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>Thread Question: How does the art of the different places look?

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

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

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

Project Ideas:
>Hexmap
>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
>>88948871
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>>89035109
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>>89035118
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>>89035127
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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 - Someone archive this thread
>>
Google Doc Link for the timeline. As updated as it can be.

https://docs.google.com/spreadsheets/d/1Weiu2IWHLvwzuWaCnggBT0nYVzJvvHEeD0ec3KB16WI/edit?usp=sharing
>>
Thread 50 archived.

https://suptg.thisisnotatrueending.com/archive/2023/88948871/
>>
Also, there's only a week left for the first anniversary of the setting. Well done for keeping this around, everyone.
>>
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>Captain Ulmasstia dou Bocca, commander of the Host of St. Illes and lord of Fort Nomasco
Skills:
5+ Mountain Goat
4+ No Fear and No Reproach
4+ Le Gentil Seigneur
4+ Strategos
3+ Pulsovascular
1+ Breath of the Forge
1+ Alarmist
>Equipment:
Set of Orontese heavy armour
Baton of marshalling (+1)
Ludoyant (Orontese Charger)
Vilmannos (Lemonese Palfrey)
Paramis the Bedoyant, retainer and personal server
Olmo (Paramis' rouncey)
Underwear of Maximal Comfort (gift from the Astromancers)
214 men-at-arms and their retainers
Lordship of Nomasco Manor
20 pounds of silver drake-mas
Historiae Logos Militarii, volumes 18 through 23
>Goals (long-term)
Becoming King-in-Oront instead of the King-in-Oront
Living a life in strict observance of the teachings of St. Illes
>Goals (short-term)
Subduing the peasant revolt of the Upper Volmar valley in the name of his liege Lord Margansso
Orchestrate the downfall of Lord Hanno Bocca, who has wronged dou Bocca in the past
>Allies
Lord Margansso
Paramis the Bedoyant
Chilmmeneo, prelate of Cetna, keeper of the shrine of St. Illes
>Enemies
Korkos the Mad, mercenary lord and leader of the Upper Volmar rebellion
The King-in-Oront
Lord Hanno "Child-murderer" Bocca
>>
>>89035540
>5+ Mountain Goat
What.

Also, yeah, now that we're finishing the nations, we're going to have to start thinking about the actual system, huh.
>>
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Plumbo, magical cat and personal retainer of the King-in-Oront. Grants +1 Charisma to his lord liege
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>>89036207
Awww.
>>
which nations are currently being written about?
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>>89036569
Some anon was preparing the finishing touches to Oront, and someone was writing about Hasteria, if I recall correctly. I'm reading all the Dsrvysth lore before I start writing about it.
>>
what the hell's up with Kalydon?
>>
>>89036635
What do you mean?
>>
>Oront

>Religion

Almost the entirety of Oront follows the New Azan Faith, brought by St. Smyrre the Venerable. The faith in Oront is almost identical to the one practiced in much of Azan, with some small differences in doctrines, brought by the Hiranurist reformation. For that reason, most people in mainland Azan (as well as other practicioners of the New Azan Faith) refer to the Orontian branch of the faith as "Hiranurism".

Only a few traces of the old Orontian religion - based around its own pantheon - remain, such as specific religious holidays and customs, that have been repurposed for the Azaneese faith. Many venerated saints of the New Azan Faith come from Oront, which is now known as one of the strongest pillars of the faith in the West.

>Demographics

Even though it's part of the Empire, Oront is nowhere near as multicultural than the rest of the Empire, mostly due to its isolation. Foreigners can only be found in the largest cities,and are usually either envoys or merchants, either of Azaneese origin, Dwarves from Gautlan or Joos.

The Orontians are often seen as small, backwards people by the people of mainland Azan, although the mountain folk are proud of their country and customs.

>Foreign Relations

>Azan Empire

Oront is technically part of the Empire, but it's self ruled in most regards.

>Hasteria and the Witch Elves

The Azaneese province of Hasteria now lies in ruins and is ripe with disease and death, due to the Witch Elven and demon raids and skirmishes. Even though Oront stands as the barrier between Azan proper and the Witch elves, with all witchelven raids into the Orontian mountains resulting in substantial failure, the Orontians rarely bother with patrolling Hasteria, unless part of a larger millitary force belonging to the Empire.

>Rest of the Empire

Oront barely interacts with the Empire's vassals, such as the marches of the Stymphalian swamps and Daligrad, except with some set up embassies and trade, due to their isolation.
>>
>>89037281
>Gäutlan

Apart from the mainland of Azan, these pesky Dwarves are the foreigners which Oront interacts the most with. The reason for this stems from the war fought between Oront and the dwarven dynasty of Staliguard more than a millenium ago, which had taken control of the weakened nation of Gäutlan and launched an attack on Oront.

Even though the Orontians had repelled the dwarves this once, it stood out as one of the most bloodthirsty wars the mountainous nation had ever faced, and it also led to the eventual vassalage of Oront to Azan, after the Azaneese Civil War. Due to this, there's a subconscious distrust towards any Dwarves, whom they see as treacherous, and direct competitors when it comes to exports as well.
>>
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>>89037468
So only six remaining, people:

>Small amount of lore to work with
-Hasteria (province of Azan)
-Republic of Kalydon

>Lore half developed
-Gökmavi Khaganate (the history is in the historical maps thread, needs society/politics, religion and geography)
-Dsrvysth Peninsula (needs history, culture and possibly religion)
-Jeraxih Tribes (needs history)

>Lore contradictory with the rest
-Kingdom of Lorient (dates and events do not fit with the general timeline)

Remember when we had +120 nations to write lore about? We're so close...
>>
>>89037468
I'm gonna finish Jeraxih before moving on to Hasteria.
>>
>>89037513
Also, the Gokmavi still has not gotten its lore dump, after almost a year. The meme is real...
>>
How do we get more people interested in this setting?
>>
>>89037548
Actually finishing the lore, and presenting it in a comprehensible compendium with decent presentation. And possibly with game rules and stats.
>>
Ok, I've finished my first idea draft of Dsrvysth. Oh boy, the way the lore is presented it's rather confusing.

>Info Outside of the Dsrvysth page
-Furlaniya keeps trade with Dsrvysth, but otherwise keep their distances (both are fractured lands, possible use?)
-The Asvaran Confederacy keeps trade ties with Dsrvysth, nothing else of note here.
-Dsrvysthian explorers were the first ones to set foot on the island of Florana (Maneater Islands)
-Many Dsrvysthians villains and criminals go to the Maneater islands.
-Used to be part of the Azan Empire (starting sometime between the XVIIIth ABE -XV ABE, gains its independence during the Azanese Civil War in 2.081 ABE)
-Some of the Dsrvysthian princes try to expand towards the Zulutaur Steppes, competing with the Gökmavi.
-Some of the tribes from the Ogchuk work as mercenaries for Dsrvysthian lords.
-Dsrvysth sees a lot of fighting within its borders, and it's used by troll mercenaries as practice fields. The Trolls greatest enemy lies here, Prince Lutor Trollsbane, who has successfully defeated the Trolls each time they have attacked his lands.
-They are in middle of the Sea of the Dead Pirate. Controls the exit of the Salt River, possible tension with the Gokmavi for the salt trade.
>>
>>89037881

>Info Inside the Dsrvysth page
-56 principalities, 23 autonomous sovereign regions, 12 neutral zones and w undefined lands. Possibly the most divided region in the world, even more than Furlaniya?
-"Of these lands, the most important kingdom is that of Ceri". I'm going to assume this is a typo and OP meant "principalty", to fit with the previous bit.
-"Fierce resistence against the azan empire in the past" Possibly a long war of conquest in the region.
-The land is divided between those allied with Ceri, those allied with Susar and those neutral (big or small conflict?)
-There are nomads to the east of Susar (Possible Gokmavi reference as allies of Susar?)
-Vti and Adural hate the vkichene (??)
-There are barsiar pirates (Possible city of Barsia??)
-There are Cvar raiders (??)
-The Ogchuk trade with Ceri and their allies (and with the others as well?)
-Furlaniya trades with Ceri and their allies (and with the others as well?)
-The Ceri have mighty castles and wizards, or so they say
-The land used to be called Ertusia. Possibly before the azanese conquest.

>General Notes
-The name Dsrvysth is so complicated that I keep seeing it written differently in almost every page.
-The strait of Atria is not on the map. ADD TO THE PHYSICAL MAP.
-The Troll Sea is not on the physical map. ADD TO THE PHYSICAL MAP.
-The Zute Peninsula is not on the physical map. ADD TO THE PHYSICAL MAP.
>>
Also, a "quick" list of all the places mentioned in the background lore.

>Places/groups mentioned
--01 Ceri (Crii)
--02 Susar
--03 Bersis of the southern coasts (Ally of Susar)
--04 Fasha by the lake Fashar (Ally of Susar)/ Possible named Fasr/Fashar as well??
--05 Abator on the hand mountains (Ally of Susar)
--06 Urvadas on the hand mountains (Ally of Susar)
--07 Acres, isle on the Troll Sea (Ally of Susar) Part of the Principality of Twinstones
--08 Olis, isle on the Troll Sea (Ally of Susar) Part of the Principality of Twinstones
--09 First tribe of 7 of the strait of Atria (Ally of Susar)
--10 Second tribe of 7 of the strait of Atria (Ally of Susar)
--11 Third tribe of 7 of the strait of Atria (Ally of Susar)
--12 Fourth tribe of 7 of the strait of Atria (Ally of Susar)
--13 Fifth tribe of 7 of the strait of Atria (Ally of Susar)
--14 Sixth tribe of 7 of the strait of Atria (Ally of Susar)
--15 Seventh tribe of 7 of the strait of Atria (Ally of Susar)
--16 Arta (under Ceri)
--17 Uvmada (under Ceri)
--18 Rska (Ally of Ceri)
--19 Pita (Ally of Ceri)
--20 Vti (Ally of Ceri)
--21 Adural (Ally of Ceri)
--22 Buriara (Ally of Ceri)
--23 Ivrne (City destroyed? Used to be ally of Cery)
--24 Vree (Neutral?)
--25 Uraste (Neutral?)
--26 Orbota (Neutral?)
--27 Cofere (??)
--28 Er (under Fasha)
--29 Uvira (Neutral?)
--30 Grsos (Neutral?)
--31 Ytite (Neutral?)
--32 Ertar (Neutral?)
--33 Hicca (Neutral?)
--34 Aru (??)
--35 Detia (??)
--36 Irsha (??)
--37 Keres (??)
--38 Atamar (??)
--39 Buriara (??)
--40 Atria (??)
--41 Grsos (??)
--42 Ursuk (??)
--43 Oblida (??)
--44 Kingdom of Yvruin
>>
>>89037904
>>89037896
>>89037881
To the anon who wrote the Dsrvysth lore originally. If you're still there, can you confirm everything here is correct? Have I missed something important?
>>
>>89037881
how the fuck do you pronounce that
>>
For the art are you specifically looking to replicate the materials, the (generally poor) anatomy, and themes we see in illuminated manuscripts and various marginalia?
>>
>>89038156
guessing like "deh-sur-visth"
>>
>>89037609
This. Personally I'd start with the bestiary since this has always been the thing that sold me on a game. There's nothing like immersing yourself into a world by looking at the creatures that inhabit it.
>>
>>89038535
Not in particular. Medieval manuscript artstyle would be nice, but right now we need any artists to draw some of the more specific ideas that have come out of this setting.
>>
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>>89038773
Right now we have 220 creatures in our bestiary, which is no small fit. Still far from the 300 sweet spot I'd like to reach, but we're getting there.

Many of these need more lore, though.
>>
>>89041243
At the very least I know that the oyster the ra harvest are not on the list. I'll write something for them later.
>>
Can we just drop the pretense this will ever actually become a playable setting when absolutely 0 effort has been put into coming up with any crunch whatsoever in literally a year's worth of time?
>>
>>89038156
No clue.
>>
>Jeraxih Tribes

>History

Not much is known about the history or the origins of these tribes, since they keep no written records nor do they converse much with the rare foreigner that steps into their lands. The few scholars that have gotten the chance to study these primitive people have speculated that the Jeraxih might have common ancestors with the people of Chakobsa, with the ones that stayed in the eastern, less dense jungle keeping their nomadic culture, and the ones migrating to the west formed the Yaguaran culture, that eventually evolved into a more developed version of their eastern cousins.

As far as anyone can tell, the Jeraxih tribes have always been nomadic, and always numbered in the hundreds, spread around eastern Chakobsa, with their constant warring, cannibalism and self destructive tendecies keeping them away from any real societal or technological progress.

