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>Thread Question1: What's the role of some of the minor species in the setting?

>Thread task: Complete the description of the different sentient species of the setting that need it.

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

Map of the World Wiki
https://crumbling-giantstep.fandom.com/wiki/Map:Map_of_Giantstep

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
>>89472549
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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/
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30 - https://suptg.thisisnotatrueending.com/archive/2022/86662491/
31 - https://suptg.thisisnotatrueending.com/archive/2022/86786745/
31#2 - https://suptg.thisisnotatrueending.com/archive/2022/86924239/
32 - https://suptg.thisisnotatrueending.com/archive/2022/87072460/
33 - https://suptg.thisisnotatrueending.com/archive/2022/87171716/
34 - https://suptg.thisisnotatrueending.com/archive/2023/87267880/
35 - https://suptg.thisisnotatrueending.com/archive/2023/87388478/
39#1 - https://suptg.thisisnotatrueending.com/archive/2023/87472712/
38 - https://suptg.thisisnotatrueending.com/archive/2023/87550989/
39#2 - https://suptg.thisisnotatrueending.com/archive/2023/87627406/
40 - https://suptg.thisisnotatrueending.com/archive/2023/87795959/
41 - https://suptg.thisisnotatrueending.com/archive/2023/87956630/
42 - https://suptg.thisisnotatrueending.com/archive/2023/88125000/
43 - https://suptg.thisisnotatrueending.com/archive/2023/88278726/
44 - https://suptg.thisisnotatrueending.com/archive/2023/88372296/
45#1 - https://suptg.thisisnotatrueending.com/archive/2023/88465385/
45#2 - https://suptg.thisisnotatrueending.com/archive/2023/88563258/
47 - https://suptg.thisisnotatrueending.com/archive/2023/88666593/
48 - https://suptg.thisisnotatrueending.com/archive/2023/88762012/
49 - https://suptg.thisisnotatrueending.com/archive/2023/88855281/
50 - https://suptg.thisisnotatrueending.com/archive/2023/88948871/
51 - https://suptg.thisisnotatrueending.com/archive/2023/89035095/
52 - https://suptg.thisisnotatrueending.com/archive/2023/89127240/
53 - https://suptg.thisisnotatrueending.com/archive/2023/89215539/
54 - https://suptg.thisisnotatrueending.com/archive/2023/89309033/
55 - https://suptg.thisisnotatrueending.com/archive/2023/89389607/
56#1 - Someone archive this thread
56#2 - Someone archive this thread
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Google Doc Link for the timeline. As updated as it can be.

https://docs.google.com/spreadsheets/d/1Weiu2IWHLvwzuWaCnggBT0nYVzJvvHEeD0ec3KB16WI/edit?usp=sharing
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Thread 56#1 archived

https://suptg.thisisnotatrueending.com/archive/2023/89472549/

Also, sorry for the wrong number, I forgot to change it...
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>>89548611
Should we go for it?
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>>89553542
Why not?
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>>89552939

>Dryads

Anatomy Description: Humanoid, six feet tall (most subraces), extremely long lifespan, extremely durable and strong, are often shapeshifters, but in their natural state resemble feminine figures with bark skin.

Society Description: Even more so than wood elves (who they likely descend from), dryads seem to have been specifically designed to protect forested areas that are of significance to the fey. They are hostile to trespassers, and although some live alongside likeminded fey, most are loners who forever lurk among the trees they have placed under their protection. Some spend much of their time in the Faerie Realms, only entering this dimension to confront trespassers. Although they are capable of eating, it is believed they can get 100% of their nutrition from photosynthesis if needed. They are often very loyal to a particular Faerie Lord, which can lead to a wide range of motives and behaviors. However, even the friendliest are dangerous when their favorite forests are threatened, while others are extremely territorial, or even sadistic predators. Aside from their own innate durability and strength, they often have innate magical control over the movement and growth of branches, vines, or grasses, which can make them even more dangerous on their home terrain.

Geographic Extent: Level 2B/3 (depends if sunflower dryads count), dryads can be throughout many parts of the northwest and northeast, and parts of the south though they are relatively rare except in Elfwood and Sunflower Forest. Subraces include the Northern Pine Dryads, the Jungle Dryads of Kinnog, the Withered Dryads of the Zulutaur Steppes, and the Sunflower Dryads of Sunflower Forest (although the Sunflower Dryads behave in a manner that is somewhat atypical for dryads, and there is some debate on whether they are related, or indeed sentient at all).

Discussion: N/A
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>>89556255

>Dwarves

Anatomy Description: Humanoid, four-five feet tall, long lifespan, tough and hardy, resemble short, squat humans. Several distinct phenotypes, but usually pale skin with light colored hair and eyes, or heavily tanned skin with dark colored hair and eyes.

Society Description: As a widespread sentient species, it is difficult to generalize dwarven cultures. They tend to organize themselves into clans. The clans form the backbone of most dwarven social structures. Most dwarves belong to two or more clans; their family clan (typically made up of several hundred related individuals), their overclan (a kingdom, princedom, city-state, regional alliance of clans, etc.), and sometimes one or more oath clans (local lord, mercenary group, merchant group, etc.). The system is essentially feudal, though clan leaders are often more accountable to their members than feudal lords are to their peasants. Many clans have a strong interest in mining and tend to migrate to any region where major mineral wealth is being generated. This is one of the main reasons for their widespread geographical nature, as well as their tendency to form small kingdoms that are frequently vassals to larger nations.

Geographic Extent: Level 4, dwarves are most common in the northwest, where they have several distinct cultures. Pockets of dwarves can be found in other parts of the world, where their cultures deviate even further from the norm. Examples of this include the Root Dwarves of The Fungest, the Kayakkers of Blade Grass Lake, the Hill Dwarves of Tarot, the Booklings of Biblion (likely a myth/extinct), the Gnome-Dwarves and Zemylander Dwarves of Zemyland, and the Gilgemashi Dwarves of Gilgemash and certain nearby nations.

Discussion: N/A
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>>89556272
I would also mention that there's a big difference between the regular underground dwarves and those who prefer living in the surface. The underground ones build big cities beneath the earth, whereas the surface ones live in many ways, from fishing towns to travelling nomads.
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>>89556323
I don't think it is that clear cut, most of the underground dwarf nations also have/had a surface dwelling component, except in a few inhospitable areas like the middle of the ashlands
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>>89556352
>most of the underground dwarf nations also have/had a surface dwelling component
Yes, but I imagine there's a big cultural difference between the two groups. The underground dwarves live mostly in Gautland and the Drow Citystates (and other places such as the Fungest), where they usually only go to the surface for trade and other activities, and mostly live underground. Whereas the surface dwellers is the opposite, with them barely doing any mining or going underground at all.
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About the lasts updates to the sentient species wiki page. From which thread did you get the lore?
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>>89556377
Gautlan is stated as having both dwarven miners and farmers. And the rest don't really specify. For most dwarven cultures I envision that some clans would specialize in mining, farming, herding, blacksmithing, etc., and have really strong traditions, but not really have a truly distinct cultural split between surface and subsurface dwellers.

Kayakkers seem like a possible exception, as well as root dwarves and booklings
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>>89556447
threads 41 and 42
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>>89556377
It doesn’t have to be, any ore than there is a difference between city folk and rural people.
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>>89556486
Ah, ok then.
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>>89556498
I imagine the underground dwarves are much more pallid white and physically stronger due to the constant mining work, whereas the more nomadic ones are more tanned and slightly less bulky. Plus the cultural differences, which are the biggest difference here.
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So where are the Horned Elves from?
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>>89557925
their mothers
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Ok, so I'm writing about the wars of the Sitrai Martöflu archipelago, and I have an issue with the timeline. In the timeline, the war with Poker/Tarot ended in 3.007, whereas the elyrian conquest of Vilga ended in 3.006 ABE. Now, this makes little sense. Not only the elyrians were swamp dwellers before the war with no experience with a fleet, but even if they had they would have been hurt with a war with Tarot and they would need to take over Stör Kartoflu first. The conquest of Vilga is too soon.

I would propose to move it forward somewhat, since it seems like an arbitrary date (there's not exact date in the Vilga lore, or one of those "it happened X years ago" dates), so I don't think it would cause problems.

If I had to put a date to it, I would put it after 3.011 ABE, since by then Avangar has disappeared into the swamps, and maybe the rulers of Avangar have more motivation for expansion to keep everything together without his leader. Plus, a couple of years to build up the fleet would be mandatory, otherwise nations like Elanxa or the vilgans themselves would just block the ships and stall them forever.
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How can we bring fresh wind into this project?
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>>89561153
If you mean bringing new people into the project, it's going to be dificult, since at this point, there's a ton of written lore to read about. The best idea for that were the datacards and the interactive map, and even then they are more summary than anything else.
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>>89561153
>>89561266
Also, we should probably focus on the compendium right now. I'm trying to finish the historical lore right now, I've only have to fix a couple of dates somehow and this will be over relatively soon. Afterwards, there's a lot to do. After I finish the historical maps, I would like to write about the mystical stuff (the magic system needs A LOT of work) or about the sentient species still in need of description.

Also, where did the horned elves come from? I can't recall reading about those anywhere. I know about horned ogres, but not elves.
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>>89561320
>horned elves

first mentioned in the detailed Zapalovach write up, later on in Sniden and Elfwood as well
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>>89561555
Oh, neat. I completely forgot about them.
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Ok, so I have found a big issue with the timeline in regards to Avangar.

In the timeline, we have Avangar marrying Tamara in 2.957 ABE, with Avangar wandering into the swamps in 3.011 ABE, and according to the lore, Tamara is still alive with her son in 3.161 ABE.

So how is she still alive? How is her heir still too young to rule? Even if we assume that Avangar married her when she was 16 years olf, by 3.161 ABE she'd be around 220 years old. And the son would definitively be old enough to be the ruler of the empire.

Now, I've been thinking of finding a way of somehow making sense of this without changing the timeline or retconning the info present. I have an idea, but I'm not sure how would it work, so I'd need feedback, since it would change somewhat the current lore of Tamara and her son.
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>>89563719
Now, Tamara living long enough has an easy solution: she's alive due to dark magic and forbidden rituals. Considering Avangar is known for the use of dark magic, this shouldn't be much of an issue. Human sacrifices or some other dark ritual to keep herself alive and young would not be nothing out of the ordinary.
That’s the easy part. The difficult part is going to be Ausar, the future emperor and Tamara’s son. I can imagine that he’s not the son of Tamara and Avangar, for the simple reason that he’d be ruling now for decades, not being a kid still, so he must have appeared later. Maybe Avangar and Tamara tried to have kids, but for whatever reason they never could, not even with the help of magic. This is presented by the Avangar cult as proof of divinity, and everyone goes along. But after Avangar disappears, Tamara feels like her grasp on power over the empire is going to disappear without Avangar at her side, so she hatches a plan to continue to rule over the empire.
Thus, she orders a secret project, hiring the most expert dark wizards she could find in the empire. And one day, the Avangar priests announce that the Empress has seen a vision of the long gone leader Avangar, who has blessed her with a son and a heir to the throne. At this point the elyrians accept this due to both the heavy religious indoctrination and how used they are to dark magic. Thus Ausar is born, as a perfect copy of Avangar.
And no matter how long it passes, Ausar doesn’t seem to grow up like a normal boy, aging much slower than normal. This is because Ausar I is in fact… a homunculus. An artificial human made through dark arts as a copy of Avangar. The empress has managed to fool everyone into thinking he’s a real boy by keeping him hidden from the rest of the world, maybe through elaborated and reclusive court customs, all designed to keep him hidden. That way, we could have an always young pretender that keeps Tamara as the regent for many decades more.
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>>89564016
This is what I’ve managed to come up with. I don’t know if this counts as a retcon or not. I need feedback on this, if this could work or if this makes no sense. And if someone has an idea to solve this, please tell it as well.
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Is someone still doing the flags?
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A reminder we still need to complete the capitals.
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>>89564031
you should probably just change the dates, it looks like you were the one that came up with them and they don't work well with the original lore

Avangar (the person) was only supposed to show up 30 years ago, and his kids are only supposed to be 10 years old
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>>89567121
I don't think Elfwood would have a capital it's like a decentralised place.

