emperor, thinking of nothing but to expand and to satiate his lust for war. Thus, he kept battering an enemy he couldn't defeat on a straight fight over and over, to no avail. The Nameless, however, was much more cunning and devious, and he managed to subdue the dragongod by infecting him with magical maggotgnolls that would kill him if he didn't surrender. It's night and day.
I think by the time that was written there were no multiple emperors yet.
Like the 2nd war tried to breed special Gnolls known as Chain dancers to climb up the chains past the Dragongods defenses
I just think focusing on the present day would benefit the setting way more.
>I think by the time that was written there were no multiple emperors yet.
I know, but I saw the two facts, and since they kind of fitted together, I made the connection between them.

>Like the 2nd war tried to breed special Gnolls known as Chain dancers to climb up the chains past the Dragongods defenses
True, that's explained in the gnoll mercenaries page. Still, the only way to subdue the dragongod was with advance magics.

>I just think focusing on the present day would benefit the setting way more.
Oh, I agree. But I have to finish what I started. Once that's done, I'll see what else I can add.
Rather than asking other people to write what you want do it.

The timeline guy clearly enjoys his stuff. I and others enjoy his stuff and it adds to the setting.

Rather than being a fag telling him to write what you want made YOU write it. That way we have a new controbutor while if he listens to your bitching he'll just leave and we'll have one less.

Obnoxious parasite
>I have to finish what I started
That sounds reasonable. The thing is the bigger the focus on the history of the setting the less interesting the actual setting feels compared to it.
>Rather than asking other people to write what you want do it.
Who says that I don't already do that?
>the last Dragongod egg
Do we know the powers of the dragongod egg?
Also, where we should talk about dragons/giants?
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I'll try to give a rough overview of the essential tradegoods within the witch's swamps.
Maybe after collecting enough of them to a satisfying degree we could do sort of an import, export trade map for trade within and possibly even tradegoods leaving the witchbogs.
I have given each item a value from
Very Low (Very cheap) - Low (Cheap) - Medium - High (Expensive) - Very High (Extremely Expensive) - Rare (Unique/Legendary)

The Witchbogs also known as Dominion of the Old Bog Witch serve as an important hub for regular trade, black market activity and commerce.
The sprawling marshland is a rich source of all sort of valuable resources and wares.
If I've forgotten some or you made up something new please let me know

Natural Ressources:

Mushrooms Price
Stinkshroom Very Low
Mold Sponge Very Low
Fly Agaric Mushroom Low
Bog Toadstool Low
Pox Fungus Medium
Cadaver Sponge Medium
Blackearth Morel High
Witch-hat Mushroom High

Herbs and Roots Price
Cadaver Moss Very Low
Pond Algae Very Low
Strangle Ivy Low
Creepvines Low
Nightmare Weed Low
Deadly Nightshade Medium
Datura Insania Medium
Bog Trumpet Medium
Plagueroot Medium
Spiderweed High
Gillweed High
Gallows Flower High
Mandrake Very High

Other Ingredients Price
Bog Humus very low
Rust Beetle Droppings very low
Dead Glowflies very low
Toadlegs low
Raven Claws low
Batwings low
Serpent Fly Wings low
Dryed Wisplings low
Slug Slime low
Suckerfruit Liquid low
Water Leaper Sting low
Bloatworm Gas low
Slug Fangs lowe
Kelpie Hair medium
Toadmaw Fangs medium
Bog Quintessence medium
Wisp Essence medium
Fairy Dust medium
Fairy Wings medium
Snatcher Essence medium
Swamp Gnome Ears medium
Marshstalker Fins medium
Percher Wings medium
Glutyworp Feelers medium
Bullwag Bladder medium
Cockatrice Comb High
Giant Toad Tongue High
Umpish Eyes High
Oaf Tears High
Rotsucker Proboscis High
Swamp Moray Shed Very High
Basilisk Eggshells Very High
Schlickschluck Teeth Very High
Marsh Hydra Venom Very High
Swamp Serpent Teeth Very High
Ok I'll admit I've kind of lost track of most of this setting so please do chip in, but what would a list of games/sports in giantstep look like? I can think of
>the Gnoll Olympics
>Tesserai Vanguo card game
>Truldommu card game
>Furlaniyan rowing races
Nightmare Weed Low
Mold Sponge Slime Low
Datura Insania Seedpots Low
Deadly Nightshade Low
Bog Trumpet Medium
Fairy Dust Medium
Mandrake Fruits High
Fairy Honey High
Brown Opium Very High
Black Milk Very High