>Religion

The Jeraxih worship various unnamed beings known as the Precursors, who they believe are their creators who sculpted them based on their own image. The Jeraxih choose to depict the Precursors, on their various murals, in a similar fashion to the mysterious statues that are scattered around the Great Stone Temples. These Temples are more ancient than any culture in the region, and are built out of huge, chunks of stone with extremely precise geometrical shapes, which add to the overall sense of awe. The Temples are the location of various cannibalistic and sacrificial rituals performed by the Jeraxih, and are considered sacred sites by them, to the point where killing and attacking each other is strictly forbidden while a ritual is in proccess, or when they are within their sacred temples.
>>
>>89043265

>Foreign Relations

The Jeraxih are usually too busy with fighting and warring against each other to bother raiding their neighbours. On the contrary, it is them that are usually getting raided and invaded by their neighbours, such as the alchemical beasts of the Strange Meadows, the slavers of Moridan and the warlike people of the Bakir Sahabaharadad Sultanate. Most of these foreign invaders have been mostly unsuccessful in their attempts, either repelled by the hostile nomadic tribes or even the unforgiving jungle itself, with the exception of the Chakobsans, who, due to their mastery of traversing the jungle terrain, have learned to raid their neighbours -in search of prisoners to sacrifice- with relative success.
>>
>>89042752
What do you mean?
>>
>>89042752
If this has been going on for a year, why wouldn't it last enough to get rules?
>>
Have at thee, Snoloth!
>>
>Spotted Oyster
The Spotted Oyster is a species of bivalve mollusc that lives in the swamps of the Crimson Plateau. A creature with a growth and spawn rate that would be considered like a plague anywhere else in the world, the spotted oyster has been bred by the careful attentions of the ra to become their main food source. Spotted Oysters can grow as big as a human head, and the biggest individuals being as big as the ras' pincers, they have a strong shell, always overflowing with meat. They are eaten almost exclusively by the ra, as their meat causes strong stomachaches if not properly treated, but the ra are used to it and feel no ill effect. These creatures are bred and grown in massive fields, highly protected by the ra to keep predators away. They need high amounts of murky water, since they somehow cannot survive in clean waters, the reasons for this being unknown. They are fed anything organic the ra can get their pincers on, from captured wild animals to crunched plants and fruits, the ra turn this into a paste that's mixed with the water and absorbed by the oysters.
>>
Been a while since I updated the physical map. Anything else I've missed to name?
>>
>>89037926
I’ll confirm later, so far the place looks like a mess, as intended, and the two main hegemonic principalities in the region (Susar and Ceri) can’t even agree on the pronounciation for every principality. The only thing stitching Dsrvyth together is having been Ertusia a long time ago. I have to check if any of the original tribes survived to become the modern principalities or not.

I think Susar and Ceri consider themselves the capital of the kingdom but don’t recognize each other, hence both claiming to have a king, but again I have to check on that.

There’s also a bit of lore somewhere about a blue castle (a proposal for one of the wonders) which includes a few details on the local faith, and not much else. Their relationship with Gokmavi is best understood as “complicated”, and their waters have a huge quantity of pirates, due to the state of quasi-genocidal anarchy. I’ll dig some more stuff later.
>>
>>89041243
They also need a visual representation
>>
>>89046347
Some of them have it, some do not (a mix of art from the net and AI art). But they cannot get art if they do not have lore describing them anyways.
>>
Which nation should be written about next?
>>
>>89047647
See >>89037513
I'm writing about Dsevysth now, I'll post what I have later.
>>
So, Hasteria is just a no man's land between Azan and the Witchelves that used to be (or still is) a province of the former?
>>
Ok, posting about Dsvysth lore. I keep writing the name wrong, so excuse me if I've misspelled it one or two times.

>History
The lands of Dsrvysth encompass a great variety of territories, unified mostly by economic and historical reasons rather than cultural. The region is home to nearly twenty different languages, each one with only a couple thousand speakers, and while they are similar enough to be able to understand each other with relative ease, the different groups have kept their distance through most of their history. Previous to the azanese conquest, the only power that swayed its authority over most of the land was the Kingdom of Ertusia, and even then it is believed that, at the height of its power, it controlled about half of what Dsrvysth is today. The first fights between Ertusia and Azan began around the early 17th Century BBE. Fresh from their conquest of the Ögchuk, Azan began expanding south of the Handprint Mountains, since at the east of the Niimiis River there lied a path to the at the time legendary Zulutaur Steppes. However, the Kingdom of Ertusia was keen to accepting the offerings of annexation by the Azanese Empire, and thus, war ensued. Azan used the great divisions in the area to great effect, as the extensive schisms and disagreements between the local powers allowed for plenty of political maneuvering. The conquest of the land itself took less than a few decades, being, for all intents and purposes, a lightning run. The problem begun when trying to turn the region into a cohesive and unified imperial province. Not only did the language barriers and different customs of each individual region cause a lot of problems to azanese lawmakers and administrators, but the guerrilla movement that was born immediately after the conquest saw bloodshed for nearly three centuries before it was considered pacified.
>>
>>89049698
After the pacification, Azan developed a long campaign of cultural assimilation. While the overarching administration of Azan brought a lot of development to the land, since the different components of the province of Dsrvysth (which means “home” in most of the local languages) weren’t fighting each other anymore, the groups fiercely maintained their identity against the azanese efforts to assimilate them. The only real successes of this project were imposing the azanese language as the main idiom for politics and trade and the spread of the azanese faith over the population. The growing interest of Azan to expand either south or east put Dsrvysth in a perfect position for economic growth, with many ports popping up at both sides of the Sea of the Dead Pirate. The advance towards the east allowed Azan to take a hold of the southern parts of the Meiel U’ush and the Great Salt Lakes, beginning the prosperous business of the salt trade. However, this brought Azan into contact with the growing Gökmavi, and tensions arose from there. As the Dsrvysthians were the closest to the steppes, they formed the bulk of the colonies in the region, and thus were the group with the most relations with the nomadic Gökmavi. This would develop into a long-standing rivalry between the two groups, which in many aspects lasts to this day. The arrival to the Strait of the Dead Emperor and the creation of the Kingdom of Nosso Lar became an absolute boon to the Dsrvysthians, bringing the profitable treasures from the east to Azan, having to go first through their ports. This was the point of highest loyalty of the region to Azan, and many castles and palaces were built during this period. Cities were covered in luxurious buildings and civil works, close to the standards of the capital. The rivalries between the different groups also pushed the different cities to try to upstage their neighbors, and this period turned Dsrvysth into the architectural center of the empire.
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>>89049715
The region initially suffered little damage from the wars against the witchelven and the drow. Outside of a couple of daring drow sea raids, which brought more panic than actual damage, the region was simply too far from the frontlines to see combat. Many dsrvysthians did enlist into the azanese armies to fight against the enemies of Azan. Just in case, the azanese administration recommended the construction of castles and fortifications, in case the witchelven managed to move across the mountains and reach the Sea of the Dead Pirate. A ludicrous assumption by any metric, but still, the damage the war was causing to the Azanese Empire could not be understated, and since the estate of the economy was critical, many of the architects living in the region began working in the construction of fortresses, walls and other strongholds. This precaution would turn out to be quite fortunate at the start of the Azanese Civil War. The changrilese rebellion was catastrophic for Dsrvyth, as not only the war was at their doorstep, but the changrilese were threatening to cut them off from the rest of the empire. Wanting to restore normalcy after decades of war, they sided with Azan against the rebels. The population in Dsrvysth put a lot of effort into the war against Changrila, keeping the fight going despite the numerical advantage of Changrila. The fight against the rebels became even more bloody and frenzied once the changrilese allied with the Gökmavi for control of the lakes in the Red Land Steppes, not only cutting them from the salt trade, but also the trade with the east. This was a seemingly crippling blow for the region, but the dsrvysthians still believed they could recover from the losses eventually.
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>>89049736
The longer the war went on, however, became clear that the stalemate between the two powers was only bleeding the region white. Many cities had burned and many lives had been lost, and the dsrvysthians began accepting that the losses to the east were not going to be retaken any time soon. Thus, the dsrvysthians joined with Lemonaint and Lorient and rose up in rebellion in 2.081 ABE. The fights with the gökmavi continued, recovering part of the territory lost, but they couldn’t actually reclaim the salt lakes, since they couldn’t fight the nomad raiders without the aid of Azan that far from their lands.
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>>89049749
At the time, the Kingdom of Dsrvysth dedicated to rebuilding their economy. Trying to present itself as an inheritor of the ancient Kingdom of Ertusia, the leaders of the newly born nations actually occupied way more land than what old Estusia claimed. However, despite the attempts of the crown to mobilize the population to reactivate the economy and rebuild the region, the simple truth was that Dsrvysth had suffered a mortal blow with the loss of the easter territories. More and more, the crisis caused inner rebellions within the territory, fracturing the king’s authority and transforming the centralized kingdom into a feudal society, as divided as it had been before the azanese conquest. Without azanese influence, there was little in the way of unifying elements outside what had been brought from outside (even the Ertusian resurgence failed to unify the land, as some parts of Dsrvysth did not even like the concept of a resurrected Ertusia, having never been part of it). In 2.501 ABE, a fight between the members of the royal court devolved into a conflict that utterly shattered the royal family, been killed by the population in a frenzied event that was halfway political disarray and halfway personal family feud. Having lost the last unifying element, the Kingdom of Dsrvysth ceased to exist right there, with the city princes and nobles taking control of as much territory as they could afford. The more time it passed, the more the land fractured, until creating the chaotic scenery one can see nowadays.
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>>89049767
The last time the region acted in full, complete unison was during the Changrilese Civil War. Many refugees from the Red Lotus (either accused of having been part of the cult or actual cultists) tried to seek refuge to the east, ending up in dsrvysthian lands. Having learned what the Red Lotus was and what it had caused to Changrila, all regions effectively accorded to unite to coordinate for the hunt and the execution of the Red Lotus. Thousands were burned at the stake or were beheaded, accused of trying to expand the illegal faith of the "Great and Holy Celestial Father of All", effectively cutting off the expansion of the Red Lotus to the east before it could start.
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Also, I realized that there's an empty spot between Dsrvysth and the Gökmavi. Other than just being a buffer zone, any ideas about what could be there?
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>>89037548
by adding new landmasses
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>>89049911
The secret final nation that has yet to be created
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>>89052696
No.
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>>89037536
They got a little bit hence orange
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>>89049911
After over a year a single extra nation can be added. Holy shit.

Alternatively we could put Secret Denmark there
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>>89052696
go create your own setting in order to fill in your power fantasy pet project
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is anyone writing the Lorient lore?
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>>89055573
is anyone writing the rules?
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>>89049911
Clearly that’s the “your dudes” nation for players to insert as they see fit, and that has been expunged from history for secret reasons.
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>>89055573
Didn't we agree to leave it for last, to fix the dates?
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>>89049911
It's represented in >>89035137 as land claimed but not controlled by the Gokmavi.
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>>89055663
I will
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>>89054948
it's true and you know it. if we don't add new landmasses poster count will only decrease from now on
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>>89057297
poster count has literally been about the same in like 10 months lol

like I said, there have been a dozen more settings between giantstep's creation and now where you had the opportunity to come up with whatever nation you wanted
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>>89058615
It is interesting how many "/tg/ makes a setting" have appeared between Giantstep's 1st thread and now, and yet only Giantstep is still going.
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>>89058699
it's because those were made in order in spite out of Giantstep and scratch those anon's ""worldbuilding"" itch, with no vision behind them
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>Hasteria

>History

Before being ruled by Azan, numerous families and dynasties ruled Hasteria, fashioning the title of King, although their fiefdoms seldom surpassed the size of a couple villages and forts. Hasteria was one of the last provinces to fall under Azan's yoke more than a thousand years ago. Straids VII of House Harn was the most powerful King at the time, and facing the threat of invasion, managed to do something that no other Hasterian king had managed to do so before him.

Calling a great council in his Castle of Olaphis, he amassed all the kings and lords of Hasteria, and proposed a temporary alliance until the Azaneese threat was expelled. According to legend, King Straids was said to have won ninety-nine out of his hundred battles against the Azaneese army, but in the final battle he was killed. His son and successor, Tristofer V, was not as successful as his father and the kingdom of Olaphis fell, and so did the rest of the independent realms of Hasteria, being incorporated into the Empire.

Initially, the victorious Azaneese made sure to split the power between the remaining families of Hasteria, stripping the previous powerful dynasties of any title, and crowning newly founded houses with the title of "Paramount Lord" over their respective areas. Due to being a relatively poor and backwards region, Azan did not have much presence in the area the centuries that followed, with only small garrisons and administrators left to keep things in order. For that reason, the local families schemed and quarelled against each other for generations, as if nothing had changed.

The years following Azan's decline, many of its northern and eastern provinces were subsequently abandoned, Hasteria included, due to internal issues and limited funds. This allowed the Paramount Lords, as well some of the ancient dynasties, to oportunistically wage war against each other, something they didn't have much chance to do under Azan's limited supervision.
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Ok, I'm trying to write the Dsrvysth lore about "society and culture", and it's a mess. So I'm going to make a map of the region first, using the original paint maps as a template. Let's see if I can clear up my mind with visual feedback.
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>>89058963
The years that followed were as chaotic -if not more- as the pre-Azan era of Hasteria, with war wrecking the land, which ended up being the start of Hasteria's downfall. The rising nation of the Witch Elves to the east took advantage of the divided leadership amongst the Hasterians and the absence of Azaneese troops in the region, and planned their attacks. Even though it was mostly night raids and skirmishes, the eastern lords of Hasteria could not withold the Witch Elves for long and soon retreated further westwards, losing a good chunk of land to the Elves and their armies. As if it couldn't get worse, tensions between the Hasterians did not dissipate, and unlike their ancestors more than a millenium ago, this time they couldn't put each other's differences in order to face an external enemy.

Seeing this dramatic escalation and feeling the hot breath of the Witch Azan was quick to launch expeditions in the northeast, in order to reinforce and reclaim their former holdings. Although the Hasterians once repelled the Azaneese armies, this time they welcomed them with open hands, seeing as they were their only saving grace. The Witchelven advance was halted, and Azan used the opportunity to station a large garrison on the new eastern border, as long as build numerous forts and other defenses.