Grobiarismus - Weffstadt

Gvliderstaaten - Krakuff

Hereby - Buisvuit

Kingdom of Silver - Blackport
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>>89567420
The problem with that is that I would have to change the dates of pretty much every nation that has contact with Avangar, including their history. And once done that, I would have to tweak their history as well. It'd be months of work down the drain, plus I don't know how much it would affect the entire timeline and backstory of many nations.
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I have been away for like, an entire year.
How are things going? I like to see that there are a lot of new pages in the wiki, i'll check the list on the previous thread and see what i can add
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>>89568963
You can check >>89561320 to see what's more needed. Also, welcome back.
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Ok, so if the Kingdom of Copper and the Kingdom of the Crimson Queen used to be the Kingdom of Amber, how did they divide? The lore available only explains how Wilhilma Grimm became the queen, but it doesn't elaborate further. Was she the queen of Amber and then Copper secede? Or was it the other way around?
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>>89569894
Maybe that piece of lore hasn't been written.
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>>89570124
From what I've read in their respective pages, it hasn't.
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>>89570132
Then it should be written.
Also, on a completely unrelated topic, did someone put the world wonders and the world horrors in the wiki? Because i can't find them.
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>>89570124
>>89570132

The kingdom of copper splitting off the kingdom of amber was one of those extra details the timeline anon came up with that wasn't in the original lore, it wasn't mentioned until thread 53

I say put it as far in the past as possible, we have roughly 200 years to play with here

The kingdom of amber was basically a failed state that often had no leader (there was none when Wilhilma Grimm became queen)

Thread 53 mentions that copper likely became independent with platinum help. I would go with that. In addition to desire for political power and sour feelings from the great hyperborean war, they may have wanted to liberate the southern part of the nation (that was mostly zemylander) from the northern part (which had a mix of ethnicities)
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>>89570955
>The kingdom of copper splitting off the kingdom of amber was one of those extra details the timeline anon came up with that wasn't in the original lore
Nope, it was in the lore, though not directly stated.

From the Crimson Queen page:
>The region became known as the Kingdom of Amber, and was the poorest of the Zemylander kingdoms. Most of the colonists came from the Orange Marquissates or the Woodcutter Cities instead of Greater Elanxa, and many of the Hyperboreans stayed in the area too, creating a mix of cultures that was only really Zemylander in the eyes of non-Zemylanders.

The mention of a Kingdom of Amber comes from this.
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>>89571444
the kingdom of amber was in the original lore, but the kingdom of copper splitting off the kingdom of amber wasn't
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>>89570955
>Thread 53 mentions that copper likely became independent with platinum help. I would go with that.

Ok, I'll go with this. So more or less something like this?
-Initial kingdom of amber.
-The politics of the kingdom become corrupt and unstable.
-The southern part of the kingdom secedes due to not seeing the promised benefits from the war against the hyperboreans, becomes Copper.
-This worsens the situation of Amber, to the point of having many moments of no king on the throne, ruled by dictators.
-The faerie lords organize and put Red Huntress in the throne to fill the power vacuum, becomes the Kingdom of the Crimson Queen.
-
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>>89571583
sounds good
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Ok, so I have a lot written about the history, mostly the Stor Kartoflu campaign and the latest zemylander developments. However, I have two points of contention:

The first one is >>89560204, and I have left the dates blank to see how we reconcile all of this.

The second problem, and by far the biggest one, is >>89563719. I've already proposed a possible solution in >>89564016, but if anyone has something better, please feel free to mention it.
>>
Continuing with the historical maps.