Food Price
Vegetables and Animal Products
Swamp Onions Low
Swamp Garlic Low
Swamp Pickles Low
Suckerfruit Juice Low
Mandrake Salad High

Meat and Fish
Smoked Leech Low
Smoked Mudlings Low
Roasted Stenchskipper Low
Smoked Bloodfin Low
Smoked Lily Flounder Low
Smoked Heelbiter Low
Smoked Eel Medium
Riverbull Steak Medium
Cooked Mudskipper Medium
Giant Toad Legs High
Smoked Marshstalker High
Smoked Bogfisher High
Salted Lamprey Very High
Moray Head Very High
Swamp Serpent Flesh Very High

Wormwood very low
Bulgebirch Wood low
Muckbark Wood low
Mustwood low
Witchbirch Wood medium
Tangle Wood medium
Wispwood high
Cudgel Willow Wood high
Urdrag Wood very high

Other Ressources
Peat Low
Pitch Medium
Bog Iron High
Underbog Ore Very High

Wisp Lantern medium
Toadskin Leather Armor high
Swamp Serpent Dagger (Slithknife) very high
Caged Bog Creature varies
Human Slave varies
Child Slave high
You missed bog spelt
>Followers of the Old Bog Witch, namely the Bayukmen, Platanites and Zylagorani claim that bog spelt was offered to mankind by Morkdrak, the mistress of dreams. It is said Morkdrak rewarded one of her followers for following her visions and strangling his wives and children and raising them as undead by giving him a pocketful of bog spelt seed in a dream vision. Unable to recognise the value of her gift, the unnamed hero revolted that he had been cheated by the witch. As Morkdrak slew the mortal for his insolence, he dropped the seed from his hands and they fell out of the land of dreams all over the land of mortals.
I've only found this passage on the wiki. Can you tell me what it does, where you can find it and how rare it is so I can give it a value and add it to the excel document?
>I'll try to give a rough overview of the essential tradegoods within the witch's swamps.
How much trade is there? How many people go to the swamps for business and come back alive?
Quite alot but I'd imagine it's somewhat incestuos with Bog Dwellers (mainly Witches, Rougues, Thieves and Murderers) being problably the most interested in brewing ingredients, shit-tasting-fish, occult artefacts and strong poisions themselves. However I'd say all wizard and alchemist kind all over Giantstep would be very interested in the dark magical stuff from there aswell. Also everyone can need a good poison just in case and peat is a cheap and efficient way to heat your home. The fact that the herbs and roots from the swamps are mostly used for sinister purposes also doesn't mean that they couldn't be used for potent medicines and scientific means just aswell.
I feel there is a bit of dissonance with the bog witch stuff. Half the lore paints it as a hellish place that noone can visit and live, and half the lore presents a complex and "functional" society, with even trade with the outside world. It's kind of jarring.
They ones living there are either pretty good adapted or under the protection of one of the wicthes. The foreigners however are the ones that probably won't make it without a competent guidy who they can trust. And those types of guides are especially rare around that area.
>under the protection of one of the wicthes
How does vassailage to the witches work?
Well idk something, something dark magic I guess.
Could be interesting to write something up for that.
As a sentient bog dweller, you are automatically subordinate as a vassal to the witch who claims the area you're staying for herself.
As a vassal, you are obliged to pay the witches' daughters responsible for your region in the form of chickens, fish, cattle, agricultural products, mineable resources such as peat, pitch, wood and bog iron or handicrafts such as armor, talismans, tools and weapons. Which goods are preferred depends heavily on the witch whose vassal you are. Their preferences vary greatly.
In turn, the amount of dues depends on your resilience, species, and loyalty to the witch.
In rare instances, those who are on good terms with their witch baroness have even been granted some tax relief.
Species that do not farm, raise livestock or do a craft have to pay taxes aswell. Either by delivering rare herbs, black magic artifacts and stolen goods to the witch or by doing tasks for her as spies, mercenaries and henchmen.
It is not uncommon for tasks to be requested that involve harming another witch sister in some way, stopping her trade or otherwise interfering in her affairs.To get caught between such a front or even worse to be drawn into a feud between two sisters is to be avoided at all costs if life is dear to you.
Although the witchsisters stick together unconditionally against outsiders, it gives them great pleasure to expand their position of power in the family hierarchy and to anger their opponents/relatives.
In exchange for the dues of her vassals, the respective witch grants her subordinate protection from the hostile nature of the swamp, other sentient swamp dwellers, and not least herself. She does this by casting magical protection circles, wards and illusion spells around the dwellings of her vassals. She doesn't do this out of the slightest sense of responsibility or honor, but simply to ensure the survival of her vassals and thus a constant flow of valuable goods into her gnarled hands. In this way, the witch consolidates her position of power and maintains control over her portion of the swamps. As a vassal, you are also subject to your witches legislation within your witch's sphere of influence, which, like the type of material levies required, sometimes varies immensely and often takes on absurd to even comical traits. For example, one of the witches' daughters once made bird singing in her part of the swamp a death penalty because it disturbed her sleep, so her minions exterminated almost all of the songbirds in her designated part of the swamp.
The witch sisters don't care much for money. Trade within the swamps is therefore largely based on the exchange of goods for goods. If a witch doesn't trust your loyalty or is dissatisfied with the quality of your offerings, she may cast a curse on you or make you swear an unbreakable oath involving black candles, all sorts of ritual objects and a lot of blood. Torture punishments are generally preferred to killings because the witch sisters don't want to destroy their economic basis.That being said, their personalities are mostly vengeful and cruel, which is why there are big differences regarding this point aswell depending on the mood, temperamen and witch. The dues to be paid are handed over in regular intervals which are based on a sophisticated system of certain moon phases.
The witch's henchmen usually collect the dues. Only on special occasions, when something is wrong or in the case of particularly generous gifts, does the witch herself appear to take over the goods herself. Should there be no taxes or breaches of trust with the ruling witch, her vassals will not shy away from excessive and draconian punishments.
For practical reasons, winged goons in particular are popular with the witch sisters for collecting taxes.
Dammit, I forgot to add the opening of the succubus breach.
Bog spelt is a type of hulled wheat typically found along the Curhinday plain, cultivated by Bayukmen, Platanites and Zylagorani. Because of its high tolerance for damp waterlogged soil and it's hulled seed which allows it to withstand extended cold spells without wilting, the cultivation of bog spelt has rocketed in popularity in the lands bordering the Dominion of the Bog Witch to the north.