When things were finally looking bright and the Hasterians began to rebuild their country, the final nail in the coffin was put by the emergence of the Gomorrah Breach. Hordes of demons from the south and Witch Elves from the east swarmed the land, and many great battles occured. Although the Azaneese army, combined with the local Hasterian militias, eventually manage to repel the invaders, it was a pyrrhic victory at best. The majority of Hasteria was lost, the castles overrun, most of the lords slain and the land was burning, as the retreating Hasterians employed a scorched earth tactic.
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>>89059340
Ever since then, Hasteria has been reduced to a hollow shell, with most of its civilians abandoning it and fleeing to the west. It is regularly patrolled by the Azaneese army, which is the only thing that's keeping it from being completely overrun by the succubi.

>Government

The massive depopulation has been used as a way to motivate the troops, giving the abandoned lands to the soldiers’ families. It has reached the point of Hasteria being a province fully ruled and administrated by the azanese army, whenever it isn't being raided by the witch elves, that is.

Most of the (former) reigning families have fled to the west; to Oront and Azan, or to the south; towards Daligrad and the refugee city of Äelar'Ra. The only remaining family with any power that resides in Hasteria is House Vranmar, with Creighton the Mad reigning over Olaphis, the castle of the old kings. Olaphis stands towards the northern end of Olaphis, and is positioned between marshy terrain, built on the confluence of two large rivers. Olaphis is a three-sided castle, and on its west is a third side that faces a massive man-made ditch. In time of danger the sluice gates can be opened to fill a wide moat and leave the castle surrounded on all three sides by water, turning Olaphis into an island and leaving it practically unassailable. It commands a view of many leagues, and its hardy garrison and sturdy walls have made it impassable for any Witch Elves or demons... so far.

Creighton Vranmar has waged a war against the Witch Elves and the demons that roam his land -like his forefathers before him- killing them almost indiscriminately with no second thoughts whatsoever. Although they share a similar goal, he is cautious against the Azaneese, who he suspects are plotting to take over his castle once their nemesis is repelled.
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>>89059534
Hasteria encompasses a region of plains, forests, hills, and endless rivers. The northern border to Stymphalia is full of swamps, the southern part of the region used to be full of plains and farmlands (and is now overrun by demons), while the east and western border is hilly, with rains almost all year round.

Hasteria never had any major cities, just small towns, such as Locerne, Mirrah and Durnhold. Most castles and former kingly and lordly halls are now gone and destroyed, or repurposed into Azaneese army holds, with the exception of the Castle of Olaphis, ruled by Creighton the Mad.

>Economy

Even during times of peace, Hasteria was never as populous as the heart of Azan, nor was it near as prosperous. Although it enjoyed a small period of wealth, before the Azaneese Civil War, where its main rivers that run across it were used for trading and the transport of goods between Azan's provinces. In times of peace fisherfolk in skiffs and grain barges pole downstream and merchants on floating ships sail on the rivers. With so much trade on the rivers, villagers would haul their grain and other goods to it to see it sold and carried elsewhere by the merchants. Wine was the main export of Hasteria.

>Religion

Between the conquest by Azan and now, the Hasterians adopted the Azaneese Faith, which they still practice. Some forms of worship dedicated to the old gods of the region have still survived, such as the building of small shrines dedicated to the goddess of fertility and agriculture - Meritele.
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>>89059727

>Population

The only locals that can be found in Hasteria - that aren't part of Creighton's garrison or enrolled into the army of Azan - are found in the form of guerrila groups, who either live in caves around gullies and creeks, or hide deep in the forests. One of them, the Knights of St. Wicadia, is a particularly feared group amongst the Witch Elves. They are former nobles and soldiers, who after getting ambushed while crossing a ford and almost defeated in the hands of a witchelven regiment, fled to the Forest of the Spirits in southern Hasteria. There, they build a hidden village in the treets, and use it to ambush and kill any enemy they can find. It is said that they wear armor made out of demon and elven skin.
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Also, dumping the lore in Hasteria's wiki page, as it's kinda unrelated to the nation itself and should therefore be re-added in some other page (maybe a page about the Witchelven - Azan war?)

The Azan Army remains one of the world’s largest, with an efficient bureaucracy, meritocratic officers, decently trained and equipped soldiers, a wide range of specialized auxiliaries and vassal mercenaries, numerous low and mid level magic users as healers and ranged spell lobbers. However, even their best mages, katana artists, and heavy axe men struggle against the skilled skirmishers of witch-elves and the unnatural succubi.

At first glance, witch-elves are patriarchal, but although each house is headed by a male with many wives, the women are just as skilled in a fight, and more likely to be spell casters to boot. Raiding parties typically consist of a member of the house harem leading a group of common born elves of both genders, and are typically on the prowl for potential slaves and sacrifices. They prefer to travel light, and rely on ambushes with their magic, crossbows, and blades, not unlike the drow, and like the drow they can also sometimes be mustered into a professional army by a particularly strong warlord. Despite their migration into Azan claimed lands, many witch-elf clans aren’t immediately hostile to Azan forces, and can be negotiated with when the Azan Army wants to focus on other objectives.

The succubi on the other hand can rarely be negotiated with. Coming in many different sizes and shapes, though all essentially feminine, they range from relatively weak like the imps, damned souls, and biters, to dangerous like the brutes and dark knights, to almost unstoppable like the true succubi, demontaur knights, and the massive Duchess of Hell. They to seem to seek out weak groups to capture, but it is probably best not to contemplate why.
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>>89059785

For now both the witch-elves and succubi stick to raiding, but should they attack in full force, they will likely sweep all the way east to the Oront with minimal difficulty.
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>>89059727
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Gonna do Ampleazzo next
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>>89059837
So only fourremaining:

>Small amount of lore to work with
-Republic of Kalydon

>Lore half developed
-Gökmavi Khaganate (the history is in the historical maps thread, needs society/politics, religion and geography)
-Dsrvysth Peninsula (needs culture and possibly religion)

>Lore contradictory with the rest
-Kingdom of Lorient (dates and events do not fit with the general timeline)
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Ok, so this is the combined map of Dsrvtsth from the original posts. Pretty sure there are less identified areas than the 56 principalities, 23 autonomous sovereign regions, 12 neutral zones and w undefined lands mentioned in the lore. Should I add more divisions, or would that count as a retcon? Suggestions?
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>>89061520
not the anon who wrote it, but I always envision dysrsvyth as the indian subcontinent, a land with people that might look and seem alike to outsiders, but are part of different cultures, languages, religions etc
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>>89059229
I don't think you should really go into specifics with Dsrvyth, given the amount of realms there. Just general stuff like the history you wrote would suffice for both the religion, cultural etc aspects of it
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>>89059837
holy shit we are so close
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I just realized that "Lunatik Nine" was erased from the map, even though it got no lore.
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>>89062412
I just checked it. Yeah, it needs some lore, same with Ampleazzo
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>Ampleazzo

>History

Ampleazzo, for the most part, had always been just a small Azaneese town overlooking the Western Dragon Lake, never larger than a couple thousand inhabitants, controlled by various families who sought power in the town, with little influence from Azan proper. It wasn't until Alistair II, Azaneese Emperor of the Eight Dynasty, became too greedy and doubled the tax on mercenaries that resided on the capital city of Essakor.

Many mercenary companies stayed within Essakor, continuing to operate illegally, some moved back to their home country, while others sought greener pastures to move their operations to. Those greener pastures came in the form of Lucius "the Unbound", a shrewd Gnome, and leader of one of the most prominent families in Ampleazzo, who also had connections in the underworld of Azan, and particularly in the narcotics and sellswords operations.

Lucius approached many of these mercenary bands, such as the Neinmoll Cuirassiers and the Red Tatters, and promised them sanctuary in the town of Ampleazzo, hidden in the Nemian hills, overlooking a grand lake, away from the prying eyes of the Emperor, and without any taxing. The only catch was that these mercenaries would help Lucius consolidate control in Ampleazzo, and so it happened. The lone family of Gnomes in the town reigned supreme, and Lucius used that newfound influence to steer wealth towards Ampleazzo (through both extortion and bribery).

This practice continued with his sons, and later on with the other "Godfathers" (an unofficial title bestowed upon the de facto leader of the town) of Ampleazzo. As such, Ampelazzo rose from a small town to a grand city within a matter of centuries, and its loose laws, taxation and little to no policing by the Empire led to it gathering outlaws, renegades, pirates and smugglers from all over the world, either looking to conduct their business or simply hiding, as well as sellsword companies.
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>>89062714
In particular, mercenary companies from Furlaniya were the most numerous ones, and as such Ampleazzo established a lasting friendship with those city-states, to the point where its political affiliations now stand closer to them than to their overlord, the Empire of Azan.

>Government

Even though Ampleazzo is technically part of the Azan Empire (and no one can tell for sure if there even was a point in history when it wasn't), it is by all means self ruling. Even though they do have a Governor, as all other cities within the Empire do, that Governor is not appointed by the Emperor or his officials, but rather by the "Council of Shadows", which is the nickname given to the Council which presides over all matters in the city.

The Council of Shadows in reality is a council comprised of all the influential and significant mercenary groups, underground guilds and criminal organizations in the city, from merchants, the Magi, smugglers, enforcers and worse. The Council members have connections all over the west, which in turn attracts even more people to Ampleazzo, and also within the Emperor's court (as has been the case for many, many years), constantly and subtly manipulating the empire's affairs to protect its own interests.

Even though the Council includes many guilds that are in constant competition with each other, and in turn increasing the crime and violence in Ampleazzo, the Council in its entirety is always ensuring that the delicate balance of factions is maintained, to prevent one group from becoming too dominant.

Each neighborhood within the city is overseen by a "Shadowlord," a respected and influential individual chosen by the council, representing a specific guild. The Shadowlords act as both enforcers of the council's decisions and as mediators within their respective communities, ensuring order and resolving conflicts, whenever those arise.
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Continuing with the Dsrvysth lore. It's quite general, so if anyone wants to add more details, feel free to do so.

>Society and Culture
Trying to identify a singular, overarching cultural identity to all the populations in Dsrvysth is a near impossibility. After the independence from Azan, the ties between the different populations have eroded and gone back to their initial state of disunion and strife with each other. Still, while trying to present the region’s socio-cultural image in general terms is pretty much pointless, we can try to identify certain population groups who share many elements with each other. Azanese is still the language used for diplomacy and trade between the different populations, and the old azanese faith is still very well regarded, though it has been somewhat distorted by local customs, which never really went away despite the azanese efforts. Many of the different provinces tend to keep as good relations with their neighbors as possible, and political marriages are the norm. However, the lands split apart with as much frequency as they unify, especially those with noble families in charge. Wars are frequent, with relatively small but well trained armies trying to make each other surrender instead of bleeding each other dry. Bloodbaths can occur, but they are the exception and not the rule, since they tend to cause scorn in other provinces, losing potential allies and trade partners. Dsrvysth is a great market for guns and weapons, since they are free from the vigilance of authorities like Azan or Changrila, and thus one can find pretty much anything if they can pay enough. A lot of it stolen or repaired so many times it’s more of a threat to the user than to the target, but sometimes one can find a gem in the rough.
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>>89062971
We can try to identify certain groups that share many similarities. The first group we can find are located near the Strait of Aria, at both sides of the sea. In general, the populations of this area were, during ancient times, fishermen, traders and pirates. After the azanese conquest, this region became highly advanced and developed, reaping many profits from the salt trade and the routes to the east. They were badly damaged during the Azanese Civil War, with some of their cities razed to the ground, and lost quite a lot of their population. Nevertheless, their key position in the Sea of the Dead Pirate allowed a relatively quick recovery, though many palaces and castles never recovered, being hastily repaired and showing the scars of war to this day. The different princedoms and regions in the area tend to be some of the most populated in all of Dsrvysth, due to them receiving many refugees from the Gökmavi expansion towards azanese land in the salt lakes. This has provoked no small amount of tensions with the Gökmavi, since the gökmavi traders need to cross the Strait of Aria to sell their salt, and frequently stop in these ports, with the locals bitterly remembering what they lost to them during the war. However, many gökmavi serve them as mercenaries, in particular when they have to fight their neighbors. The region lives from trade still, though in a more limited scale. They also developed a lot of their agricultural sector, which occupies most of the population. The most important city of the region is Susar, which is one of the two cities currently fighting for the right of unifying Dsrvysth once again.
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>>89062985
The other region of note is also near the Sea of the Dead Pirate, this time closer to the Strait of Orm. A much more military driven region than the east, as the door to the entire sea it was filled with fortifications and castles of great might, with much less interests in the arts and architecture of their neighbors. Many of them served in the azanese navy, something essential to keep the pirates at bay. However, these precautions served them well during the war against Changrila. Despite being nearer than the rest of the province to Changrila, they were much more prepared, and avoided the brunt of the destruction to their cities, though their battlements and castles took an absolute beating. Because of this, even though the region did enjoy a more modest artistic and cultural development compared to the rest, it has actually managed to maintain most of its patrimony. This “success” has made them double down on their militaristic way of life, but with the growing tensions between the different noble houses in the area, the traditional monopoly on war by the nobility has been lost. Instead, the cities now recruit their soldiers from their own population, following a military system reminiscent of old Azan. However, despite their apparent strength, their economy is more fragile, centering around herding and agriculture. They lost long ago their leadership in the sea to their eastern neighbors, but neither side has enough strength to outright block the other. They have asked for aid to the Ögchuk multiple times to try to break the stalemate, but this has not bore fruit yet. The most important city of the region is Ceri, which wishes to unify the region of Dsrvysth under their rule.
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>>89063008
The rest of the region is extremely diverse, with fractures and unions appearing every decade. While the conflict between Ceri and Susar is the most well known by outsiders, less than a third of the provinces actually participate in it. The remainder of fiefdoms, principalities and other domains are content to maintain their grasp on power, with some of them isolating themselves as much as possible, while others try to restore trade with the outside world. In particular, the western coast is trying hard to present itself as a good option to participate in the trade routes that go through the Zulutaur Steppes, as points of resupply. The inner lands are much more backward, and are mostly occupied by isolated, self-sustained cities and nomadic herders. In particular, the lands around the Bribhash Mountains are notably poor and of little interest to anyone, only surviving by selling their agricultural produce to the cities to the west and north.
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>>89063014
Of particular note are the two islands at the mouth of the Strait of Orm. The two islands near the Ögchuk Peninsula are the Principality of Twinstones, a relic of azanese organization and civilization within the lands of Dsrvyth. While just as independent of Azan as the rest of the region, the control of the Twinstone dynasty over the islands has managed to maintain a stable microstate, far from the fights between Ceri and Susar. Traditionally, the Twinstones Princes have been fierce combatants, using powerful gunpowder weapons to keep their islands free from all interference, something the population wholeheartedly agrees with. In the past, the islands were fortified as a matter of safety to keep the entire Strait of Orm protected from piracy, and were reinforced yet again during the Azanese Civil War, as the changrilese fleet mercilessly blockaded them. After the islands fell to the changrilese, they installed their own dynasty on the region, though they weren’t able to add it to their domains. The Hanna-Piri dynasty lasted for around three centuries, until a troll invasion managed to expel them from the lands. It wouldn’t be until much later when the Twinstones family led a counterassault against the trolls, regaining human control over the islands. Nowadays, the head of the Twinstones, Lutor Twinstones, is famous for his fights against the trolls outside of the islands. While the Twinstones have managed to keep the principality far from the chaos of Dsrvythian politics, he has developed a bloody taste in warfare, specifically fighting trolls. Despite his tremendous success in this endeavor, many within the nation have publicly demanded him to stop this activity, as it puts the Principality’s neutrality in danger. This seems to have very little effect, as Lutor Twinstones has ordered to change the family name for “Trollsbane”, something that does not bode well for the islands’ inhabitants.
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>>89062847
>Economy