The building of the elyrian fleet took many years. Many people from Poker were still resentful of having been turned into vassals of Avangar after losing the war, but now they had little choice but to obey their new lords. The damages of the coastal cities meant that the reconstruction of ports and docks took priority, and only when there were enough docks in good enough shape was when the elyrians began working in their fleet. Which was something considerably easier said than done, since the swamp dwellers had little experience with ship building besides small boats to traverse the rivers and mots, much less seafaring vessels. And the devastation wrought by the coastal cities was also luring many pirates from the east, seeing a chance for easy prey. Many of these pirates were also corsairs paid by Elanxa, Tarot and Platinum to keep Avangar from growing a fleet of worth, since without it, it would have little chance to further threaten most of them. It would be this piracy what would give the relative weak elyrian fleet a chance to expand. Since the distance between Avangar and Stór Kartöflu was very short (crossing the Crimson Strait was quite easy even with small vessels), there was a chance of moving a great force to the island to pacify it and gain a bigger foothold in the sea, making a blockade much more difficult for Avangar’s rivals.
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>>89572151
This was not as easy as it might sound. The island of Stór Kartöflu had been occupied for millennia by a myriad of pirate havens and orc tribes, the infamous fire zealot ogres. The island was renowned for its cannibalistic rituals, keeping most people away from the danger, preferring to follow travel routes far from the island. Attempts of colonizing the island had been tried in the past, most notably by the Khenomeric Empire and Greater Elanxa, but the fights with the natives and the lack of valuable resources meant that it was only useful for control of the sea routes to Zemyland, easily able to do by just controlling the western side of the Crimson Strait. There were plenty of abandoned fortifications in the area, now broken and torn apart due to the fights between the factions of the island. And the further east one went, it became more and more inhospitable for the civilized man. Nevertheless, Avangar himself was confident he would be able to tame the island.
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>>89572161
However, during the years preparing for the campaign, a series of changes began brewing within the empire. The increasing innovation and development of dark magic, as well as just the general growth of the nation saw a lot of tensions begin to manifest. Many old traditions and beliefs were pushed aside quickly to leave room for the new. Many customs and rituals that had lasted millennia were lost in merely decades. The old gods of the elyrians were abandoned more and more, first with their temples losing their followers and finally the priests themselves actually turning against their old faith. This naturally angered and scared those that actually kept their loyalty to their old ways, seeing the path the elyrians were taking as a corruption and a betrayal to all they had stand for in the past. And there was not a bigger point of contention that Avangar himself: those who saw him as the man of the prophecies began elevating him to higher and higher status, with some even seeing him as a god in his own right. Those who didn’t believe he was the man of the old prophecies saw him as a power-hungry warlock, a dark mage trying to corrupt the spirit of the elyrians. Fights began brewing in the streets, with the anti-Avangar faction becoming more and more prosecuted and isolated, despite the demands from Avangar himself to not act against these people. It all culminated in [insert year here], when Avangar was wounded during an assassination attempt. The news of this attempt on the emperor’s life threw the population into a faith-fueled uproar. Hundreds were brought out of their homes and lynched for being part of the anti-Avangar faction, or for just suspecting any ties or even sympathies to it.
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>>89572185
Blinded by the coup, and seeing his empire turning into something much darker than what he had envisioned, and yet unable to change it due to his wounds and age, Avangar announced he would go back to the swamps, disappearing in there forever, to spend his last days in meditation.
>>
>>89572195
The disappearance of Avangar was something many expected would cause a mortal blow to the elyrian nation. However, the opposite happened. The priestly class, having been worshipping Avangar for many years now, took this chance to truly elevate him into divine status. The Cult of Avangar had been going on for many years, but now there was no one stopping it. This unleashed a true religious frenzy in the empire, with dozens of temples and statues sprouting all around. The regency of Empress Tamara took advantage of this for the campaign to the east, dubbing it as a “crusade” in the name of her beloved husband. The preparations for the campaign accelerated, and soon enough, the Avangar Empire had amassed plenty forces for the conquest of Stór Kartöflu. The first fleet arrived in [insert date here], and was met with little resistance. After all, the people living in the coast were not ready for an all-out invasion. Punitive raids, sure, but against a dedicated invading army, there was little they could do to blunt the initial landing. The elyrians began capturing areas at the east of the Crimson Strait, where they built further cities and docks for their armies, and soon enough, their beachhead was solid enough to receive the rest of their army. The lack of unity between the different factions within the island made them lose the opportunity of kicking them back to the sea when they were weak, something they would sorely regret later.
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>>89572210
The elyrians marched eastwards, attacking any inhabited outpost they found. Imbued with a frenzied zealotry, they spared no one. If the Beliz, the local population of Stór Kartöflu, surrendered, they were immediately deported elsewhere or enslaved, moved to the littlestepian holdings in Avangar where they could pose no threat to the campaign. All while indoctrinating them and bringing elyrian settlers to repopulate the land. If they offer any sign of resistance, they were butchered to a man, and in many occasions, they were used as fuel for dark rituals, using them to summon demons and spirits to track down and locate centers of resistance hidden in the humid forests of the island, or to give their soldiers magically imbued bloodlust to fight the locals. The few surviving Beliz had to run away to other lands, or hide in the mountains. The rate of advance was such that the nations of Platinum, Elanxa and Tarot began aiding the pirates, giving their once enemies weapons and supplies to try to fight the elyrians, but to no avail. The advance reached a major bump when arriving at the center of the island, where most of the ogre tribes resided. Belicose and brutal, the ogres saw the writing on the wall when they received news from the western pirates that a new enemy was destroying everything in its wake. They organized a coalition to resist these elyrians, something they managed to do effectively when hidden in their forests, mountains and caves, as the horned ogres were naturally resilient to dark magic. This forced the elyrian leadership to try a new approach. At first, they tried to convert the ogres, but they just laughed and ate the elyrian missionaries, sacrificing them in the name of their ancestors.
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>>89572226
Seeing that another approach was needed, the elyrian emissaries began offering them lands and tribute to open their minds about joining Avangar. Many of the lands and properties of the defeated Beliz were given to the horned ogres, and in some cases, captured beliz were given for the ogres’ sacrifices. This began opening up the ogres, who eventually managed to start a trade with the elyrians. And after that, they were offered to join the empire as a province with special privileges, as long as they followed the Cult of Avangar. This was taken with reticence, and the horned ogres only adopted the most superficial elements of the faith, but this was enough for the elyrians. After many other deals and treaties with the ogres, plenty of which remain a secret between the two parties to this days, the elyrians had not only pacified a massive area of the island, they had assured the loyalty of the ogres for their war machine. It only took months for them to conquer the rest of the island.
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>>89572243
Their campaign did not end there, as by that point the momentum was too much to be stopped, and the rest of the islands were in the sights of the elyrian elite. Their next target was the Republic of Vilga, still reeling after the effects of a civil war that had taken place many decades earlier. Despite its small size and population in comparison to Avangar, the Republic of Vilga had a considerable fleet, built after having to fend off an attempt of annexation by the Empire of Elanxa, and the vilgan navy was much more adept and advanced that the recently formed elyrian navy. Plus, the general consensus in Vilga was that the elyrians were not to be trusted, not after the stories they had heard from some of the people running away from their advanced, so there was plenty of unity of purpose to resist these barbarians. However, the elyrians had been sending spies to the republic for years now, and they had managed to hatch a plan for a quick invasion. Acting as deserters or corrupt members of the elyrian army, they began feeding information to the vilgans that a massive fleet was gathering to attack Devon from the north, trying to disembark a great deal of troops to quickly take over the island. The growing number of elyrian ships in the area convinced the vilgans, who also began preparing their fleet to the north. And to make sure the elyrians were defeated in the sea, they asked the help of Elanxa, presenting this as a way to reestablish normal relations after the war. In [Insert date here], during a particularly stormy season, many news began arriving to Vilga that the elyrian fleet was on the move, and thus the vilgan fleet went to meet them. After a short battle, it seemed like the vilgans had managed to sink most of the elyrian vessels, but many captains felt something was not right. The fleet was much smaller than anticipated, with not nearly enough enemies to invade the island of Devon, so they smelled trickery.
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>>89572265
And indeed trickery it was, as the elyrians had decided to attack from the southeast. Using dark incantations to bring a massive fog around their fleet, they managed to travel undetected due to the storms all the way to the southeast. This misdirection worked, as the defenses left in the area were swept after a clash with the elyrian wizards and mages, paving the way for the ground forces to take the island.
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>>89572286
The conquest took less than a year. The elyrian forces marched straight to the capital and stormed it by force, raiding and pillaging any nearby towns to obtain the supplies needed. Seeing the writing on the wall, the vilgan faction of the Owls secretly planned to intercede with the elyrian invaders, proposing them that the priesthood would open the gates of the capital and that afterwards, the republic would become a vassal to Avangar. In exchange, the priesthood would preserve their privileges in the new order and that the capital of Vilga would not be sacked and pillaged. The elyrians accepted the deal, and one night, the city doors were open during the night, allowing the elyrians to walk in before the defenders could have enough time to respond. This forced the local authorities to seal the deal, unbeknownst of the deal with the Owls, which is still a secret to this day. While the vilgan society quickly had to accept defeat, the Gryphons, the party representing the wizard faction of vilgan politics, denounced the cowardice of their fellow vilgans. In the eyes of the Gryphons, the dark wizardry of the elyrians would only bring them disaster, something that history had taught everyone back in ancient times with the fall of the khenomeric Magoclergy. And now, due to treachery the vilgans would suffer whatever twisted fate the elyrians would eventually suffer. The Vilgan Tribunal condemned the Gryphons, seeing them as a threat to the peace with the elyrians, and they were expelled and exiled from the archipelago. The elyrians used this to spread rumors that the Gryphons had been the ones who opened the doors of the city, and this caused the populous to revolt against them, branding them as traitors that had sided with the elyrians, when in reality there was nothing further from the truth.
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>>89572302
With the conquests of Stór Kartöflu, Devon and Zeresh, there was seemingly little that could stop Avangar with their conquest. And yet, at this point of the campaign, the elyrians found the biggest hurdle thus far, the White Pirates of Ils Muslík. The White Pirates had been around for centuries, and had become a true army, threatening all seas of both north and east. However, the pressure from the different seafaring nations had managed to push them back to the Sitrai Martöflu archipelago. The elyrian advance towards the islands was the last straw, and the pirates decided to not let them advance one step further. To do so, they took over the island of Nerega, to avoid giving the elyrians any further foothold near Ils Muslík. Many rebel wizards from Vilga, now known as the Quamona Tong, offered their services to the pirates in exchange to fighting the hated elyrians. Then, the pirates launched a massive campaign of harassment against the elyrian fleet, with the funding of all other rival nations. Using their resources and informants, they managed to slowly destroy the elyrian fleet, both by capturing vessels and raiding towns, eroding the elyrian navy’s growth. Unlike the previous efforts, now all forces in the area were, in complete unison and with almost feverish fervor, coordinated to stop the expansion of the elyrians. The slow bleeding of their ships made the elyrian command to send a massive fleet towards Ils Muslík. This showed that, despite their repeated successes and seemingly unstoppable forces, the elyrian navy was still very green in regards to the waters of the Sitrai Martöflu archipelago.
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>>89572315
There was a reason the White Pirates of Ils Muslík had been able to roam free for centuries now. The waters near the island were treacherous, both due to the currents and the rocky formations beneath the waves, hidden to all but the most experienced pirates, and capable of sinking even the biggest of vessels. The island had also been fortified over and over again by some of the fiercest pirate captains to ever sail the eastern seas, and with time, the island had become a fortress in the middle of the ocean. The entirety of the coast was covered in many fortifications, and the areas without clear manmade defenses were protected by nature, making landing a slow grind. During the night, the pirates were able to silently travel to sabotage whatever fleet was foolish enough to stay still, making night landings a very poor idea. And to top it all off, the island was a completely self-sufficient entity: with a population dedicated to maintain the pirate fleets and enough natural resources to survive on their own, a blockade would not be able to actually harm them in any meaningful way. Thus, the Battle of Ils Muslík in [insert date here] was the turning point of the campaign. The overconfident elyrian fleet was funneled into a killing ground in the western shores of the island. Once the elyrians tried and failed to disembark, the Red Pirates, plus any other corsairs hired by the allied nations against Avangar, managed to slowly defeat the elyrians. Once the Avangar Navy realized that there was no hope of landing on Ils Muslík, they organized a retreat, trying to hide themselves within a dense fog, but that only made them blind to the jagged bottom of the sea, losing many ships in the process. The remaining elyrian vessels were picked apart one by one by the pirate fleets.
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>>89572339
The Battle of Ils Muslík was the end of the elyrian conquest of the Sitrai Martöflu archipelago. Having lost most of its experienced naval personnel for a navy that was already pretty green, the elyrians had no choice but to stop their expansion and focus on consolidating their holdings. The resources of the new conquests plus the tribute of the vassal states made Avangar grow, but the allied nations have labored greatly to keep Avangar from becoming a naval power, keeping them confined in their territory. This put an end to their expansionist tendencies for now, but they are heavily watched over by the allied nations just in case they will ever finished what they started. The White Pirates managed a massive victory against Avangar, but it was not won without sacrifices, and the losses suffered, plus the growing divisions within the pirates, would cause fissures within the group, eventually being defeated and replaced by the Red Pirates.
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>>89572353
Meanwhile, the zemylander kingdoms enjoyed a period of prosperity. With the war with the natives long gone and trade routes connecting with the rest of the world, the kingdoms enjoyed a period of prosperity. This did not come without issues, however. In the Kingdom of Gold, inheritance problems in the court saw the Realm of Steel peacefully secede to avoid a major conflict, though under the condition of offering a percentage of the massive profits of the mining within the region. The value of the region saw a great deal of demographic growth, with many mining towns flourishing all around, though these were mostly composed of people with no intention of settling down, only gain enough fortune and then move southwards. The reason for this was the particularly harsh climate and the risk of attacks from snow goblins and snow elves, plus the innate difficulty of practicing any significant agriculture in the region. The discovery of “Arcanum”, a powerful mineral greatly valued by wizards for amplifying the effectiveness of their rituals, quickly became the region’s main exports. However, the rampant and uncontrolled exploitation of “Arcanum” was what brought the region’s doom. Arcanum’s extraction in great quantities needs heavy magical rituals, and these managed to damage the veil of reality in the region, quickly making it prone to demonic infestation, spontaneous magical mishaps, and other unnatural occurrences. This made all the mining population abandon the area, not wanting to deal with magical happenstances alongside the many other problems. Thus, the region ended up abandoned, with its nobility going back to the Kingdom of Gold, becoming some of the most powerful due to their accumulated wealth.
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>>89572380
In Western Zemyland, the Kingdom of Amber was having problems. The Kingdom of Amber was the poorest of the zemylander nations, and combined with the major presence of hyperborean and fey communities living in the area, tensions were frequent. Adding to that, the court of Amber became a nest of corruption, debauchery and backstabbing. The many different factions vying for power made the region become a nest of crime and lawlessness, something that was particularly bad at the south. A good portion of the population from the southern provinces were of hyperborean descent, the result of marriages with hyperboreans who had decided to settle in zemylander territory before the war. Their participation in the war in favor of the zemylander side had been a contentious subject, and since many of the promises done to them by the monarchs of Amber were not fulfilled after many decades, tensions were high. This was used by many merchants within the Princedom of Platinum to begin planting the seeds of rebellion, which eventually happened in 3.059 ABE. The rebellion of the southern provinces managed to take the court of Amber by surprise, and before they could react, the infighting within Amber stopped any immediate response. By the time the king of Amber managed to organize the army to reconquer the southern provinces, the rebels had managed to gain the trust of the Princedom of Platinum. With Platinum supporting the south’s independence, the Kingdom of Copper war born, with nothing Amber could really do about it. This caused a great chaos within the Kingdom of Amber, with all factions now fighting for the scraps of power left. The eventual winner were the faerie lords, who managed to put their candidate to the throne.
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>>89572392
Wilhilma Grimm, also known as the “Great Hunter”, had managed to become highly popular between the peasantry due to her monster hunting skills, so she was chosen by the faerie lords to become the next queen of Amber, now known as the Kingdom of the Crimson Queen.
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After this, there's only two points left to talk about:

-Siuverland and the Terusia Isthmus secedes from Azan (there's no mention of when exactly siuverland seceded, so for convenience's sake I'll put it here, if noone has a problem with it).
-Drunigzar continues its colonial expansion. War of the Lord Descended and crisis of Kinalonga.

Anything else that needs development for the general history of the setting near current year?
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>>89572420
you have shown siuverland as being independent for quite some time now, did you mean gvilderstaaten?

gvilderstaaten became de facto independent some 300 years ago, but when it officially became independent is stated as being unclear, there are probably several different dates that different historians use, each marking some major legal concession or de-evolution of political power
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>>89572667
>Siuverland.
I meant Kalydon. My bad.

And about gvilderstaaten, according to the wiki page.
>Gvilderstaaten is still technically an Azan Empire province, but the Merchant’s Guild runs the military, sets foreign policy, and elects the governor, who is mostly a figurehead anyways.

So I'm counting it as part of the empire.
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>>89561320
>other forms of magic
It will be done, introducing: silver magic.

Silver magic is a very powerful and complex form of witchcraft, it consists in the subjugation of the forces of nature through the execution of complex ritual comprising of singing, dancing and veneration of idols; silver magic is very powerful but the slow pacing of the enchanting and the complexity of the spell casting makes it inapplicable for fight and more suitable for scheming, for this reason the wizards and the witches of silver are considered to be evil manipulators: always ready to unleash terrible curses in order to serve an hidden agenda.
The name comes from the main shrine of the silver wizards, located somewhere in eastern Giantstep: it is said to contain the silver statue of a wheeping old man, used as both a relic and an idol; there is another speculation wich indicates that the name was attributed to the fact that when a silver witch sings, her vocal cords generate a powerful sound comparable in strenght only to the one of silver bells.