The origin of bog spelt is not known, despite the fact that it seemingly came into existence fairly recently, as the first evidence of it can only be traced to around 350 years ago.

A popular legend amongst Windlanders states that it was a gift presented by Marusia herself to her followers, so that her dominion might grow eastwards, taking land back from the Bog Witch. Conversely followers of the Old Bog Witch claim that bog spelt was offered to mankind by the seventh daughter Morkdrak, the mistress of dreams. In this version Morkdrak rewarded one of her followers for following her visions and strangling his wives and children and raising them as undead by giving him a pocketful of bog spelt seed in a dream vision. Unable to recognise the value of her gift, the unnamed hero revolted that he had been cheated by the witch. As Morkdrak slew the mortal for his insolence, he dropped the seed from his hands and they fell out of the land of dreams all over the land of mortals.

Do you know how the search function works?
Even more basic actually, do you know how hyperlinks work?
>Black Sloes Berries
>Palus Baccai
Also known as bog berries or marsh berries
Black Sloes are fruits of the Marsh Blackthorn.
Blackthorn bushes are places where lesser hags and witches congregated and where witchcraft rituals take place. The thorns of the blackthorn are considered a repellent against evil spirits and spells, and can be woven into wreaths and hung on doors to protect against them. It is believed that witches use this plant for various magical practices.The black fruits can be used to make healing potions, jams, or alcoholic beverages such as Bogsloe Liqueur. Drinking thuis liqueur can protect against negative energies or magical attacks.
Alright thanks for the clarification. I'd say medium value?
I don't know how editing in mobile, on PC it's just ctrl+k, then writing whatever link you want.
Also, we've reached the weekly bump limit.
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New Thread!
Uuu... A Dragongod hatches from it?

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