Ampleazzo is a bustling city, and perhaps the biggest cultural melting pot in the west, outside of Gvilderstaaten. It is home to craftsmen and outlaws of all kinds, and it is said that every illegal substance, spell, book or weapon that exists can be found in the underground tunnels and warrens of Ampleazzo. Not only is it a hub for these kind of bandits, but also for potential buyers, as many warlords from all over the world have visited the city in the past to contract different mercenary companies, and assess their wares.

Over the last years, the Hydra's Eyes have moved in to Ampleazzo, establishing their own operations where they sell off their potent drug, the White Death, in exchange for people to experiment on.

>Religion

Although, as any part of Azan, Ampleazzo traditionally follows the New Azan Faith, with temples dedicated to many saints scattered around the city, its multicultural identity has led to the creation of an interesting heresy, worshipped in the shadows, created out of many aspects of many different religions. This new faith, known as the "Eternal Night" or "The Faith of St. Percival" has gained many worshippers lately, with St. Percival acting as a patron for thieves, vagabonds and outlaws of all kinds. Less than a traditional religion, it acts more as a honour code among thieves, and judging by the state of the warring factions of Ampleazzo, there's still much left to be desired.

>Geography

Ampleazzo is situated on a hill, overlooking the vast volcanic crater of the Western Dragon Lake. Surrounded by lush forests and rolling hills, it creates a serene and enchanting atmosphere, and before becoming a hub and haven for crime, it was a known vacation hotspot for artists and nobles.
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>>89063082
>The City

The central part of Ampleazzo is reminiscent of the many picturesque traditional Azaneese towns, but the further someone strays from it, the more likely they are to come across buildings whose architecture strays away from that style, such as the characteristic Changrilese pagodas towards the eastern district, or the more exotic looking temples of the Azharnareese district in the outskirts.

Ampleazzo's lawlessness and rapid growth led to the erection of many buildings in a chaotic order, to the point where the only proper way to describe Ampleazzo would be "labyrinthian". Narrow cobblestone streets give away to dense slums built out of wooden shacks, which then lead to a warren that functions as a shelter for addicts and the homeless, which itself leads to a district full of taverns and inns stacked on top of eachother, connected by makeshift bridges and usually operated by criminal guilds.

Apart from the city itself, Ampleazzo is also sovereign over multiple exclaves further to the south and east.

>Foreign Relations

>Azan Empire

Ampleazzo has switched back and forth multiple times between Furlaniya and Azan during past rebellions and later conflicts between the two nations, but ultimately ended up staying in the Empire in return for a high level of autonomy. Azan has little say over what goes in Ampleazzo, and tries to use the disorder in this corrupt city to its advantage, utilizing their own spies in order to gather information from their enemies (which is why sometimes they will strike a deal with members of the Council of Shadows, in exchange with valuable benefits other cities within the Empire don't get).

>Rest of the West

Apart from Azan and Furlaniya, Ampleazzo is fairly neutral towards the other western nations, providing them with mercenaries, which is what every other nation (even the Witch Elves) realises, highlighting the importance of Ampleazzo in the geopolitical climate of the west.
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>>89063246
>Furlaniya

Ampleazzo has strong ties to this region, with many mercenary companies of Furlaniyan origin residing in Ampleazzo, as well as many envoys of the Council of Shadows being present in cities such as Gurize and Manzan. By many, Ampleazzo is considered one of the Furlan city-states, both due to political and historical reasons.

Also, forgot the following part for Society and Culture:

Ampleazzo is home to more than a dozen different races - from humans, gnomes, hobbits, joos, withch elves, ogres, orcs and more - and twice as many languages, cultures and religions. Out of all populations, people from Furlaniya are the most common, only after the local Azaneese, followed by Jooish mechants and Changrilese exiles.

(I will also edit the history to better fit in with what I later saw, about Ampleazzo actually being part of Furlaniya instead of the Empire at some point)
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>>89062468
What the fuck could we even write for this?
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Snoloth anyone?
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>>89066223
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>>89059837
So close...
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>>89057158
What do you have in mind?
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>>89049778
What happened after?
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>>89070336
I can't think of nothing of note. Besides, the end of the Changrilese Civil War was relatively recent, ending in 3.046 ABE, so it's not like there is a gulf of time until current year.
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>>89070336
we don't need more history
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Gonna write the Lunatik Nine lore later tonight. Anyone got some ideas?
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>>89071295
The population comes from somewhere outside the old Khenomeric Empire, yet for some reason they are trying to pass up as the real thing.
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>>89071316
I was thinking of them being like gypsies IRL, who came from Dsrvyth, never assimilated, but chose to name themselves after an old Empire
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>>89071324
also the Kowloon lore for some reason states that they are Ketlovians, which is not true
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>>89071336
>also the Kowloon lore for some reason states that they are Ketlovians, which is not true
Does it say where they are from in any other page? Because if not, this has to be taken as canon.
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>>89071408
No, but nowhere does it say that they are werewolves lol
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>>89071423
From the Ketlovian page:
>The Kingdom of Ketlovia has stood as a nation for well over 5000 years, although it's people have only been werewolves for the last thousand years.
So, if the formation of L9 happened before 1.000 years, it could have been the ketlovians no issue.
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Posting the rest of the Dsrvysth lore.

>Foreign Relations
While the lands of Dsrvysth are incredibly fractured and disunited, their position grants their inhabitants a great deal of advantages. Controlling the near entirety of the Sea of the Dead Pirate, Dsrvysth are a key point for the salt trade, with many gökmavi, azanese and changrilese ships resupplying on their ports. Dsrvysthian ports are very cosmopolitan places, with many foreigners buying and selling their products, even after the loss of the monopoly of the trade with the east. In many cases, the dsrvysthian coast cities have better relations with the outsiders than with their neighbors, since the outsiders’ business is essential to keep the remaining luster of their homes. This means that the dsrvysthians need to take good care of their trading partners, showering with presents and praises, while trying to make other cities look bad in their eyes. This has led to no few wars between the dsrvysthians, but these affairs are generally short-lived, as war gives a bad image to potential business partners.
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>>89074701
The ties with Dsrvysth and Azan are still strong. After the initial period of cutting most ties with their old lords, the dsrvysthians opened themselves up to more trade and political relations with Azan. Back when they still were the Kingdom of Dsrvysth, they maintained a great deal of treaties, to keep Azan’s influence south of Changrila strong, both to keep their affairs towards the Zulutaur Steppes in good shape and in case that there was renewed conflict with Changrila. Azanese influence in Dsrvysth is still very strong, since the longer the fracturing of Dsrvysth went on, the bigger the need of an unified element for social cohesion became. And since Azanese faith and culture was the one element keeping the region in one piece in the first place, it makes sense to see Azan’s influence still capable of arbitrating between the different populations. Many dsrvysthians trust in their azanese counselors to work as diplomats, since they are seen as neutrals in their affairs. Many have even outright asked for a return to azanese rule, but these groups are the minority, since most dsrvysthians are too confortable with their independence. Azan never managed to convince the dsrvysthians to switch to the new azanese faith, keeping the old faith strong in the region, though heavily influenced by local cultural quirks.
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>>89074733
Dsrvysth’s relations with Changrila are similar, though considerably colder. Despite the decades of warfare between each other, the need for rebuilding and business after the conflict meant that changrilese business could not be rejected. Their relatively proximity has made changrilese traders a common sight in the region. However, Changrila’s more expansionist attitude do worry the dsrvysthians, especially seeing the interests of Changrila over their neighbor in the Ögchuk. The small bit of dsrvysthian land that borders Changrila is quite well guarded by the ancient fortresses, still active just in case. After all, it was through this spot where the refugees from the Changrilese Civil War arrived into the region, with the dangerous risk of spreading the cult of the Red Lotus. Having them enter Dsrvysth is not acceptable, and thus they still guard the borders with zeal, despite the changrilese guarantees that the cult has been taken care of once and for all. The periodical resurgences of the cult deep within Changrila makes dsrvysthians doubt these claims a great deal.
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>>89074775
Dsrvysth’s ties to the Gökmavi are mostly out of self-interest, as there is little love between the two groups. The Gökmavi cities need to cross the sea to sell their goods, crossing the Sea of the Dead Pirate, controlled by Dsrvysthian ports. And the dsrvysthians need the Gökmavi to attract trade to their region. However, the dsrvysthians are painfully aware of what they lost to the gökmavi in the past, many claiming that their own downfall is the gökmavi’s fault. Still, there is little they can do, as the Gökmavi, despite having unity problems of their own, are leagues more united and capable of coordinated military action. Thus, there is little to no interest in challenging their dominion over the salt trade, despite many wishing to do so. The gökmavi also serve as mercenaries in the myriad of local feuds of the dsrvysthians.
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>>89074799
The dsrvysthian realms hate the inhabitants of the Maneater Islands. Filled mostly with criminals, outcasts and malcontents from all over the region, they are a constant source of piracy, bleeding their trade. Back in the day, the province of Dsrvysth held sway over the islands, and kept it once they became independent. However, they were the first territory that separated from the Kingdom of Dsrvysth once it began crumbling down. While pretty much everyone in Dsrvysth would love to dispose of these outlaws, the truth is that they are well fortified on their islands, and the potential damages to the fleet would be severe. What’s more worrying, many use these criminals as cheap mercenaries and corsairs against their rivals, something that’s looked upon badly, but it gets considerable results.
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I'm not sure what else to add about Dsrvysth. I've already mentioned they follow the old azanese faith, and as for demographics... I'm not sure I want to go into that, considering the mess of human groups there is in the region.
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>>89076513
I'm gonna write some lore about that when I get the chance, but mostly generalities, as well as the geography.