What do you all think about it? i would love to hear your opinions.
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>>89567837
Added.
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>>89574758
seems alright

at some point we should define how witchcraft defers from other forms of magic though

is it based on demonic pacts and/or unseelie fey magic? is it just a derogatory term for many older, less formalized magical traditions? etc.
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Reposting some Recent Azan History that I don't think made it to the wiki.

https://desuarchive.org/tg/thread/86504173/#q86638558

The Wars of the First Consortium were a set of wars that several central Giantstepian powers fought between 3119 and 3130 and initially against the Baba Mutäa and later the Bog Witch's Domain as a whole. The "Consortium" wasn't a full political alliance by rather a name of convenience given to the four or five separate nations fighting simultaneous wars against the Big Witch and her Daughters.

The Consortium included

>The Fourth Great Communication of the Automaton Republic

>The 9th Dynasty of the Azan Empire

> The Witch-Elven Empire (The war coincided with the second Witch War)

>The Trocish Commonwealth later succeeded by the Southern Orcinian Concord and the First Troll Junta

The Wars eventually led to the stabilization of the modern borders of the Bog Witch's Domain, the collapse of the Trocish Commonwealth, the end of the interventionist phase of Automaton politics and an economic crisis in the Azan Empire that led to the rise of the Tenth Dynasty.

https://desuarchive.org/tg/thread/86504173/#q86579958
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>>89578839
https://desuarchive.org/tg/thread/86504173/#q86579958
Stemming from reforms that began at the end of the 9th Dynasty, The Advisory Council of the Azan Empire is lead by four "High Councilors."Each rules a "House" that has jurisdiction over a broad range of laws and subject matter within the Empire and is elected by the Advisory Council (though they are technically "appointed" by the Empress and can be anyone, in modern times, the Throne has always heeded the "advice" of the Council for selections and every nominee is chosen from the Council itself) Together, they are the functional source of Executive and Judicial Power in the modern Empire.

>The House of Flames
Oversees science technology and the humanities, including magic. Operates various academies and libraries, funds research projects into artifacts, develops weapons and oversees Blacksmiths, Wizards, Scholars, Scribes, artists, doctors and technicians.
Current Councilor: Atai

>The House of Clouds
Legally integrated with the New Azan Faith. Funds and manages churches, stores holy relics, publishes and edits scriptures, runs the Holy Courts and manages outreach to adherents outside of the Empire proper.
Current Councilor: Ayatollah Vishawn Reeds

> The House of Waves
Oversees the Navy, maritime trade, foreign intelligence and diplomacy.
Current Councilor: Mer-Tai ün-Nok

>The House of Stones
Oversees the army, agriculture, mining , construction, domestic trade, law enforcement, public works .
Current Councilor: Vacant (Selection process ongoing due to gridlock in the Advisory Council Voting process.)
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>>89578846
https://desuarchive.org/tg/thread/86662491/#q86758951
>Ninth Dynasty
The Tuan Doctrine reached its height of appeal in the Ninth Dynasty as several provinces used it as part of their justification for seceding from the Empire. Due to this the Doctrine was officially labeled as heresy and its practitioners were hunted down and killed in the lands the Emperor was able to rule.

The Doctrine would once again become official policy when the Azan High Council presented Emperor Carl I with “The Chained Crown.” It formally stated that the Emperor served at the pleasure of the Lords and tasked them with appointing successors to the Marble Throne. Carl I, weakened politically and militarily by the decay of the Empire, was in no position to refuse.

The Doctrine would be formally invoked at the end of the Dynasty, when the Council, led by Don Amnirense, overthrew Emperor Zatch I and elevated his nephew Councilor Gergen of Walengarten to Emperor George I
https://desuarchive.org/tg/thread/86662491/#q86758955
>Tenth Dynasty
When Don Amnirense became Empress herself, she cited the Tuan Doctrine when the Council “chose” her to take the throne, but by this time, she had domination of the council so vast, she was already ruling the Empire decades before she took the throne.

Amnirense I named her son Tama her successor, but she ruled so long that by the time Tama was crowned Emperor Thoma I, the lackadaisical fop was unable to manipulate the council as his mother had, and so the Tuan Doctrine became law in word, and in practice.

Since Thoma I’s death, modern Azan Emperors have been officially and practically chosen by the Council, though to keep dynastic legitimacy, their selections to date have always been from Amnirense’s bloodline.
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>>89578839
anyone know where the trocish commonwealth was supposed to be located?
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>>89579186
The Trocish Commonwealth's location was specified.

It should be somewhere where a Troll majority area bordered an orc and/ or ogre Majority area
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>>89557789
I'm a little impressed. You guys managed to turn your magical realms into a game.
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>>89572151
>>89572339
>>89572265
>>89572210

Ok, so about the missing dates:

>Wounding of Avangar and exile into the swamps
3.011 ABE
>Beginning of the Stor Kartoflu Campaign
3.012 ABE
>Battle of Vilga
3.023 ABE
>Battle of Ils Muslik
3.024 ABE
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>>89580022
>into a game
Into a setting, more accurately. We're still pretty far from this being a game. Give it time.
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>>89578751
i used "witchcraft" as a synonym of "magic", i didn't want to write it too many times as it would have been an excessive repetition of the same word.
But yes, witchcraft can be used as a derogatory term for silver magic since the users are considered very negatively by the people of Giantstep.
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>>89581442
>Silver magic
Umm.. what?
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>>89578751
>at some point we should define how witchcraft defers from other forms of magic
I‘d say it’s an umbrella term for potion/poison brewing, black magic, unseelie fae/hag magic, demon pacts, Druid/nature magic and necromancy. It might also be exclusively female but I’m not sure if there are exceptions from that
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>>89578846
>>89578852
I don’t really get the azan aesthetic.
Is it Asia or European medieval themed?
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>>89582895
It's Byzantium style.
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I love how this is still going. This has to be some sort of collective autism world record. Giantstep will go down in internet history.
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>>89579481
Dominion, Witch-Elves, Automatons, and Azan are all within striking distance of at least one of the other three nations

But the only obvious place for the Commonwealth would be on the Ingurland-Troll border which is too far south to be relevant

Maybe there was a troll/orc/ogre nation that collapsed?

>>89582826
I don't think there is any instances where a male is specifically stated as being a witch, but there are many where it is unspecified

If we make all witches female, there should probably be a reason for it though. Maybe all witchcraft traditions ultimately link to Gogotha and/or hags

>>89582752
it was posted earlier in the thread

>>89582895
>>89583051
Byzantium is the dominant aesthetic, but there is renaissance europe stuff, particularly in the north, some ancient greek stuff on the south coast, some leftover asian stuff from back when they controlled Changrila, plus some unique aesthetics like the old dragon tiefling style
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>>89583574
>Byzantium is the dominant aesthetic, but there is renaissance europe stuff, particularly in the north, some ancient greek stuff on the south coast, some leftover asian stuff
So it‘s all over the place. Got it!
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>>89572392
Continuing with the historical stuff.

While the fights in the north were going on, in the southeast, the Kingdom of Drunigzar kept expanding. Their colonial project, which had begun with the founding of Novo Porto in 2.942, was seen more and more as a possible solution to the many problems the kingdom was suffering, plus a great avenue for economic growth. And yet, it actually took many years for the next colonial founding. Matters such as the diplomatic dealings with the Gnoll Empire, the crisis with the Otamlar, a series of epidemics and the organization and development of the navy meant that the colonial project was sidelined for decades. It wouldn’t be until the rule of Aeropo III when the drunig expeditions managed to establish a foothold in the Pinewood Peninsula, near the Forest of Bloody Vengeance. Despite the inherent risks of settling near the accursed forest, the region was free of major diplomatic powers, which would allow them to grab land without major fight. The nations of Voita and Malagsh, fighting desperately against the forest, were in dire need for the goods of the drunig, and even as poor as they had become, the drunig found ways to profit. Thus, the colonies of Cabakrotiro and Cabakapa were settled in 3.097 ABE, after proving that the forest was only aggressive towards the voitans and malagshians. The settlements in the Pinewood Peninsula opened the way to navigate further beyond, which would end up causing the biggest challenge to drunig expansion yet.
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>>89584085
The third wave of colonization was quicker than the previous two. More prepared in terms of tools, resources and men, the colonization of the Pinewood Peninsula continued smoothly. The local population was friendly enough, seeing the drunig as a good chance to trade with their herds, and possibly a way out of the land if the Forest of Bloody Vengeance ever decided to turn its attention of someone beyond the voitans and malagshians. The colonies of Cabakritinnii, Cabakonninni, Bibile, Paolotera, Bibiferno and Crysanferno began growing fast, as it was in the kingdom’s best interests to settle the region to gain access to southern lands. However, the fall of the comet of the Lord Descended in 3.122 ABE turned the local population into crazed fanatics, launching the War of the Lord Descended. This conflict lasted between 3.123 and 3.129 ABE, and put into question the whole colonial project, with the loss of Bibiferno being a massive blow to the settlers. The threat it posed forced Drunigzar to fully mobilize against the cultists, this being the only time this has happened beyond Drunigzar’s main borders. The expansion beyond that became difficult, since there were very few appropriate areas to really occupy without issue, especially if the colony needed to be as self-sufficient as possible to not tax the metropolis’ resources. The long distances became less of a problem, though, as the drunig galleons were now available in enough numbers to keep contact with the faraway colonies. This allowed the founding of Thalasoverme in 3.124 ABE and Megarotera in 3.129 ABE.
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>>89584115
The jump to the south of Giantstep was a difficult one. Even with the speed and tonnage of the drunig galleons, the distances were too great, often forcing the vessels to stop in the necropolis of Vukasin of Okhost to rest and repair the ships. The exploring of the south led the drunig ships to the Desert of the Weriest, which, though useless in matters of resources available, the information from the locals pointed them at a region to the south that might be of interest to them. This led to the drunig arrival to the Terrania Freeholds, which was all that the drunig were hoping to find: a lush land filled of exotic vegetation free of any other national claim, with friendly local populations that would help the settling efforts. They quickly set up colony cities around the coast, as well as sent researches and explorers to survey the jungle for anything of note. The drunig colonies in the Terrania Freehold, set up from 3.144 ABE, are by far the most successful of the colonial project, and encouraged the exploration teams to move forward south. This led to the founding of Kinalonga in 3.151 ABE, and the beginning of the exploration of the Eldritch Jungle, the consequences of which was the beginning of the Plague in the colony in 3.158 ABE. This led Kinalonga nearly totally isolated to protect the rest of the kingdom from the disease, with the emergency plans concluding at the end of 3.161 ABE.
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>>89583472
has it been discussed anywhere outside of 4channel
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>>89584619
Not of my knowledge
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>>89580209
Alright, you guys have rules for the poopmen miniatures, don't you?
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>>89583472
For a magical realm with a shitload of autism, it's pretty damn impressive.

>>89584619
>>89584700
I've only seen it discussed once, with the local neckbeards debating the piss wizards and their validity as a class option. Ditto with Agartha.
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>>89579481
*Wasn't specified
>>89583574
Since the Trocish Commonwealth was a client state/colony of the Republic it could be a decent size away with rh Republic importing trolls and orcs as "assets"
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File: Monsters List V.2.png (181 KB, 1401x1602)
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A reminder we still need to add stuff about the world's monsters.
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>>89584181
Only the secession of Terusia Isthmus and Kalydon to finish the historical stuff...
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I see that there are few to no items added to the project, i will galdly add mine.
Item name: pile of junk
Item type: market product (no use, can only be sold)
Item value: 1 coin
Item desc: "an useless collection of dust and broken objects, not even worth selling as shopkeepers might take offense at such an offer"

Speaking about items, how should they be categorized? I thought about tiers (like common, rare, legendary) but there could also be some other way.
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>>89588865
a few threads back there was a list of items made for the Dominion of the Bog-Witch that included a category for price (low, medium, high, etc.)
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>>89584619
Not really, no.
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Goddamn. I really wished I joined up when this thing was starting out. Well done on this mass autism project, gentlemen. Sure beats the girly fantasy thread by a longshot.
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>Trolls

Trolls are a widespread race with over a dozen highly distinct subspecies. They have some traits in common like an incredibly quick healing factor, long lives, a mostly carnivorous diet, stooped posture, and long arms, but still vary greatly in appearance, size, and intelligence. Their ancestry is unclear, though some myths say they were created by the same gods that created many of the fey races. Some of the more civilized trolls worship a creator goddess that is similar to the one found in many other cultures.

>Rock Trolls

Anatomy Description: 11 feet tall, flat face, yellowish skin in soft areas, grey, rocklike scales on back of torso and sides of arms and legs.

Society Description: Most of the time, rock trolls are crude hunter-gatherers, but they are smart enough to mimic the behaviors of other races, which sometimes leads them to make a living as farmers, mercenaries, bandits, or extortionists (generally on a part-time basis, and they often aren’t that good at it). Their intelligence is child-like at best, but sometimes a genius by the standard of their race (or about average for humans) is able to impose further social structure, like the recently formed Kingdemocracy.

Geographic Extent: Level 4, although relatively few in number, rock trolls have formed their own nation southwest of Changrila, and are also numerous in the lands northeast of Furlaniya. Smaller pockets can be found in the Knightlands, Maneater Islands, and southern Ogchuk.

Discussion: N/A
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>>89593171

>Cave Trolls and Swamp Trolls

Anatomy Description: 11 feet tall, flat face, grey, wrinkly skin. Similar features to their close cousins the rock trolls except different coloration, more human-like feet, and lacking the rock-like scales. There is no difference between cave trolls and swamp trolls other than their preferred habit.

Society Description: Although only somewhat dumber than rock trolls, cave/swamp trolls seem to lack their need to emulate other races. This is likely because they have been hunted to extinction across much of their original territorial range and are somewhat fearful of most races (this doesn’t stop them from eating other races when the opportunity presents itself though). Cave/swamp trolls are solitary hunters with little interest in crafting goods more complicated than a club or a crude blanket of untreated animal hide. They are sometimes enslaved by humans and drow in Scimitaria, though they are dangerous slaves and it takes strength and brutality to keep them in line. Unsurprisingly, cave trolls live in rocky highlands with lots of caves, while swamp trolls live in swamps.

Geographic Extent: Level 2B, cave/swamp trolls can be found in small pockets throughout the west, though Cornfloor Peninsula is where they are most numerous.

Discussion: N/A
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>>89593182

>Desert Trolls

Anatomy Description: 11 feet tall, flat face, warty grey-brown skin, orange mane. Desert trolls have a certain resemblance to rock trolls, who are perhaps their closest relatives among the trolls.

Society Description: Desert trolls are perhaps the dumbest of the troll races, or maybe just the most aggressive and short-sighted. They are lone hunters, and rarely use tools more complicated than a club, but do seem to have an artistic side, crafting crude clothes and decorations from animal parts, and making paintings on rocks with clay, blood, and other primitive pigments. They seem to hate humans, but are sometimes trained by ettins or orcs to be “pets”.

Geographic Extent: Level 2B, Desert trolls can be found in deserts, badlands and arid mountains in many parts of the south including the Zulutaur Steppes and the Ettin-Range.

Discussion: N/A
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>>89593198

>Furred Trolls, Hill Trolls, Yeti, and Sylvan

Anatomy Description: 12 feet tall, simian face, covered in fur of orange, brown, white, or grey. They are essentially the same species physically, and can interbreed. Furred trolls are usually brown, hill trolls orange, and yeti white. Grey is usually a sign of extreme old age. Sylvan are a mutated type of yeti which is often larger and has demonic features.

Society Description: Perhaps the smartest of the trolls, furred trolls and their close cousins seem to lack the desire some rock trolls have to emulate other races. They are usually wandering hunter gatherers, but sometimes form small villages in areas that can sustain their numbers. Furred trolls and hill trolls are generally hostile to other races, who they view as both food and as competitors for territory, however, there are stories of humans being adopted into furred troll or hill troll clans. Yeti are often friendlier with humans and sometimes live among them.

Geographic Extent: Level 2B, although rare, the furred troll and its cousins are collectively found in nearly every region, with furred trolls in the north (particularly Zemyland), yeti in the southern mountains, and hill trolls in certain isolated southern plains and forests (mostly in the southwest, those in the southeast are so rare they are often treated as separate subspecies or as myths). The Sylvan are only found in a few parts of the Great End Peaks.

Discussion: N/A
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>>89593217

>Northern Trolls (Forest Trolls, Jungle Trolls, Tundra Trolls, and Sea Trolls)

Anatomy Description: 10-12 feet tall, large nose, green warty skin (blue or pale for tundra trolls), many have tails with furred tips, and some have prominent tusks. Many have been tampered with by fey magic at some point in their lineage, leading to a range of odd appearances and physical features.

Society Description: Northern trolls tend to be wandering hunters, either alone or in small family units. They are usually of limited intelligence, but some have been uplifted by powerful fey to be more intelligent, cunning, and/or magical.

Geographic Extent: Level 2B, although few in number, northern trolls can be found across much of the north. Forest trolls are the most common, but their cousins can be found in certain specific regions like Cornfloor Peninsula (jungle trolls), Northern Zemyland (tundra trolls), or certain islands of Chrysovica (sea trolls).

Discussion: N/A

>Nebelhutzen

Anatomy Description: 5 feet tall, round body, slender limbs, large eyes, long black fur. The reason for their much smaller size than other trolls is unknown, but likely involves fey magic.

Society Description: Nebelhutzen are omnivorous scavengers and hunters, consuming anything they need to survive in the desolation of the Glass Mountains. They have an unusual fascination with hoarding gold, which can sometimes be used to acquire their services as guides, but this is rare as they are known to be treacherous and sadistic.

Geographic Extent: Level 3, Nebelhutzen are only found in the Glass Mountains, and they are fairly rare even there. But little else lives in the Glass Mountains, which makes them the dominant race in the region.
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>>89583472
Guinea World Record: longest collective autistic episode

Noblebright imperium from back in the day went on longer I think. Something like 2 years
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>>89583640
It is quite a large place yeah. Like half of Europe
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>>89584958
I thought it was shit wizards and piss witches
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>>89591249
Still recommend joining in. It's been over a year afterall. Not like this is going anywhere, but people constantly come in and out
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I just realized how filled with religious revolutions the last couple of centuries of the setting are:

>The Red Lotus in Changrila
>The Cult of Avangar in Avangar
>The Kalydon uprising in Azan/Kalydon
>The Comet of the Lord Descended in the Pinewood Peninsula
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>>89589117
That seems like a good idea, i hope that the items in the list were added to the wiki.
I say this because i have noticed that a lot of things are not being added to the wiki despite being at their definitive state, adding to the wiki is very important because it makes things easier to navigate and preserves the works of the anons working on the project.
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>>89594045
>Filled over the last couple centuries
> 4
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Was there a map of the Terusia Isthmus somewhere?
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>>89584181
In the west, Azan was prospering. After the chaos of the Changrilese Civil War, many merchants, nobles and other men of power had gone to safer places, with Azan being a prime destination. This allowed them to enjoy a long period of economic prosperity, though many were still fearful of the change of the Cult of the Red Lotus spreading to their own borders, and thus they realized many campaigns to hunt down remnants of the cult running away to their lands. This prosperity blinded the higher echelons of the empire of some of the problems that were brewing in the empire. In the province of Kalydon, a strong wind of religious puritanism had been gaining force, seeing Azan (and the neighboring province of Daligrad in particular) in a negative light, from not pious enough to outright sinful. The local elites used this growing religious fervor to try to gain more political power, which resulted in a revolt in 3.105 ABE. The quick response of the azanese forces to quell the uprising caused even more tensions, especially after the appearance of Archarom. As a wizard member of the local senate, Archarom pushed the growing religious zealotry to the breaking point, driving the population into deep puritanical fervor. By 3.108 ABE, the province had become so difficult to control that Azan just left it to its fate, granting it independence. The newly restored Republic of Kalydon’s normalcy lasted little. Archarom’s growing paranoia and zealotry were fed by obtaining a magical item, an obsidian candle used to connect his mind with the people of the nation. This turned the republic into a full dictatorship, watching over the minds of his subjects for any sign of sin or treachery.
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>>89594775
Meanwhile, the emperor was seeking a way to solve one of the empire’s longest recurring problems. The mountains of the Scabbard Range had blocked sea travel from one half of the empire to another since ancient times, and having to move ships all around Scimitarian was a long and costly affair. Most of the time, the merchant ships disembarked and moved their goods through caravans to the other side, where they’d be loaded into other ships and continue their voyage. However, around the beginning of the 32nd century ABE, a project to connect both seas through the province of Terusia began growing in popularity, and the emperor began hiring architects and wizards to manage to open a route across the mountains to connect both seas. While initially the project was received with high enthusiasm in the province, the more the land was studied and analyzed, the less possible it seemed to become with the technology and knowledge available. The few plans with a bigger percentage of success included the demolishing of many towns and cities to create a massive canal. This set a wild range or rumors, which were picked up by the local authorities. Sensing their homes were in danger, they joined with the peoples dedicated to hauling goods across the mountains to protest against this project, but the plans seemingly continued forward. The rebellion who took place afterwards began in 3.108 ABE, and lasted three years. Unlike with Kalydon, Azan actually dedicated a great deal of resources to quell the rebellion, since the control of the Terusia Isthmus was very important for azanese naval power. Yet, the enormous difficulty of controlling the harsh mountains made this campaign pointless, letting the province become independent in 3.111 ABE. From that point on, Azan has been trying to reabsorb the region through diplomatic means and economic help.
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>>89594781
The fact that some of the local nobles of the Terusia Isthmus have been rumored to want to reinitiate the canal has given the azanese hopes of this being a possibility in the future.
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>>89594786
In the eastern side of the world, the old azanese province of Nosso Lar was still under nominative control of Azan, even though it had been a self-ruling state for centuries now. Isolated due to the losses of the Azanese Civil War, Nosso Lar had evolved into its own entity, due to the different influences and the growing isolation from the rest of the empire. However, the creeping crisis of the region was apparent for everyone to see. The city of Moridan had been in outright rebellion with the rest of Nosso Lar for centuries now, having become a den of pirates and criminals, spreading chaos to the rest of the region. In 3.132 ABE, however, the situation of Nosso Lar would change drastically. The arrival of Renne, a mysterious woman calling herself “the heiress of Azan”, managed to disrupt the order of Moridan. At the head of a great army of mercenaries and pirates, her charisma and strength quickly took over the city, and within a couple of years she took over the entire Nosso Lar. The defeated araundans were enslaved, and the realm was therefore renamed the Blind Bastard’s Domain. It is unknown whether the claims of Renne of her being the rightful heiress of the Azanese Empire are true or false, but regardless of this, Azan declared her an “enemy of the empire”, and promised retribution against her. However, this is easier said than done, since the long distances meant that Azan can’t just send a force to the other side of the world to reclaim the territory. And even then, the region had been a zero sum for Azan for centuries now, so there was no hurry to retake it. The claim to the throne was the more severe threat, something that could not go unpunished or unchallenged, sending assassins and hitmen of many sorts to get her, but to this day it has not been successful.
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>>89594797
The founding of a new Nosso Lar by rebelled slaves in 3.154 ABE serves Azan as a possible foothold through which recover their lands in the Great Norossor Peninsula, though nothing has been done about it beyond economic and material help.
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And with this, I think I am nearly done with the historical stuff. Only one real big thing to really solve, and I'll consider this as closed.