I was actually thinking of having multiple faiths in the regions, apart from just the old azanese faith
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Do we have liopleurodon?
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>Mud Dunkleosteus
The Mud Dunkleosteus is a species of fish that lives in the bogs of the Stymphalian Swamps. A creature the size of a crocodile, its heavy weight and reduced limbs makes it slow and cumbersome swimmer. However, its limbs are tough enough to allow it to slowly crawl on land, and its tail can allow it to make short bursts of speed, but only for a few seconds. Thus, the mud dunklosteus will ambush birds and mammals drinking at the edge of the water, quickly jump towards them and bite them with its massive bone jaws. The victim them will either be dragged down into the mud to suffocate to death, or bleed to death due to the wounds. Either way, once the creature is dead, the mud dunkleosteus will slowly crawl towards the corpse and eat it. They have developed primitive lungs, allowing them to breathe out of the water, but since they are very small and the creature is too cumbersome, they get out of breath fast outside of water.
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A reminder we need to describe most of the sentient species of the setting.
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Ok, so I'm done with Dsrvysth (and happy I don't have to write the name over and over again), so I'm going to start with the lore of Lorient later. I'll first read the stuff already there, find all inconsistencies, and then see how we can fix them.
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>>89080867
>Lorient
Good luck
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Where can we add drop bears?
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>>89035095
Didn't tg already make the greatest Frankenstein game system ever? I still have my Dungeons: The Dragoning 40k pdf somewhere
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>>89082088
>Tripping Cuttlefish
The tripping cuttlefish are a species of cephalopods living near the shores of Scimitarian. They are very intelligent creatures, the size of domestic cats, with tentacles the size of their bodies. They are hunter-scavengers, eating fish and crabs from the rocks and crevices near the shores. To avoid predators, they have developed a great deal of forms of camouflage, changing their shape and colours with ease. They are also known to attack fishers and shell gatherers near the coast, by tripping them with their tentacles, hence the name. This is believed to be a way to make the fisher fall and get their catches, before the fishermen have time to react.
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Ok, I've finished reading the Lorient lore. Here's what I've found, and the inconsistencies there are:

-The lorientant cultures form from the Loroi Language.
-Lorient decides to secede from Azan (INCORRECT DATE).
-Order of events described are not correct (independence happens before the changrilese Faith of Divine Light, not the other way around)
-Lorientant independence.
-"The north was reluctant to join, instead being a series of smaller states lead by the prominent duchy of Limonaint" INACCURATE TO THE LORE.
-"The king spent his first years warring in Ouestain, and defending against Azan loyalists" (Possibly inaccurate, but can be tweaked.)
-Wars with the Nasr alongside Lemon (inaccurate description of events, needs tweaking)
-Lemon independence (INACCURATE, Lemon secedes at the same time as Lorient)
-Alarna Hiranur modifies the azanese faith, becomes the Azanese New Faith (INCORRECT DATE)
-Crisis of Faith in Lorient. Beginning of the Wars of Religion in Lorient (80 years)
-Attacks of orcs from the west (check Ingurland lore for coincidences?)
-Lorient manages to put its candidate in the Lemon Kingdom's throne (INCORRECT DATE)

Also, the Lemon Kingdom should be expanded with the newer lore.
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>>89083536
Honestly there was less to change that I was expecting, this is definitively more manageable than Dsrvysth...
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>Anemone Lion
The anemone lion is a species of mammal that lives in the Zulutaur Steppes. A strange symbiotic creature, it combines two organisms together to create a powerful predator. While the feline itself is smaller than many of the predators in the region, it is fast and resilient, capable of chasing down prey for longer than its competitors. However, this meant that its body is more fragile and vulnerable than other predators. The solution is its symbiotic relation to a species of land anemone. The anemone's tentacles are highly poisonous, boasting a paralyzing toxin that slows down prey with surprising speed, while the anemone lion itself is immune to its effects. This means that anything that attacks the lion will end up paralyzed before they can actually cripple or kill the lion, which will allow it to turn the tables on the attacker. This also means that the anemone lion is a very effective predator, only needing to attach itself to the potential prey to stun it, leaving it open to bleeding damage or a bite to the throat. However, this comes at a price, which is the anemone needs a lot of water to survive, even if it's adapted to the land lifestyle. Thus, they are usually near bodies of water, only moving away during the rain seasons. If a patch of skin is left without anemone, the lion becomes highly vulnerable, as its skin is very thin and brittle, depending on the anemone for protection, and it only has fur on its legs and tail, the only parts not covered by the anemone. The anemone lions hide their heads under the mass of anemone tentacles, only bringing it out to eat. The anemone lions are solitary creatures, unlike other species of lions, not working in packs.
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Ok, I think I've tweaked the Lorient lore enough. I've rearranged the dates, added some stuff from Lemon and Ingurland and wrote some original stuff, while leaving the more salvageable parts. If anyone notices a contradiction, please tell me so I can fix it.

>History
The populations of the Great Peninsula of Cemak I had a long history of cultural development before any state formed in the area. The first written record of a separate language in the area comes from a small collection of Hymns in something known as "Loroi language", a hybrid between an azanese dialect, arrived through trade way before the azanese colonization, with certain local tongues, which would later develop into its own entity. Because of this, the people of the south became known as "Loroi" in Azan, later evolving to "Loriaise" and into the modern "Lorientain", though it mostly centered around the towns in the western side of the peninsula. As the eastern side of the peninsula, the lands of the Lorientain were quickly filled with changrilese tribes in search of both trade business and lands to settle in. These people had to contend with the strong local warlords, who controlled strong armies to counter the threat of the orcs and ogres from the center of the peninsula. Just like in the east, the pressure to join the Azanese Empire was considerable, and after a series of civil wars in the region, the Lorientain tribes joined the empire as the Province of Lorient.
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>>89085988
Like Lemonaint and the Nasr, the region prospered under Azanese rule. Competing for trade and influence with its eastern neighbor Lemonaint, Lorient’s cities grew in splendor. Unlike Lemonaint, however, it had less changrilese influence and more azanese sway, which meant many elements, like arts and architecture, were definitely more in tune with azanese styles. Lorient had to take care of the frequent ogre and orc raids from the swamps to the east and the south, with frequent movements of troops to defend the borders, as well as preemptive raids of their own. Unlike Lemonaint, who had the geographical protection of the mountains, Lorient took a more proactive role in keeping the invaders away, putting bounties on warchiefs that attacked lorientain soil, instead of focusing on building fortresses.
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>>89086006
During the Azanese Civil War, many expected the Lorientant and the Lemonese to enter in war with each other, seeing as their cultural tendencies favored one side or the other. This could have been further from the truth, as both Lorient and Lemonaint saw the war as a pointless conflict, and tried to participate as little as possible. The Nasrians rebellion in favor of Changrila brought the war to the Peninsula of Cemak I, but this caused an even sterner rejection of the conflict. Lorient saw the damage Lemonaint sustained, and reached the conclusion that they could no longer prosper under either powers’ influence. In the eyes of the lorientain, both sides were fools, too focused to fight each other even after decades of destruction caused by the reviled witchelven. As such, the governor of Lorient Charloi Charolus began planning with the neighboring regions to secede from the empire and free themselves from the war entirely. The Duke of Lorianne Charloi Charolus, later known as Charolus I, wanted to unify all Lorientian people under his sway, and got many nobles from the entire region to partake in the rebellion. In 2.030 ABE, the provinces of Lorient, Lemonaint and Nasr declared their independence, allowing Lorient and Lemonaint to become free from the empire (though Nasr could not free itself, since the enclave was essential for the azanese strategy during the war, and as such, was heavily guarded). The new Kingdom of Lorient quickly expelled the azanese tropes after a well planned coup, though movements of azanese loyalist lasted for decades even after the civil war had ended. In particular, the western islands declared their support for Azan after the Treaty of Nefkin was signed, hoping for the help of the azanese navy to rejoin the empire. This was not to be, as the nation was simply exhausted, and did not see reasonable to fight yet another war. Thus, the islands were retaken after a couple of years.
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>>89086020
The nation saw a period of crisis after the independence, due to the upheaval to the region’s sea trade, though they had been much less damage than the eastern regions of Nasr and the Kingdom of Lemon. Pushing for expansion, Lorient allied with the Mon kings to expand at the expense of Nasr. The Nasrian Civil war of 2.211 ABE allowed both kingdoms to invade their neighbor with the pretense of “pacification”, quickly taking the southern side of the province of Ganex. In exchange for help, the government of King Guiges II of Lemonaint accepted ceding the lands of the Lemon Kingdom south of the Morgull’s Mountains, which had been causing border problems between the two kingdoms, helping both nations consolidate their positions in the peninsula. Seeing further northern expansion as a losing business, the king in Oriant instead turned his attention inwards, consolidating the realm, ending the disputed nature of the isles (many of which still resentful and vociferous about their azanese commitments) and began focusing on trade and shipbuilding. This lead to the borders that the kingdom has to this day, though with more lands to the east. The myth of the Lorientain as legendary sailors and merchants began in this era, due to their position in the trade routes to the Zulutaur Steppes.
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>>89086027
The religious upheavals of the 23rd Century ABE caused strong tensions within Lorient. The arrival of the New Azanese Faith caused a lot of noble houses, especially those within the islands, to once again try to obtain independence from Oriant. The royal family outright rejected conversion, wanting to avoid tensions with the traditional clergy and the most conservative lords, proclaiming that Alara Hiranur was not a prophet, but a heretic, better than the changrilese emperor worship. The Lorientain War of Faith started in 2.261 ABE, and to the surprise of many, became a decades long affair, ending in 2.339 ABE with the burning of the last rebel strongholds. Many still debate how the conflict managed to last so long, though most historians argue that it was the skills of the rebel generals, the hidden aid of the azanese and the geographical defensive advantage of the islands. The raids from the islands left entire coastal villages depopulated, seeking to sink the kingdom’s trade through terror. However, while effective at first, in the long run it galvanized the populous against the New Faith, which left the islanders alone in their struggle. The weakened Lorient also suffered growing raids from the east. In particular, the conquest of the lorientain Duchy of Gasquinais at the hands of the orcs was a low point in lorientain politics, and despite many attempts, the Kingdom of Lorient has still to recover the region. Recovery would eventually come, slowly but surely, after centuries of relative peace.
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>>89086038
The initial friendship between the Kingdom of Lorient and Lemon quickly returned to fierce competition. Despite the lorientain nobles were as prone to knightly fights, duels and clashes of honor, they were more unified in their political dealings, and were more practical and down to earth than the lemonese, skilled orators for sure, but lesser politicians than the lorientain. Chances for expansion would arise with the death of Guille the Second, King of Lemon, and his heir, in 2.802 ABE. Without any adequate successor, the consequent power vacuum and struggle for the throne let Oriant plan to establish its candidate, which eventually ended in the crowning of Guidon the Third as King of Lemonaint in 2.816 ABE. Ever since then, the power of the region has been firmly in the hands of the Lorientant, something that angers the Lemonese noble considerably.
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>>89035095
I‘m an artist but why should I help you?
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>>89086052
You mean why do we need help, or what would you get out of helping us?

Well, for the first, we definitively have a lot of concepts that need visualization. From places to species to monsters, we have written a lot over the course of a year, and we have gone by mostly through AI art, art from the internet and some paint/Photoshop work made by some anons. We definitively need the help of someone who actually knows how to draw art. Having a helping hand here would aid us greatly in consolidating the project, especially now that we're finishing the nation's lore and we can get on to other things, such as characters, races, animals and monsters.

As for the second... I don't know what to tell you, to be frank. This was not something that's going to move money, ever. This is a project that's not going anywhere anytime soon (if it has lasted a year, it can definitively last more), so you won't see your art wasted on a dead project at least, if that's a worry.
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>>89086052
We don't need you. We have AI now trash

Your kind is no longer needed or welcome
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>>89086052
honestly, the thing this setting needs the most in terms of art is maps, its current maps are ugly as shit
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>>89083536
don't forget to overwrite/delete the incorrect lore when editing the wiki
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>>89087056
Done.
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>Lunatik Nine

>History

Lunatik Nine's history can be traced all the way back to the Khenomeric Empire, which, being under the province of Kowloon, was known as Gamah. Gamah was a small and insignificant city built on the banks of the river Gones, although one that had amassed a lot of magoclergy sympathizers over the years. After the fall of the Magoclergy, Gamah was reduced to a shell, being purged of most of its inhabitants (most being innocent of any crime), with most of its buildings being abandoned and the remaining people fleeing off to greener pastures, which included Anachonia.

Anachonia itself had recently experienced a surge in power and status, bringing much wealth to the city, which included slaves. Some of these slaves included Ketlovians (who were humans then), and a peculiar group of Ketlovians at that, as those ones were enslaved and sold off by their fellow countrymen, due to their strange religious habits and nomadic way of life.

After a civil war broke out in Anachonia, these slaves found the opportunity to break their shackles, and fled to the north, but not before looting the city out of all its valuables.

The Ketlovians settled themselves in the city of Gamah, which was mostly abandoned, but instead of rebuilding the city, they broke every building and repurposed the scraps to build new ones - mostly busy and ugly shacks, hovels and slums. Generations passed, and after the decline of the Khenomeric Empire, the Ketlovians started to calling themselves "the Khenomeri", somehow claiming the splendour of this once glorious empire as their own.

Even though the Khenomeri had made Gamah their home, they still retained their nomadic lifestyle, and their caravans roamed all over the north, with Gamah being their only permament settlement. They ventured into other lands, trading, stealing and raiding whatever they could find, with Anachonia being their most prominent victim.
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>>89089027

(I noticed that Kowloon's lore talking about Lunatik Nine is against the OG one, but I'm going to rewrite it for the sake of not having to retcon the Kowloon lore since it's bigger)

The years following the Khenomeri's escape from Anachonia, the latter did not take kindly of the escape of their slaves and the looting of their city, and such many a times they raided and razed Gamah to the ground, each time being built anew, in what seemed days. This happened even more once Anachonia turned into a densely populated gigantic slum, with the Khenomeri's lootings becoming even more common than before, and the Kowloonians' retributionary raids as well. Word of mouth gave Gamah the name "Lunatik Nine", said to have come from the times it was razed and rebuilt again (although, to be true, the true number is probably much higher), which is now solely known as.

Unlike Kowloon, which grew from humans' greed, leading them to migrate there, Lunatik Nine grew more organically, because of the Khenomeri's religious beliefs that encourage them to have as many children as possible; as soon as possible. This has led to the average Khenomeri woman having more than 6 or 7 children, a fact that has made Lunatik Nine almost as populous as Kowloon, although not as densely populated.

Nowadays, Lunatik Nine is a dirty and poor city tha's more like a huge slum, with garbage, stray dogs and thieves roaming about its streets, and a dirty diseased ridden river running through it.

>Government

There's no real government in Lunatik Nine. The city is populated by many clans, which are basically extended families, and laws are made on the fly and are mostly oral, which leads to high criminal activity in the city, even amongst the Khenomeri.