I've tried to be as faithful to the lore as possible, but I think I made a fuckup when I ordered some of the events, in particular the stuff with Avangar. I don't exactly why I put it so relatively late in the timeline (I remember having a reason to do so, but it's been so long I can't recall why now), but the lore says that Tamara and her son are still alive in CY, when by the written dates, she should be +200 years old and her son should be ruling over. I've checked, and yeah, this seems to be my mistake. Sorry, but the lore of this has grown so big I've missed this detail.

Now, I'd like to avoid just going back and moving the dates forward, because that is not feasible at this point. Not only we have months of written lore for the historical facts, but some of the lore of the different nations now depend on this dates for some of their stuff. Fully going back would have to reverse so much stuff I'm not sure I'd be able to fix it all, or spot everything in need of revision.

So, about how we could technically fix this without being a retcon. I've already proposed >>89563719 >>89564016 >>89564031 as a possible solution, but I don't to just change stuff on my own. This is big, and I'd like to hear your thoughts about this. Please, feedback is important here.
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>>89594873
To preface my opinion, I've only skimmed the Avangar Empire, and related wiki pages. I'm still relatively new here, and I've just touched Luden stuff, so take my opinion with a grain of salt.

I think that your proposed solution is a great way of solving the 220 year discrepancy.
It opens up 2 more ideas:

How are we going to deal with Homonculi?
>How are Homonculi made?
>How long do Homonculi live?
>Are all Homonculi the same?

What about Aubrianna?
>Is Aubrianna also a homonculus?
>If not, does Aubrianna have kids?
>Is there any contention between Ausar's supporters, and Aubrianna's (Or her kid's) supporters?

I think it would be more interesting if Aubrianna was human, as it could create a hidden conflict between the nobility of the Avangar Empire, as it would likely lead to some nobles to supporting Aubrianna's human bloodline, rather than Ausar the homonculus.

The development of Homonculi is also neat, and could lead to interesting developments in the future.
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>>89595920
>I think it would be more interesting if Aubrianna was human
I think so as well. Maybe Aubrianna is a natural daughter (father unknown, or just adopted to keep the appeareances) to make the existence of Ausar more pallatable to the masses. Maybe at this point Aubrianna is also an adult, but is forbidden to exit the castle for fear of ruining the sham, and that could cause fights for power with her mother. Tamara should be able to rule fully with help of the Cult of Avangar, but if the population ever knows what she's done, she'd lose her power. Plus, intrigue and dark magic should be plenty within the court, with Tamara always keeping one step ahead, but unable to kill/replace her rebellious daughter. Also, Aubrianna is also +100 years, so she'd use the same witchcraft her mother uses to keep herself young.

>How are we going to deal with Homonculi?
I was thinking of a mix of Pinocchio and FMA. An artificial human made through dark arts, but unable to grow up. Maybe we could make him unable to understand at all humanity or human feelings, being a purely logical entity, to get the "creepy child" vives this kind of thing would need. As for how he was made... a hidden secret between the most powerful wizards that obey Tamara's rule. No need to go futher than that, better keep the mystery.
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>>89596072
Also, it is imperative that Aubrianna and Ausar NEVER exit the Palace, least the sham gets exposed.
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>>89596072
Avangar Politics Summary:
Autistic Child Emperor regency led by immortal helicopter mom, who has to defend her regency from her 100 year old rebellious phase immortal daughter because dad went out to buy milk at the swamp market, and never came back.
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>>89594257
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>>89596390
All while the populi worship them as gods.
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>>89593235
>>89593217
>>89593198
>>89593182
>>89593171
Anon, which ones of these have you updated? I was going to continue with the sentient species' descriptions as well. Did you add them all to the sentient species page?
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>>89596678
sick didn't knew this existed
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>>89596678
Do we have a list with all the nations that have elaborated maps like this one? Would be super cool to have one for every nation and connect them together to create a giant map.
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>>89597049
the ones I updated a few months back are all on the wiki page for sentient species

dwarves, dryads, and trolls are on this thread and not added yet
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>>89597109
a number of nations have detailed maps, though the style and level of detail varies

Orange Marquisates – marquisates named – thread 1 and 23 and 31#2 and 33-35, apparently finished thread 41
Dsrvyth – has maps with subdivisions, but no names (though has some names in text that could be matched to subdivisions) – thread 1
Felovik – various details – thread 5 and 6 and 26
Furlaniya – multiple maps showing different details – thread 11 and 14
Tarot – unfinished map with city names – thread 11 and 18
Drunigzar – subdivision, city, and elevation maps – thread 14 (colony names on 17#1)
Lorient - 15#1
Nasr – subdivisions – thread 16
Drow City States – city names plus some other features - thread 21, also a more detailed elevation map on threads 34 and 41 and 43
Red Lotus – thread 22
Azan – thread 23 – many cities and provinces named, reposted thread 42
Changrila – thread 25 – cities and provinces named
Terusia – thread 28 – lots of details
Zapalovach – thread 28 – lots of details
Squid Island – thread 31#2
badgassi – threads 32-35, 41-42, 46, 49, 56
Woodcutter cities – threads 34-35, 42
Scatology – threads 34 and 39
Cornfloor Peninsula (Kinnog, SonQo, Palm Groves, Purple Shell) – thread 44
Khenomeric Empire – thread 45
Dominion of the Bog-Witch – thread 53
Kingdom of Copper – thread 55
Luden – threads 55-56
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>>89597711
Nice! We should make a wiki page for this.
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>>89593171
>quick healing factor
meh.. can we not do that? Feels very uninspired and DnD bootlegish
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>>89597850
What if their blood clots really fast? Thus, their wounds close near instantly, but it's not actually healing factor, since the wound is technically there.
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>>89597711
Some of them are on their respective wiki pages, some aren't.
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>>89597867
Yeah I could get behind that
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>>89597711
Which ones should be use as a template for future one?
What's the best one in an exemplary sense?
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>>89597924
The best maps are from Furlaniya, but I'm not sure if it's feasible to get that detailed for all places. Maybe something like Changrila/Orange Marquissates could be a better middle ground.
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Just noticed that the forest of bloody vengeance has no wiki entry. Are there any other nations that have no wiki page yet?
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>>89223187
I think it was somewhere implied that the witchbogs can be traversed entirely through an intricate river trade system. Maybe the map should be updated to represent that
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>>89597976
The forest is explained in Voita Malagsh.
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>>89598123
I feel like it should still have it's own entry since it's a pretty huge bordered area on the main map
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>>89598144
Fair enough. I'll get to it later.
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>>89594064
They are listed under trade and production.
https://crumbling-giantstep.fandom.com/wiki/Dominion_of_the_Bog_Witch#Trade_and_Production
The item lists are open for expansion though since some of them are still pretty scarce like armor or example. Also there has been some discussion if prices should have an actually monetary value assigned for later playability reasons. I short flavorfull description of every item would alse be pretty neat in my opinion.
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>>89593852
>Noblebright imperium
Can you elaborate? Couldn't find info on this anywhere
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>>89593171
>>89593182
>>89593198
>>89593217
>>89593235
I like the idea of doing this for species with different subtypes. Maybe we could get some biological taxonomy going.
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Should the battle of the empires have its own wiki entry? because that would imply modifying the wiki entry for the cursed battlefield too.
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>>89598744
It has.

https://crumbling-giantstep.fandom.com/wiki/The_Battle_of_Empires
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>>89598556
he probably meant nobledark imperium, which ran from late 2016 to early 2019

you can find stuff for it on sup/tg/ and 1d4chan
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>>89593852
>>89599012
Well that's just a spin on Warhammer 4k lore.
Not quite the same thing as creating an entirely new setting from scratch.
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>>89598913
Oh sorry, my bad, i didn't know there was one because i always searched for it without the article and it didn't show up.
Btw i think will be expanding the items of the setting, after the pile of junk i will be working on some weapons and consumablke objects.
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>>89597850
This is literally the main Troll thing in every setting. Rapid regeneration+ weakness to fire.

If you remove that it's not even a troll.

Though the trolls seem to be based on the Witcher 3 trolls. Especially the one sitting in front of novigrad being a patriot. So they could be weird tortoise gorillas instead.
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>>89597850
I did some digging just to confirm it didn't originate from D&D, here's the source

Troll regeneration comes from "Three Hearts and Three Lions", chapter 22, page 144. This work predates D&D by a decade or more, and is used in common media just about everywhere.

I don't think I've seen a single fiction movie or book that has a troll in it that doesn't have regeneration powers, so I have to agree with >>89600701
that if you took away the regeneration powers, what's the point of calling them trolls?
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Forest of Bloody Vengeance

The Forest of Bloody Vengeance is a vegetal mass that occupies most of the Pinewood Peninsula and some other areas south of the Great End Peaks. It is infamous around the world due to its cursed nature, that makes the forest grow at an unnatural rate, lashing out against the people of the old nations of Voita and Malagsh. Many believe that it will take a couple of centuries for the forest to take over the Dual Kingdom completely, though what will happen once it is done is a matter of speculation.
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>>89601251
>The Curse of the Druid
The forest has always been an integral part of the Pinewood Peninsula. Being composed of different kinds of pine and oak trees, the area was the main source of wood for the local populations. It is believed that the different city-states of the peninsula, as well as the Khenomeric Empire, used the forest as a source for wood, which probably left it considerably stripped. Over the centuries, the dependence of the local population for the forest’s resources saw it attacked over and over again. It was not uncommon to burn many areas of the forest as a tactic of war to leave one’s opponents without lumber or hunting meat. The constant war between the Kingdom of Voita and the Empire of Malagsh meant that there was never enough time to recover, and during the course of the centuries, many creatures unique to the forest became extinct.
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>>89601264
It is believed that the event that would ultimately change the nature of the forest was the arrival of a druid. Legends say that a travelling druid, seeing the damaged the forest had suffered, decided to take action, going to the courts of both nations and begging for their long conflict to be halted. He argued to them that the destruction of the forest would bring down both nations, and all for a conflict both sides had forgotten the original cause of it. Both the voitas and the malagshians were incensed by this insolence, declaring him a madman and putting a price on his head. He was then pursued by bounty hunters, lawmen and even by the peasants of both nations, being grievously wounded in the process, having to seek refuge in the same forest. During his period of hiding, he became one with the forest, learning its intricacies and knowing all its secrets, all while healing his wounds and staying below the notice of those seeking his head. In the year 2.501 ABE, a battle near the forest caused it to catch fire, killing all life in the area, including the druid. With his last breath, he cursed both kingdoms and their people for their wanton destruction of the land and the forest, swearing that, just as they had swallowed the land in blood and fire, the forest would in turn swallow them back.
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>>89601275
After this, both the voitans and the malagshians began noticing the strange changes that were happening to the forest. It started slowly, with nearby structures being quickly invaded and overrun by vegetation and farmers not being able to keep their farmlands from being retaken by the woodlands. Any action taken seemed to be undone during the night, with the forest moving forward and forward. And the severity of the incidents quickly worsened. It didn’t take long for the first deaths were discovered, their bodies torn up and mutilated at the edge of the forest, with blood splattered everywhere. Even though it was believed the different incidents were caused by some sort of cult, the speed of which they were accumulating was simply too great to be a mere group of murderers. All while towns and fortresses bordering the forests became surrounded by the vegetation, swallowed by plant life.
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>>89601282
By this point, it was obvious something was horribly wrong with the forest. Those voitans and malagshians who entered it never came back. During the night, one could hear the screams of those who had the misfortune of entering the woods, and during the day, their remains were displayed at the edges of the forest. The voitans and malagshians actually stopped their fighting to focus on the cursed forest, but their efforts were to no avail. And since no outside help was coming (the world was too preoccupied with the expansion of the gnolls), both nations lost ground to the woods fast. Their armies were sent to scorch the woods to cinders, chopping and cutting down the trees and killing any animal that came out of it. They used all tools at their disposal, from onagres, cannons, explosives, burning oils, magic spells… and no matter how many acres of forest they destroyed, it would all grow back in a couple of days, causing enormous damages to the troops while they were asleep and unaware. They simply could not burn the forest fast enough, and they saw their fortresses, towns and cities engulfed by a green tide, one by one.
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>>89601295
In a desperate bid for survival, the Kingdom of Voita and the Malagshian Empire bought immense amounts of salt from whoever would buy them. They then burnt and salted many swathes of land around the kingdoms, trying to stop the forest from growing any further. Salt was not the only thing used: any herbicide, any poison, and any cursed concoction that would turn the lands into a barren wall against the forest was poured into the lands, corrupting them seemingly irreversively. But this did not stop the woods. The growth of the forest has not fully stopped, it has only slowed down, determined to enact bloody vengeance upon voitans and malagshans.
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>>89601313
>The nature of the curse
The Forest of Bloody Vengeance has proven time and time again to deserve its moniker. The greenery grows at an unnatural pace, quickly occupying areas that really shouldn’t like rocky terrain, mountains or dried lands. Only the constant efforts of the Dual Kingdom to keep the Salted Lands full of concoctions has been proven effective in limiting the spread of the forest, and even these seem futile. The forest grows faster and more violently towards the northeast, in the direction of Voita-Malagsh. It also grows in the other directions, but following a much more normal rate. It was this fact that made the drunig settlers try their chance occupying lands near the Forest of Bloody Vengeance, which resulted in the founding of some of its colonies. This also proved that the violence only really affected the voitans and malagshians, and any other people can live safely near it. This has also been proven by the Setlovian Freestate, using the forest as protection against the Gnoll Empire. Using the wood from the forest has been a contentious subject for a while now, with only Drunigzar’s merchants actually using the timber from it to build ships, ships that usually are dedicated to fishing, transport or sold in the black market to people who do not ask many questions. The frequency of accidents and unsolved wrecks with vessels made out of wood from the Forest of Bloody Vengeance has also made many believe that the curse continues even once the tree is dead and the lumber processed, with many rumors around that one should never make a warship out of wood from the forest.
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The nothing that devours everything is slowly expanding right?
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>>89601539
Very, very slowly.
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>Orcs

Anatomy Description: Roughly human sized, but usually tougher and more muscular, green, grey or yellow skin, sharp teeth and tusks. Can cross-breed with a few races like trolls (trorcs), certain elves (fairy orcs), and can be tainted by demons (some Kinnog clans).

Society Description: Orcs are split into several distinct cultures. Some have formed (relatively) sophisticated societies like Orc’eire and InGurLand, while others are nomadic like those in the Kinnog Jungles, Zulutaur Steppes, Ettin Range, and Cuprum Hills. Although often seen as xenophobic and violent by humans, much of this is due to past and ongoing conflicts with humans, as well as the fact that many of their cultures emphasize a might-makes-right and glory-in-battle mentality. Individual orcs have found acceptance in some of the more open minded human cultures where many are fighters or laborers, but also occasionally artists, philosophers, and other softer professions that defy stereotypes. Unfortunately, orcs have been enslaved in large numbers by the drow and certain human nations in Scimitaria.

Geographic Extent: Level 4. There is some debate on where orcs originally came from, with a few even pointing to the lost island of Lesandros. However, it is well known that the five main concentrations of orcs have existed for millennia (Cemak Peninsula-Maneater Islands, South Scimitaria, Zulutaur Steppes-Ettin Range, Cuprum Hills, and Bone Lakes-Suritas Range). The porcs and poinks of the far east are likely not related to orcs, but are sometimes referred to as pig orcs.

Discussion: N/A
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>>89597711
>badgassi – threads 32-35, 41-42, 46, 49, 56
That one's still incomplete, though.
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>>89593235
>The reason for their much smaller size than other trolls is unknown
Probably dwarfism caused by the lack of food of the Glass Mountains. What can really live there?
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>>89604595
>Orcs in the Ettin Range
Since when? There's no mention of their presence in the Ettin Range page.
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Is anyone making the flags?
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>>89606744
they are mentioned on the Gilgemash page, as well as in some lore about the Onyx Mountains (which are the same as the Ettin-Range), however, that second reference was later changed to Suritas Range

when I post to the wiki I will split the Zulutaur Steppes-Ettin Range concentration into Zulutaur Steppes and Gilgemash
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>>89607806
is this for the data cards?

threads 15 and 22 has most of the flags/crests and ideas for additional flags/crests
a few ideas on threads 26 and 29
a few other flags on threads 14, 39.2
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What nations are in need of heraldry?
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>>89601539
>>89604545
What’s the relationship between the nothing and the gmork?
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>>89609895
Most of them.
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>>89609895
I think only Drunigzar and the Red Lotus have flags. A couple of places also have heraldic shields, but otherwise, noone really has either. I tried to make some with AI, but I got nothing coherent.
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>>89608310
>is this for the data cards?
That and general worldbuilding.
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>>89594219
There aren't that many religious revolutions in the setting, though.
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>>89612224

I put everything I could find on one page:
https://crumbling-giantstep.fandom.com/wiki/Crests,_Flags,_Coats-of-Arms,_and_Heraldry

the more simple ones can be "common use" iconography for use on a low ranking soldier's shield or a crest in a small town government building where no skilled artists are avaiable

the more badly distorted AI ones can be damaged relics or something
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File: azan flag 2.png (40 KB, 402x302)
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possible azan flag
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Reminder that we still need to complete the elemental table.
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>>89617700
Eart+swamp = quicksand
Lightning+earth = explosion (that's how Chinese alchemy does it)
Ice+sand=snow
Lightning+swamp= biomancy/life creation
Metal+steam= automaton/artificery magic
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>>89617089
I'd make either the blue lighter.

Or the blue darker and purple more desaturated
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>>89617089
the coat of arms could be:
>crest
a red dragon
>torse
N/A
>helmet
N/A
>crown
Red imperial crown
>supporters
the blue dragons as shown in the flag
>mantling
or and green floreal
>compartment
clouds
>coat of arms
oval, purpure charged with the azure sun as shown in the flag
>motto
"one hundred emperors, one hundred saints"
meaning that all the emeprors of Azan are perfect and the highest exemple of virtue. Of course this is just a motto and doesn't always represent reality.

What do you think about it? as always i want to hear everyone's opinion.
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>>89617700
what does this have to do with anything?
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>>89619844
Part of the elemental's lore. If two different elementals mix, it results in a different elemental. These are the combinations.
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>>89552939
That’s fun.
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>>89618928
Azan should be all either red and gold or purple and gold. No need to mix other colors.
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>>89618928
>one hundred emperors, one hundred saints
Considering how long Azan has been around, there must be more than 100 emperors.
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>>89552939
Looks like gizmo.
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>>89621046
ok i have changed the colours, after some time i managed to make it however i did it using a site and there is the watermark so i don't think it will be suitablle for the wiki.
>>89621765
yes of course, it's just a way of speech used to indicate an high number of people. It's like when japanese people say "may the emperor live ten thousand years" they don't really mean ten thousand years they just use that number to indicate an high number, btw there's no problem for me to change the numbers in the motto since i have to redo the entire CoA anyways.
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>>89623009
>there is the watermark
Post it. Maybe I can clean it up with photoshop.
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>>89623187
no i prefer redoing it.
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To the anon that did the description of the elves, is it ok if I expand the lore of them? Now that I've finished with the historical lore, I plan to start working on the sentient species as well.
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>>89621765
Is there? Keep in mind England had less kings than the US did presidents. Especially with dragonblooded emperors who each ruled God knows how long.

100 kings is 2000-4000 years or so irl with no lifespan magix or dragon blood
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If I wanted to contribute something to this project what wiki page is in need of lore?
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>>89625411
Check >>89561320. There is a lot of lore already written, so take your time reading what's there before choosing something to develop.

Welcome aboard, anon.
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So do all elves reproduce like plants, or is it just the wood elves?
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Ok, I'll expand on the different kinds of elves tomorrow. For now I'll make a general overview.