>Geography

Lunatik Nine, and the surrounding land, is comprised of grasslands and scrublands as far as the eye can see, being ideal for the Khenomeri's grazing and nomadic exploits, with some more forested areas to the south.
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>>89089210
>Religion

A part of the Khenomeris' culture involves roaming the lands with the caravan along one's family, either for conducting trade with foreigners, or simply for stealing from them, with families leaving and returning to and from Lunatik Nine at random intervals. This has led to many Khenomeris adopting religious beliefs from all over the world, such as the worship of Uun, the worship of the Gluttony god, druidic beliefs, the worship of Avangar, and more, sometimes combined. But the one common denominator between these faiths is the worship of the Mother of the Earth, the ancestral fertility goddess of the Khenomeri. According to this belief, the more children a couple has, the better fortunes will be bestowed upon their family.

This faith is quite different to the religion of the Ketlovians, which is based on the Khenomeric pantheon.

>Culture

For Khenomeris, stealing, looting and tricking people (and especially foreigners) is not seen as something morally bad, which is why they practice it all the time. Not only that, but work is seen as something that's to be avoided unless necessary, and as such the Khenomeri have made a name for themselves as being lazy, whichs begs the question as to why they were sold as slaves in the first place.

Vendettas and grudges are a big part of Khenomeri culture. Family is above all, and dishonoring one's family (for example, a son of one clan impregnating the daughter of another, without marriage) is seen as sacrilege, and it often leads to bloody skirmishes and fights between the various families. These vendettas are either resolved with the death of a clan's leader, or by the payment of extraodinary amounts of gold to one family, which usually contains one year's worth of looting.
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>>89089347
>Demographics

Lunatik Nine, and the surrounding pastures, are almost entirely composed of the Khenomeri. The only foreigners who ever step foot into this land are either smugglers and vendors of illegal goods (such as the ones selling the White Death, which the Khenomeri are addicted to), or members of Kowloon's militia, seeking to burn the city to the ground once again. The rare times that a foreigner had settled in Lunatik Nine ended with their belongings disappearing with no trace within a fortnight.

>Foreign Relations

The Khenomeri have made a name out of themselves as excellent thieves even to corners of the world thousands of kilometres away from them, such as Ampleazzo and Gvilderstaaten, with them sometimes finding themselves in the employ of shady employers in such places.

More often than not, this reputation has caused them trouble, as they are seen as lazy and untrustworthy by pretty much everyone. Most khenomeris that have settled in foreign lands, especially in smallstep and zemyland, have constantly refused to work and kept stealing and breaking the law, with the respective city guard usually evicting them from the city, again and again.

>Kowloon

The Khenomeri will sometimes swarm into Anachonia in large numbers anytime divinely created stuff is appearing, appreciating the free food and what scraps they can scavenge. The Kowloonians, when things get bad and the Khenomeri raids are getting too common, will oft raid and raze Lunatik Nine, as per tradition. Nonetheless, few Khenomeri can be counted amongst Kowloon's permament residents, claiming to have originated from two Ketlovian slaves that did not escape to Gamah.

The rest of Lunatik Nine's neighbours, such as the Kingdom of Tarot, the Astromancers and the pilgrims of the Harmony Goddess' realm, avoid any interactions with the Khenomeri, and would rather not have to deal with them, even if the opportunity to incorporate that land to their realm came up.
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>>89089463
Popular practices in Lunatik Nine include the art of fortune telling, tarot reading and the playing of street music
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So, what is left about Dsrvyth to be written about?
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>>89089562
I'm gonna write some small general stuff about government, religion and geography, maybe demographics
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Couldn't we just steal this and use as lore for our oceans? >>89076538
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Where could she live?
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>>89091960
>A giant babirusa
Those are from the swamps of the Crimson Plateau, but the background doesn't match.
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>Dragontail Frog
The dragontail frog is a species of amphibian living in the Terrania Freeholds. A small frog, similar in size to those found in ponds all around the step, it has a particular development quirk that gives it a great advantage in the jungle. Where most frogs lose their tail when growing from a tadpole to an adult, dragontail frogs not only do not, but it keeps growing. The frog uses it as a prehensile limb to attach itself to trees, and when combined with the frog's natural jumping abilities, it makes for an excellent arboreal species. The local Chotës need to pay attention to them, since they can be quite well camouflaged, attacking from far distances with their tongues, and they do not reject eating chotës. The chotës themselves do hunt them in return.
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Continuing with the Lorient lore.

>Society and Culture
The original populations of Lorient used to follow a similar social structure as their neighbors, with strong nobilities that protected the fishing and trading towns from the occasional ogre and orc raid. However, Lorient’s caste system was never as extensive or as closed as the lemonese, with lorientain society allowing for advancement if offering the correct service to the correct group. The “Liraniei” are those in charge of labor of all kinds, from the working of the land to trading or crafting, and include the near entire population. The other caste is the “Doraniei”, which include noble families, and only these can be part of the knight orders or the clergy. While it seems at first like a very closed system, the Doraniei are encouraged to adopt the sons and daughters of the Liraniei they favored. While they will get as far in the social ladder as the true doraniei, these adopted sons usually cover small but important roles, such as local clergy, courtiers or city administrators. Likewise. The Doraniei families are encouraged to demote their own children if they do not reach certain standards, being sent to liraniei families to live the rest of their lives as commoners. The most frequent case of this phenomenon are young and hotheaded knights losing too many honor duels in a row, with the knight house not allowing their name to be dirtied by the irresponsible brat, kicking it out is the sensible choice. This system allows for a lot of competition, though it also translates in a lot of friction, especially between young and yet unproven doraniei.
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>>89092990
Azanese influence in the region is clear even today. The region of Lorient managed to avoid the brunt of the destruction during the Azanese Civil War, and as such, they have preserved the majority of the infrastructure from those days, from palaces and castles to roads and aqueducts. Lorientain cities grew at a slower rate than those of Lemonaint, and as such, they did not suffered from problems of public services supplies as the population grew. Azanese is also the main language used for trade and politics, though it has been receding ever since the independence. The region lives off trade for the most part, having a traditional rivalry with Lemonaint that still continues to this day, depite the current situation. The current lemonese royal family, a distant cousin of the lorientain one, highly favors Lorient in many things, but this needs to be taken with extreme caution. An overt servitude would immediately cause a rebellion from the lemonese knights, so even though Lorient has an advantageous position, they try to not abuse it as much as possible to avoid friction. This is also helped by the fact the nobility of both nations are as fond of knightly duels and fights as the other, and tensions between them can be blown off with tournaments and spectacles. The nobility of Lorient is as well versed and well read as the lemonese, but while they lack the finesse in the usage of words of their neighbors, they are practical and cunning politicians.
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>>89093013
The cities of the Kingdom of Lorient form part of the trade routes between Azan and the Zulutaur Steppes, enjoying from the business between the two sides of the world. This situation has been particularly profitable since they ended the fights with the inhabitants of the islands. After the Lorientain War of Faith, the region was practically depopulated, the natives sent to wars against the orcs of Ingurland and its inhabitants replaced by loyal servants of the king. Many castles and fortifications needed to be rebuilt after they were burnt to ashes as a symbolic way of punishing the rebels. Nowadays, the islands are mainly used to watch over the seas in case of piracy.
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>>89082739
>Carnivorous koalas that jump from trees to eat passerbies' faces off.
Chakobsa Jungles
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>>89092990
great! only foreign relations and demographics are missing afaik
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>Cuckoo Lizard
The Cuckoo Lizard is a species of reptile that lives near many human populations. Similar in shape and size to that of a chicken, with scales and feathers, they are a parasitic species. They will infiltrate the human farms and let their eggs near the chicken pens, where the chickens will mistake them with one of their own. Once the cuckoo lizard is born, it will look identical to a chick, with its true appeareance only surfacing after two weeks. It then will grow very fast, eating both the farm fodder and the chicks (when the mother isn't looking). Once its true aspect is revealed, it will try to run away from the farm and into the forest, where it will try to find a mate and the cycle will begin anew.
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Gonna write Kalydon later today.

Any ideas?
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>>89094625
The events of Kalydon had to happen after the independence of Daligrad. Maybe in the context of religious upheveal, with morality twisting and rotting, and vice and crime growing, the population was probably open to the wizard's influence, only then to end up with the exact opposite.
I would go with very a radical puritanstyle to the region, but dialed to 11. Also, there must be plenty of magical wards to keep the power over the population. Maybe something like "many realize that's something's horribly wrong, but don't have enough free will do do something".
Also, no way this region is still part of Azan, otherwise they would have reconquered it from the wizard. Also, what does the Order of Most Practical Wizards think of this?
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>>89094890
>The events of Kalydon had to happen after the independence of Daligrad
After the independence of Kalydon, my bad.
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>>89095296
When did Kalydon gain independence?
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More lore about the Dsrvysth.

>Government

Dsrvysth is comprised of 56 principalities, 23 autonomous sovereign regions, 12 neutral zones and at least one land whose posession would void any claim in two different islands on opposite corners of the peninsula. Between those, a dozen government types can be found - from traditional principalities, to Kingdoms, baronies, duchies, some forms of oligarchic republics, theocracies and more, most following a traditional feudal system.

Certain regions and cities in Dsrvysth have changed hands between many dynasties and waning powers over the centuries.

>Geography

Dsrvysth is a land whose geography and nature is as diverse as its people. The northern part of Dsrvysth, bordering the Handprint Mountains, is home to many valleys, cloud piercing peaks and glaciers, which makes the area underpopulated.

The northwestern coast of Dsrvysth is home to a temperate and nice climate, ideal for agriculture, making them popular for travellers and merchants, save for the occasional pirate from the Maneater Isles.

The further one gets inland, the more he is likely to encounter dry shrublands and forests, while some places in the far south being more tropical and rainy. On the far eastern part of the Sea of the Dead Pirate, the coast is filled with mangroves, swamps and marshes.

>Religion

Like with languages, Dsrvysth is home to more than a religions and gods alike. The most widespread religion, more likely to be encountered across Dsrvysth than any other, is the Old Azan Faith, with traces of local customs and religions embraced. By numbers alone, the Azaneese faith is possibly the third most popular in Dsrvysth.

The most popular religion, however, and by quite a large margin, is the one known by outsiders simply as "Dsrvysthism", which is in reality a diverse system of thought marked by a range of philosophies and shared concepts, rituals, cosmological systems, pilgrimage sites, and shared textual sources.
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>>89095510
Not yet established.
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>>89096642
These philosophies can range from beliefs and practices concerning ethics, morals, the cycle of life and death, karma and ascension. Dsrvysthism is not universal across Dsrvysth, with each region and realm having its local variance. A myriad gods and goddesses (most of them unique to a specific area) are worshipped as well, with some even tracing their origins before the advent of Dsrvysthism itself (which was before Azan's conquest of the region).

Another religion fairly popular in Dsrvysthism is Avestanianism, a monotheistic faith that originates in the Nasr peninsula. It arrived in Dsrvysth in the latter half of the last millenium, spread by Nasr merchants and corsairs, and is mostly present in the larger coastal cities, as well as the swamp people of Eingyi in the northeast.

Other faiths, although in a much smaller scale, are present in Dsrvysth, such as the religion of the Ögchuk, the worship of the God Emperor of Changrila, the Cult of the Great and Holy Celestial Father of All and other smaller, insignificant polytheistic religions, mainly with either immigrants or foreign merchants.

>Demographics

The people of Dsrvysth are humans, with varying appearances and customs. The northwestern inhabitants are similar in looks to the Ögchuk and the Changrilese, the people of the coasts are more tanned and in line with the looks of people from Azan and the Nasr peninsula, while the people living inland are even swarthier. The people of the "Great Swamp" - as it's known - that live in the further end of the Sea of the Dead Pirate - are more queer in appearance, and are looked down upon by the rest of Dsrvysth, also due to their heretic approach to magic and pyromancy.
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>>89097574
Apart from the locals, one can also find many merchants and other settles from all around southern and western Giantstpe. Descendants of Azaneese settlers, Ögchuk and Gökmavi merchants, pirates from the Maneater Islands, Changrilese envoys, sailors from Asvaran, Azhar Nar and Nasr can all be encountered.

Non humans are rarer to go by, and are usually found in the form of Trolls and Goblins living in the mountains and other isolated areas, or non humans, such as Drow and Orcish corsairs raiding from the Maneater Isles.
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>>89095510
Probably relatively close to C.Y. Also, we need more stuff closer to C.Y. anyway.
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>>89094472
religion and geography as well
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>>89097690
I'll start with foreign relations now, and start with the gökmavi tomorrow.
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Ok, done with Lorient. I'll start with Gökmavi tomorrow.

>Foreign Relations
The Kingdom of Lorient is the most powerful and influential of the nations of the Great Peninsula of Cemak I, boasting of the biggest economy and population, though always with Lemon close in both accounts. This has meant that the decisions of Lorient usually have plenty of effects within the region, though due to the relatively lawlessness of the swamps of the center and the chaos of the south, lorientain decisions are much less effective in those areas. The lorientain knights are skilled politicians, and this skill also translates into diplomacy, with many lorientain nobles having properties and lands outside of Lorient, displaying wealth and honor outside of the kingdom, but also realizing charitable activities in case of needing to gain the good will of the populous.
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>>89098308
Lorient’s ties with the Lemon Kingdom are the strongest Oriant has managed. The relation between Lorient and Lemonaint is millennia old, and thus both nations share many rivalries and friendships over the years, always trying to upstage each other, sometimes through force. Thus, there are plenty of political treaties, marriage between nobility, trade pacts and ties of other kind to keep both nations on friendly terms. Lorient also helps Lemon from time to time in pushing back against changrilese influence, since the empire encroaching in the region would be very negative. Currently, the Kingdom of Lemon has fallen under the influence of Lorient, which managed to put their royal candidate on the throne, keeping the nation as somewhat of a vassal. However, lorientain nobility have refrain from pushing heavily against the lemonese, seeing that the lorientain crown could use the same tools and laws that could subjugate the Kingdom of Lemon to take away the lorientain nobility’s rights and privileges. If the lemonese were to feel as a mere vassal under the lorientain candidate, a war would start, something no one really wishes for at the moment. In fact, the ties between Lorient and Lemon are so strong that many have argued for the unification of both kingdoms into a single nation, though this idea has never gone beyond being just that, especially when the current political relation between the two is uneven.
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>>89098327
Lorient’s ties with the Nasr Satrapies are considerably colder. The Nasr wish to be more independent in their deals with the rest of the world, but with Lorient and Lemon dictating the politics and business rules of the peninsula, they can do nothing but obey. The nasrians still remember the war against Lorient-Lemon and the territory and influence lost, as well as lorient help to the Azharese during the nasrian invasion of the Yamantai Cape, but again, there’s little room for maneuvering. The Nasr are simply less organized, united and populated than the Kingdom of Lorient, let alone the alliance Lorient-Lemon. Thus, the Nasr grudgingly obey Lorient, though they are not a vassal in any way.
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>>89098350
Relations with the rest of the peninsula are harsher. Unlike Lemon, Lorient does not enjoy the geographical protection of the mountains, with many plains connecting their lands to the swamps of the center of the region. Thus, they cannot protect themselves from orc and ogre incursions with the same efficiency than Lemon does, forcing them to take a different approach. If a defensive war is not effective, due to the impossibility of guarding the entire border, a more offensive tactic to prevent the attacks in the first place might prove better. And throughout the centuries, it has. Generally, the knights of Lorient will stay near the border, always watchful for raider activity. If there is a suspicion or a whiff of threatening activity, they will launch their own offensive to capture or kill the leaders of the ogres, making their attacks to Lorient sluggish and easier to counter. Lorientain knights have also tried to retake the Duchy of Gasquinais, and while there have been very successful attempts, they haven’t managed to keep it for longer than a year, with the region being too far deep within Ingurland to defend appropriately. The lands of the south are a fertile land of conquest for Lorient, though they are prioritizing the defense of the eastern border. Meanwhile, they let the Golden Skulls try to control the lands, as they are the only entity that can offer the closest thing to control within the region. The relations with the anomalous trolls from the east are simple. Lorient gives them mercenary work and the occasional help in producing food and tools, and the trolls are happy. Outside of that, Lemon has much stronger ties to the Kingdemocracy of Civilized trolls, even if it is just through simple proximity.
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>>89098366
Lorientain ports are essential for the trade between Azan and the Zulutaur Steppes, being critical points of resupplying and resting. This has made Lorient’s ties with Azan very strong, though there is a hint of tension between the apparent harmony. The long resistance of the island regions, both after the Azanese Civil War and during the Lorientain Wars of Faith is suspected to have lasted this long due to the help of Azan. And while there is no real physical proof of this, the suspicions are simply too big to ignore, which makes many within Lorient fear further azanese interference.
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>Most Serene Republic of Kalydon

>History

Humans, alongside a small population of Dwarves, were already living in Kalydon (which at the time was already an established city) by the time it got absorbed into the Empire of Azan, two thousand years ago.

Because the city of Kalydon used to be a republic before Azan's annexation, many of its senior citizens and members of the senate were afraid that the Empire would hamper and restrain their freedoms. Even though this did not happen entirely - as the Kalydonians were allowed some form of self governance, they subconsciously strived to return to being independent. This feeling was hampered by the fact that Kalydon grew immensely - both population wise and in wealth - under Azan's rule. Kalydon turned from a medium sized city, into one of the largest cities in the west, a true center for technological, arcane and industrial rennovation and learning. In fact, Kalydon was the first place after Luden to the very far east to discover the means of gunpowder weapons and coal powered machines.

Kalydon prospered and its citizens even forgot about the old rivalry they had with Daligrad - a place they saw as vile, corrupt and decadent, with many Kalydonians now visiting the "city of vice" and investing in it. Things started to change as Azan lost its influence in the area, and unlike Daligrad, the Kalydonians were quick to attempt to take back the city completely under their control.

As the first Senate after the Azaneese conquest assembled (hundreds of years before that), the Azaneese garrison was quick to retaliate, storming the Curia. burning it to the ground and in return killing many of the city's respect, senior citizens.

This angered the population, which at that point was split between staying loyal to Azan and rebelling, and many influential people were quick to storm out to the streets and preach against their Azaneese overlords.
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>The Ifrit Folk

Ifrit Folk are a tribe of goblins that live between the great salt flats and the city of Ab'ylay. They were once known under a different name and lived to the east, on territory that has since been conquered by the Seguerial hordes, but were slowly pushed into the Suritas range. During the long interregnum between the reign of Kymil Khan of the Red Horde and Iblid "the Bloody" of the New Horde, the Ifrit exploited the chaos brought on by the complete collapse of authority to grow bold, pillaging and raiding deeper and deeper into Gökmavi territory under the leadership of their chief Bes-Korol.
Their greatest hour however came under Bes' successor, Ifirit-Korol. Ifrit used the enmity of local warlords to create a stratagem, using false flags and traitorous messengers to pit bey Sözlogü of Ab-Ylay into what he though was an easily won war against the bey of Tuz-Batirler. As the two beylik battled. the goblins mounted a daring assault on the city of Ab-Ylay, taking it in the dead of day, while most of its inhabitants were fast asleep.
The city would spend 7 years under goblin rule, with Ifrit styling himself as supreme potentate of men and goblins. Ifrit, being even more cunning than most of his species, was able to use the city's immense wealth to assemble a mercenary army with which he managed to fend off much of the smaller warlords, along with an ingenious system of day-time watch.
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>Clinging Jellyfish
The Clinging Jellyfish are a species of jellyfish that lives in the forests of the Fungest. A creature oddly adapted to arboreal lifestyle, it can grow half a meter of length, most of which is its tentacles. The jellyfish tentacles are constantly emmitting a sweet scent that attracts many insects, and even birds. Once they get in contact with the tentacles, they will be stung with sleeping poisons, allowing the jellyfish to slowly eat the creature without resistence. Once the jellyfish detects there's no more prey in the area, they will use the tentacles to slowly cling from tree to tree to some other point of the jungle.
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>>89099861
Their upper half has the shape and coloration of poisonous fungii, so as to keep predators away.
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>>89099746
One of those was Archarom, a wise and mysterious figure that served as court wizard in the Senate. His sermons enchanted the simple people of Kalydon, and even the most learned of the youth followed him. Archarom encouraged the burning of all books and religious texts that were written in the language of Azan, and the Azaneese garrison, now powerless to do anything and cut off from the Empire's heart, fled and left Kalydon to its own fate.

Kalydon, now independent, reassembled the Senate with Archarom at its head, and seized every property owned by the remaining Azaneese, hoping to increasing the profits that actually flowed in the city by doubling the tariffs Azan used to impose on their exports.

Kalydon enjoyed almost a decade of normalcy, athough relations with Daligrad detoriated, as for the time being had stayed loyal to Azan, and the garisson commanders there had launched sneak attacks on Kalydon, hoping to reclaim it. Archarom had grown wary and paranoid of Daligrad's and Azan's espionage and attempts on undermining Kalydon's independence, although his madness hadn't set in until his trip to the island of the Scarred Phantoms. There, he was bestowed upon a gift by one of his assassin friends (at least, that's what he claimed), an obsidian candle, an extremely rare artifact of mythical reputation that allows one to read the minds and communicate with people from long distances.

Archarom used that to read the thoughts of his followers and his senators, his mind clouded by the ever growing madness of paranoia. He deposed the Senate and brainwashed the peasants that they were secretly plotting with the Daligradians to annex their city. His propaganda campaign was successful, and Archarom grew even madder with his newfound power.
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>>89099900
Archarom, in an attempt to paint himself as democratic as his predecessors, create his own council (the ministry of propaganda), which he used as his mouthpieces to enforce his every orders. He then started to weave his own web of lies, painting Daligrad as the ultimate demon of civilization and forbidding anyone from visiting there, under the penalty of death.

The city's society quickly became a mirror of Daligrad's. Absolute puritanism was enforced by Archarom and those devoted to him. Every marriage, from the council members to the lowest of peasants had to go through him first. Sex was forbidden outside of marriage, and then it was only done for breeding, and not for pleasure.

Gambling was punished with death. Any consumption or production of the "White Death" or any other narcotics was enough reason for a month's torture. Anyone who worshipped a god other than Archarom himself was locked into the terrible Maelgor's Keep Dungeons, never to see the light of the earth again.

It wasn't long until Archarom built walls around the whole province, with posts every few hundred meters to prevent anyone from getting in - or out. Kalydon, a city once known for its freedom ideals and mercantilism, was now completely millitarized. Traders and merchants began to avoid Kalydon, preferring to even go through marshlands and witch elf territory than deal with Archarom's mad minions. Prominent engineers and scholars either fled the city or were sentenced to prison due to their "heretical thoughts", effectively halting the miraculous industrial production that Kalydon had managed to forge.

Archarom began dwelling more and more with his obsidian candle, to the point where every ounce of sanity that he had was gone. He'd spend almost every waking hour or his observing the residents of Kalydon with excruciating detail.
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>>89099806
Eventually Ifrit would die a most ignoble death, falling down the much too large human-sized stairs of the Ab-Ylay gubernatorial palace and breaking his neck. His successor Mari-Korol, commander of Ifrit's personal guard proved too hot-headed for his own good and died merely four moths after suceeding Ifrit, killed by poisoned arrows during a battle with the bey of Kund. Mari's successor, Kor-Korol was an old shaman with a good sense of perspective that knew where the wind was headed as news came from the east of the bloody exploits of the bey Iblid many were already calling the next great Khan.

Kor-Korol sold the city of Ab-Ylay and the fealty of the goblin tribes to Karakurt the-one-eyed, the Khan of the Black Horde for quite a lump price of gold and the perpetual rights to the relatively worthless lands between the Salt flats and the Salt lake. Though allegiances have changed many times since, the descendents of those goblin tribes, known to this day as Ifrit's folk, still dwell in the area. Though to western minds, humans and goblins living side by side may seem strange and even sinful, the men of the Black horde have long gotten used to sharing their land with Ifrit's descendants, even though the two species mix little. At the traditional Kurultai of the Black horde, the goblins are allowed to send 2 representatives, though they are forbidden from riding horses, the implication being that they ought to schlep with their own feet. Ever the cunning beings the goblins had however quite quickly found a solution and now traditionally enter the Kurultai on a pair of magnificent Great White Goats, a species native to the Salt Plains.
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>>89099962
It was not until a few months afterwards that Archarom unlocked the full potential of the obsidian candle by sacrificing everything he had left, including his most trusted advisors.

He was now able to read the mind of anyone in his realm. Thus, any person, no matter how insignificant, when caught by the lord himself thinking of dangerous thoughts, was immediately captured and interrogated. Simple things like a peasant having pleasant memories of his visit to Daligrad would be enough for the guards to come at his door at night.

Soon enough, Archarom became a total recluse, not bathing or grooming himself and barely eating. He'd only see his most trusted advisors, and that only to bark his orders for "spies from Daligrad with dangerous thoughts" to be imprisoned.

Years came and went, decades and then centuries passed. Despite the fact that Archarom was only a human that should have been long dead and buried, the normal Kalydonian citizens had been so brainwashed by that point that they had thought of Archarom as being immortal, forgetting how he sounded or looked, even his own name. They'd start calling him "our generous Father of Kalydon", forgetting that he was no god, but a mere human.

To this day, no one alive has seen Archarom, yet they somehow claim they are executing his orders, delivered to them "through divine measures". There have been rumours circulating around, however, that a pocket of resistance has popped up in Kalydon, possibly originating from the inner circle itself. If those rumours are true, and how they managed to avoid his mind reading spell are questions that still remain a mystery. Many conspirators claim that Archarom has been dead and buried for centuries now, but that his legacy is kept alive by his successors, who are using the fear and fanaticism inspired by his image for their own advantage, in order to control the populace.
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>>89100024
Ifirit's folk are quickly recognizable by their greyish skin and intricate white tribal tattoos which goblins use to identify each other. Indeed goblins without markings are considered non-bound by the treaties the Gökmavi have with Ifrit's folk and are persecuted and even killed through horde territory.

Living a pastoralist life herding their goats through the salty plains of their homeland, the goblins have long adopted a governing system very similar to their human neighbours, with many small clans led by Knags all federated under a Korol which is considered the leader of all of Ifrit's Folk and direct vassal of the Blue Khan.

Traditionally the goblins almost never pay tribute to the Khan in warriors and instead pay their human liege with goat wool and cloth.
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>>89100090
>Society, Economy and Culture

Kalydon was once a prosperous city known for its innovations and technological marvels. These days, however, Kalydon is closed off completely to the outside world, as Archarom had built walls all along its borders, forbidding anyone from leaving or entering, aside from very few trusted people in the government. In fact, in the past couple of centuries, the occurence of a simple Kalydonian leaving the country is so rare, that it's of those people we now know all about this strange land.

Not only that, but Archarom had torn down every building with Azaneese characteristics and features, and replaced them with pure white marble buildings of immense size. These buildings continued to grow in number, replacing older ones, until all trace of Kalydon's traditional architecture was gone, and the city came to be known as "the white city" and Archarom as "the white Wizard".

Kalydon, during Azan's rule and after that, had become one of the biggest cities in the west, but yet still ruled over rural lands that surrounded it. It is said that the most free minded (if there is such thing in Kalydon) Kalydonians fled to the countryside, where (apparently) the mind reading spell is not as potent.

>Religion

In times before Azan, Kalydonians used to worship a plethora of gods, including the Triple Gods of Scimitaria and other local ones, while the faith of Azan took a foothold after the conquest itself, and was the leading religion of the people for quite some time. After Archarom's takeover, every semblance of religion was destroyed, including temples, religious texts and more, and nowadays the only thing resembling religion in Kalydon is the adoration of "the Great Father of Kalydon".

>Warfare

Kalydon has a large army and navy patrolling its lands, with city millitias and rural magistrates commonly encountered as well, all loyal to Archarom and the state.
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>>89100252
>Demographics

Although it's impossible to tell nowadays, Kalydon used to be majority human, with a decent dwarven population that had settled in that general area for millenia, as well as halfling merchants and settlers, mainly from Gvilderstaaten, and a small number of Witchelven escaped slaves that arrived to the city shortly before it ceded from Azan.

>Foreign Relations

>Daligrad

In the past, Kalydon had gone from being rival city-states with Daligrad, to having cordial relations under Azan's rule, to having these relations tarnished as soon as Archarom took over. Nowadays, Daligrad is seen as the personification of all evil, with its hedonism, decadence, widespread use of narcotics and more, a fact that Archarom and his minions have weaponized to turn the local populace against Daligrad, whenever something has gone wrong for the nation. Although Daligrad for the most part is indifferent towards Kalydon, they do keep an eye out in the border for any potential runaways that might net them valuable information against the republic, and keep a guard posted in case of any potential transgressions.

>Azan

Even though Kalydon as a whole had prospered under Azan, expanding its trading horizons to much of the west, the events that aspired around the time of its independence, and the subsequent takeover by Archarom and his propaganda against Azan, was enough to make the Kalydonias hate Azan, although not nearly as much as they do the Daligradians. The upper body of Azan's Empire would want one day to reclaim these lands that they lost, although the prospect of dealing with Archarom and the brainwashed fanatics of Kalydon is a grim one.

>Bog Witch

The Bog Witch has sent here minions time after time against Kalydon, but the largely manned walls and forts along the border, combined with the soporific effect of the Swaying Meadows means that every one of these raids has ended in monumental failure.
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>>89100572
As for the rest of the world? Well, not much goes in or out, as Kalydon is barred against it, both physically, due to its high walls and navy patrols, as well as magically, with magic wards protecting the realm from any potential intruders.

If the Witch Elves were to storm and conquer Äelar'Ra, however, it'd be hard for them not to notice, as they'd surely be forced into action with such a bloodthirsty empire right at their doors..
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>>89100601
>Geography

Kalydon is comprised of many (now drained) swamps and marshes, covered mostly by temperate forest, with also a decent amount of meadows and plains dotting the land.
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The Summer House was a sumptuous palace, once said to be the home of Alchemy. Constructed in the Old Ages by an unknown hand, it has been lost to the sands of time, but not in the way one might think. Scholars have corroborated strong evidence of its original location, on the Ninnar Coast, between the Sea of the Dead Pirate and the Giant Handprint Mountains. The Summer House however is no longer there and no remains or ruins have ever been found. It has been the dream of many alchemists and mages to locate and visit this realm, though some argue it was never more than a metaphysical concept. Ancient Khenomeric tomes from before the age of Khans say the Summer House is only reachable when one achieves the Unity of the Soul with the First Mover, while in other times and at other places one might hear hushed retellings of the Four Shamans of the North - Ula, Heifa, Hada, and Yehe who according to legend travelled to the northernmost point of the earth and there received a vision of the Great Peach Tree, said in esoteric tradition to be a gateway to the Summer House.
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>>89099806
Is this in the wiki?
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>>89062714
Azaneese nutz
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>>89100748
Only two to go, and just a day before the anniversary...
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>>89100531
>Great Northern Penguin
The Great Northern Penguin is a species of bird that lives between the eastern and wester coasts of Zemyland and the Great Frozen Glaciers of the north. A creatur of near two meters in height, they spend most of their time underwater, fishing from squids, octopi and fishes. They live in great groups of hundreds of individuals. A pair will bond for life, and while the female lays the egg, the male will keep it inside a poach to keep it as warm as possible, while the female goes hunting. This is because the males can defend the egg from predators by spitting acidic spew, a mix of rotting fish and food eaten that, when launched into the predators' eyes, it can blind them so foul the concoction is. The chick will spend months inside the pouch, until it's too big to fit anymore.
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>>89100748
What does Lorient need?
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>>89105602
Geography, demographics and religion.
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>>89106545
What was that whole religious civil war they had about?
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>>89107129
Part of the New Azanese Faith. The island provinces (and I imagine other areas), much more tied to Azan, tried to use the religious renovation as an excuse to either usurp the kings and rejoin Azan. The lorientain king, wanting no part of this reunification business, defended the old faith, and war ensued.
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>>89107170
Also, this may be another strange bit of trivia. How Lemon accepted the New Faith without issues and Lorient fought a civil war to keep the old one, yet the ties between the two pretty much stayed the same. Suggesting the Lorientain War of Faith was just a political matter masquerated as a religious conflict.
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Ok, I've taken note of most of the stuff relevant for the Gökmavi.

-The "The tales of the Tribes" tells the ancient history of the Gökmavi (similar to the "Secret History of the Mongols"?)
-Long oral history, written down later down the line (possibly by the influence of the city folk?)
-Customs of Stone Kurgans (Underground stone tombs).
-The "The tales of the Tribes" tells the story of two tribes at the center of the steppes, the "two great tribes", they move from the region in search for better lands.
-One of them goes to the north, finds the Urgun and Aquilia-Caprea, are taught the ways of horse riding and other nomadic things. (WHAT HAPPENED TO THE OTHER TRIBE???? ARE THEY THE KINGA??)
-Aquilea Caprea taught them shammanic magic.
-The first tribe grew and divided into the current tribes (AGAIN, WHAT HAPPENED TO THE SECOND TRIBE??? ARE THEY THE KINGA??)
-The Gökmavi are part of the “Central Giantstep Awakening”
-The gökmavi enter in contact with the azanese explorers in the region. Tension grows between Gökmavi and Azan.
- The Gökmavi begin their expulsion of the Mozadizz to the south (around 500 ABE), they end up moving to the Onyx Mountains.
-Fights between the City-dewller gökmavi and the nomadic travelling gökmavi. IMPORTANT
-The Wars of the Blind Hawk, (how did they get that name?), lasted between 701 ABE to 822 ABE, and expanded to a great portion of the Red Land Steppes.
-Victory of the nomadic raiders, even when the cities were helped by Urgun.
-Later wars between the nomadic tribes. War ends up petering out due to exhaustion.
-Many towns and cities begin sprouting around the Salt Lakes. They develop water-filtering and salt-filtering methodes. Beginning of the salt trade.
-Start of the feuds between the Gökmavi and Azan for the salt trade.
-Beginning of the Horde Wars, weakening the nomads and strenthening the city-folk.
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>>89109097
-The “Conclave of Tsa'agan” would be the first step for the creation of what we know nowadays as the Gökmavi Khaganate. IMPORTANT
-Both city-folk and nomads agree to share the power, and establish rules of engagement during their wars.
-Great War against Gilgemash. Draw, little to no changes.
-War between the Gökmavi and the Urgun against the Witchelven.
-The Gökmavi side with Changrila during the Azanese Civil War, they obtain the Onyx Strip and lands near the coast of the Sea of the Dead Pirate. Salt trade firmly in the power of the Gökmavi.
-There are Great Pincering Squids from Sidari in the Salt Lakes (illegal trade of alchemical animals?)
-Somehow they attacked the region of the Great Norossor Peninsula (HOW AND WHEN???)
-Renne the Blind Bastard first married into a small Gokmavi tribe, then she was exiled to Moridan??
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Was anyone still making the nations' flags?
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>>89107170
what do you mean? the limonaint follow the new azan faith
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>>89111960
See >>89107653. Lemon accepted the new faith without issue, Lorient had a civil war to keep the old faith. Yet both kingdoms kept their relations pretty much intact during the war, implying the war was a political affair presented as a religious war.
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>>89112015
so Lorient is nowadays split in faith?
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>>89112569
No. The old faith won the war, burnt the castles of the rebels to cinders and sent them to fight the orcs and ogres. From the lore:

>The arrival of the New Azanese Faith caused a lot of noble houses, especially those within the islands, to once again try to obtain independence from Oriant. The royal family outright rejected conversion, wanting to avoid tensions with the traditional clergy and the most conservative lords, proclaiming that Alara Hiranur was not a prophet, but a heretic, better than the changrilese emperor worship.
>After the Lorientain War of Faith, the region was practically depopulated, the natives sent to wars against the orcs of Ingurland and its inhabitants replaced by loyal servants of the king. Many castles and fortifications needed to be rebuilt after they were burnt to ashes as a symbolic way of punishing the rebels.
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>>89112555
>Bonehead Peacock
The Bonehead Peacock is a species of bird that lives near the coasts of the southern coasts of the Zulutaur Steppes and the Azydiwi Peninsula. A flightless bird of 2m of height, the bonehead peacocks are incredibly dangerous and agressive, even though they are frugivores. The males develop incredibly complex feather patterns on their tails, designed to both attract mates and to threaten competitors/predators. If the creature feels a hint of fear, they will charge at the potential threat with their powerful claws, capable of gutting most creatures. In the case this does not work, their powerful necks and ossified craneum to bludgeon their threats to death. They are also incredibly resilient, and once they enter in a frenzy, they will not stop until the threat is dead or has outrun it (which, considering they are speedy creatures, is more difficult that one might expect) or they themselves die. The females lack the colorful tail patterns, but are in turn twice as agressive and dangerous, jumping at threats without warning.
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>>89077068
we should have
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Holy shit, it's been a year since the original thread! Congratulations, everyone!
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We have 48 monsters on the list. Still a long way to 100.
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>>89115637
We did it lads
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Started reading your archives and am currently laughing my ass off at the Malepreg Island Wars. Happy anniversary.
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>>89115637
love yall
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So how does it feel knowing Agartha and Cute Setting both have like 10x times the art and rules Giantstep has, despite Giantstep being around for literally a year?
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>>89117535
Honestly, it's nice to see all of these setting-making threads flowering in /tg/ once again. Hopefully we can keep the creativity going.
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>>89117535
Agartha was conceived as a game since day one, even while still in a meme format. Giantstep was always much more focused on worldbuilding. You might as well ask a classicist why he has published jack shit on quantum mechanics or applied cybernetics despite studying the history of the Principate for so long.
t. Agarthafag passing by
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Can someone come up with more elemental combinations?
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>>89120372
>Sand
>Fire
Glass
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>>89120372
>Air
>Swamp
Gas, as in swamp gas
>Earth
>Ice
Crystal
>Air/Water
>Metal
Rust?
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>>89120372
>Air
>Swamp
Poison
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>>89120699
How could a rust elemental work? What is it even made of?
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>>89120720
Rusted metal? Maybe it's more like an elemental parasyte of sorts that afflicts metal elementals.
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>>89120720
Iron oxide presumably, maybe with some copper salts and oxides for good measure.
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>>89117535
what the fuck is Agartha
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>>89121017
>elemental parasyte of sorts that afflicts metal elementals.
I like this.
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>>89120372
>Fire/Sand
Magma?
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>>89120372
>Lightning+Steam
Storm Elemental
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>>89122205
Glass
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>>89124005
But isn't Ice/Earth Crystal already?
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More Lorient lore

>Geography

Lorient, in the most part, consists of flat plains and green rolling hills as far as the eye can sea. The only real mountains can be encountered in the northeast, separating Lorient, Ingurland and Limonaint, while the further east someone gets the drier the climate, giving away to shrublands and steppes near the border with Ingurland.

>Demographics

Although Lorient is too inhabited mostly by the native human Lorientois, it's more diverse than Limonaint, due to its more significant political influence in that part of the world, as well as its amassed wealth. Nasrians and Azharnarese sailors and merchants can be found aplenty in the coastal trading towns of Lorient, with merchants and travellers from Scimitaria also not being an uncommon sight.

As for non humans, there used to be an abundance of Orcs who'd live on the eastern portion of the country, usually being the main body of sellswords employed by Lorient, but after Ingur Ironlegs' wars and the establishment of Ingurland, the majority of them have either fled to the aforementioned nation, or were forced into abandoning their homes.

Meanwhile, the coastal waters of Lorient can fall victim to attacks by both the pesky Kresteneg, as well as corsairs and pirates from the Drow lands or the Maneater Isles.

>Religion

Lorient, unlike the majority of ex-Azan's lands, primarily follows the Old Azan Faith, after a long and perilous civil war fought around the 23th century ABE. Few practicioners of the New Faith can be encountered in rural, more isolated lands, as well as the islands, by the few remaining survivors of the "Massacre of the Rebels"

The other popular religion in Lorient is Avestanianism, pratciced by Nasr sailors working in the docks of the nothern coast cities.
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>>89125193
Limonaint Geography:

Much like Lorient, the majority of Limonaint consists of temperate plains, low hills and shrublands, with cold winds passing by the Morgull Mountains and making the southern portion of the land somewhat more frigid than the rest. The climate is ideal for growing citrus trees, particularly in Limonaint proper, which earned the Kingdom its name.
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>>89125250



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