>Elves
Elves are a group of sentient species belonging to the group of fey. While not part of what’s considered “true fey”, elves are nevertheless the most common type of fey in the world, and certainly the most influential of them besides the Faerie Lords themselves. Elves are spread all throughout the world, with the bulk of them centered on the Lands behind the Hedge and Scimitarian. Throughout the years, the elven nations have taken many different forms, and nowadays most elves live in either in self-ruled city-states or collective communities in nature, with the Witchelven Empire being the last major elven nation in Giantstep. This has caused their political power to wane considerably in the world, but their sway over matters such as art, philosophy, trade and crafts are still considerable.
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>>89625913
>General Elven Characteristics
Elves are a humanoid species, with similar body proportions to humans, albeit leaner and taller. Their bodies are more flexible than humans are, but tend not to have the same level of muscle mass. They have a pair of arms that ends in slender hands, and in some groups is also somewhat common finding elves with six digits instead of five. Opinions are varied about this extra finger, some elves believe this is a sign of fortune while others think the complete opposite. They also have little to no body hair. Their hair strands, present only in the head, are made out of a substance different from human hair, since its shade can change a couple of tones when in direct sunlight. Elves do not sweat as a means of thermoregulation. Instead, their sweat is released during periods of tension of high adrenaline discharge. It is believed this is a vestigial function, since it does little but indicate to nearby onlookers that the elf is ready for action. Elves tend to have problems with regulating their temperature, and even though there are elven groups that can live in very harsh climates (such as the snow elves of Zemyland), the way they have developed to deal with the weather vary.
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>>89625920
The elven senses are, in general, sharper than those of humans. Their sense of hearing is particularly noteworthy, as not only they can hear sounds coming from very long distances, they have the ability to filter noise, allowing to understand each other even while under chaotic circumstances. Their pointy ears can also move to better orientate themselves towards whatever sound they want to pick up. This heightened hearing has one big downside, since it makes them very sensible to very strong high pitch noises, making them lose focus and even causing dizziness. However, this rarely becomes a fully debilitating thing, since the level of high pitch needed to truly hurt elves is very rare in nature, though some battle wizards have developed spells to do just that. Their sense of sight is also very good, capable of picking up light better in the dark, with the drow being the most prominent example of this phenomenon. However, elves are particularly prone to hypermetropia, especially with age.
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>>89625928
Elves are naturally long lived. In general, elves live around 300 years, with the eldest being able to naturally reach 500 years of age. This does vary between the different elven species, with the wood elves naturally having longer lifespans while the drow and especially the witchelven tend to have shorter lives (though in the case of the witchelven, their naturally violent lifestyle does take a part in this). The elven lifecycle follows the same patters as any other sexually reproducing species, with the notable exception of the wood elves, whose reproduction is unique among elves due to its tree-like nature. Elven pregnancy is a very long affair, around a year and a half of gestation before birth. However, the baby will grow at an astonishing speed, quickly becoming the human equivalent of a ten year old in about three years. However, once reached this stage, it will stay a child for around 20 years, and it will have a puberty period of 20 years as well, reaching sexual maturity around 40-50 years of age. Elven old age is similar to that of a human, though the signs of age on an elf are much more subtle than those on a human.
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>>89625938
Like many fey, elves are predisposed to magic, usually that related to nature and life. Elven magic varies wildly due to the different contacts between the species of elves and the rest of the world. The most common form of magic between elves is druidic, obtaining mystical abilities through meditation and communion with nature and other magically gifted elves. Elven wizards can use their long lifespans to become skilled at the arts of sorcery, with plenty of elves having formed part of the Order of Most Practical Wizards’ Council of 1.000. Most elves, however, distrust most magical institutions, seeing them as a way to control and regulate something that needs freedom to bloom.
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>>89619858
I still don't see the relevancy desu.
Where do elementals even exist in this world?
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>>89625913
looks good so far

when working on the specific races remember to check all the threads thoroughly as relevant information is scattered in all sorts of odd places, not all of which is on the wiki
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>>89617089
I improved the flag a bit

not sure if the other anon was making another flag, or a coat of arms, or both

either way, the Azanese crests/flags/coat-of-arms, etc. would have many variants
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File: Kingdom of Gold Flag.png (34 KB, 509x306)
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Kingdom of Gold Flag

Based on the premise that the fairytale the names of the Kingdoms of Gold, Silver, and Copper were taken from in the real world also exist in the setting, and are the basis for the names of the kingdoms there as well
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I do have an issue with the wood elves' description in the sentient species page. It says that:
>some parts of their anatomy function more like plants than mammals, able to reproduce with nearly any living thing

But that makes no sense, since their reproductive methodes are so radically different. Not to mention it goes against the original lore in the elfwood page.

> elf "sex" occurs in an instant when two elves of different, but visually indistinguishable sexes come into physical contact. The female elf incubates a seed in its chest cavity that is painlessly removed and planted, the seed grows into a fully formed adult elf

No way something like this is able to able to reproduce with nearly any living thing.
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>Wood Elves
Wood elves, also known as primal elves or true elves, are the oldest elven species in the world, with many experts arguing they are not elves but indeed a kind of dryad. They have a similar complexion to that of most elves, with a greenish skin that contains chlorophyll. This allows them to obtain energy from sunlight, but this process alone cannot sustain them fully, and they need to eat and drink to get the bulk of their energy. Their skin also tends to peel somewhat if deprived of water for too long, which can put the individual’s life into jeopardy. Wood elves are very bad at thermoregulation, only being able to live comfortably in areas of moderate temperatures and humidity. However, if there is a forest patch nearby, they are to synchronize their body metabolism to that of the forest, being able to adapt to the same conditions as the forest, though this can only go so far. This goes as far as changing colors during the seasons, and in some cases completely altering their hue to match with the predominant color of the forest. Wood elves have very measured movements, being able to stay near perfectly still during long periods of time, only to show great feats of speed and agility when the time is right, which makes wood elves superlative ambushers.
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>>89630111
The most striking characteristic of wood elves is its reproductive system. Unlike the rest of elvenkind, wood elves males and females are nearly identical with each other, having a very muted sexual dimorphism. Once the coitus has been done, the female wood elf will incubate the fetus in a seed-like organ located in the lower part of their chest, which will grow for half a year. This seed-like organ will begin to move outwards the body of the wood elf, and once the conditions are ripe, she will extract it from the body. The wood elves then have to find an appropriate place to plant the seed in, as its growing process will take around three to four years to complete. Once the time is right, from the earth will come out a fully developed elf. While in this stage the neonate is born with part of the memories of the parent elves, its cognitive abilities and thought process are still underdeveloped due to lack of use during gestation. Anatomy-wise, the newborn is also very close to adulthood (their bodies resemble a shrunken adult rather than an infant, and their growth is mostly them reaching the adequate body proportions), but its actual sexual development won’t be ready for many more years, reaching full sexual maturity at around 50 years old.
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>>89630135
Wood elves are particularly adept at living in forests. Their biology is tailored to survive with little food, and thus foraging across the woods is usually enough for them, complementing it with their chlorophyll. Wood elves are excellent climbers, particularly able to quickly reach the top of trees and hills, but they struggle once the temperature reaches below certain point. Outside of forests, wood elves struggle, with one of their most notable issues being their distaste for walking for long periods of time through non-wooden terrain. Wood elves form very well knitted societies, usually at the service of faerie lords, or following the eldest of the tribe. They are by far the most isolationist of the elven species, though usually limit their aggression to those willingly encroaching upon their territory. People lost within the woods are usually helped and oriented back to civilization, though shepherds and farmers will be scared away in the process, since wood elves have a particular distaste for agriculture or husbandry. Most wood elf colonies are found in the forests of Elfwood now, though at the height of the Western Elven Empire, they could be found in every forested area of the empire. Other areas where one can find wood elves are the forests of northern Scimitarian, like in the Sea Elven Domains, and in some of the nations of the Lands Behind the Hedge.
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>>89630145
>Sea Elves
Sea elves are one of the many of species of elf living in the world of Giantstep. Unlike many of their kin, they have developed a fully amphibian way of life, something supported by their anatomy. They have a humanoid shape, with arms and legs longer and stronger than most elves. Their hands and feet are webbed, allowing them to swim much more efficiently, and they can retract back the extra skin once they are in the surface. They also have a small dorsal fin on their backs, around a palm in size, capable of being retracted. Their ears are much smaller than those of other elves, and are reinforced to resist the pressures of diving. To complement their hearing, their skin is highly sensible to vibrations, using a basic sense of echolocation to move around in the dark of the depths. This sense of echolocation is not as advance or precise as that of cetaceans, but it is enough to keep them well informed about their surroundings while swimming. The downside of this is the sea elves do not have the same excellent hearing that other elves do when they are on the surface, being roughly equivalent of that of a human. Sea Elves have a great sense of vision in low light environments, arguably coming from their drow ancesters. And while their ability to detect light in the darkness is not as good as the drows’, they aren’t as sensible to full sunlight as their elven cousins. Their skin is clear blue, able to protect the elves from the cold of the sea, though they are somewhat more vulnerable to colder temperatures outside of water. To compensate, sea elves spend a long time sunbathing to keep their bodies warm. Sea elves’ skin dries quickly, and without constant refreshment and moisture in the air, it can cause severe problems.
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>>89631187
Sea elves spend most of the time underwater, both hunting and gathering resources from the bottom of the sea. However, it is important to point out that sea elves do not have gills, and thus cannot breathe underwater. They can last for many hours beneath the waves without issue, since their lung capacity and metabolism allows them to preserve oxygen very efficiently, but at some point they need to breathe again. The submersion time will be shorten if the sea elf in question practices activities of high physical activity, such as fast swimming, persistence hunting or fighting. Repeated consecutive submersions can cause severe health problems to the sea elves, and they need to rest near the shores before another full dive. The sea elves are not adverse to farming, though it is limited to what they can produce in waters near the shore. Algae and sea snail farming is very frequent, as it is an activity that needs little effort, though their fields need to be fully replanted if there’s ever a hurricane or a typhoon. They also produce certain types of sea wine, by either harvesting certain species of sea plants and fermenting them into wine, or buying grapes from inland and aging its wine in special barrels. This produces a wine of very unique taste, and it’s a highly profitable business for sea elves (the wine cannot enter in direct contact with sea water, since salt makes it unpalatable). Agriculture in the marshes is also frequent, in particular the production and harvesting of salt rice, used as both food source or to fatten certain species of fish.
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>>89631191
Sea elves are believed to descend from drow. Some argue that the sea elves came from certain groups of drow who saw their underground holdings sunken by the sea, forcing them to spend more and more time underwater, only for them to find a connection to the sea. Their adoration of the sea-slug god Caijin then granted them the changes needed to survive underwater, eventually forming the way of life they know today. Similarly to the drow, they form large matriarchic communities with complex systems of ruling. However, the bulk of the population centers around the coasts, usually in the form of big towns or small cities. Sea elven cities tend to be expansive, growing wide and with buildings with low heigh, as they use heavy building materials for construction, needing to keep them from degrading due to the humidity. The sea elven populations inland are much rarer and less populated, but they do exist. They are generally near bodies of water like lakes or rivers, but sea elves can survive inland just as well, so long as there’s enough moisture in the air. Sea elves are somewhat xenophobic, highly distrusting others outside of elvenkind. However, that doesn’t stop them from trading with the outside world, and in the inland settlements, the non-sea elves can be the majority of the population.
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Don't forget to add your sentient species descriptions to the wiki

https://crumbling-giantstep.fandom.com/wiki/Sentient_Species_of_Giantstep
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>>89628743
neat but it would look better if the bears were a little more simplified. Also why is the image so small?
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>>89627497
Read the wiki page.

https://crumbling-giantstep.fandom.com/wiki/Elementals
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>>89631246
Added their own page to the elves.

https://crumbling-giantstep.fandom.com/wiki/Elves
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>>89631210
>Snow Elves
Snow elves, or the “Aine Saevherne” as they call themselves, are a species of elves that lives in the continent of Zemyland. Snow elves are adapted to the harsh weather of the north, though the methods used to do so are not well understood. Snow elves are tall, frequently measuring above 2 meters tall, and they are somewhat bulkier than their elven cousins, which grants them an above average strength and endurance for elves, with the tradeoff being the loss of the speed and flexibility typical of other elves. This serves well enough, as their added bulk helps them generating and keeping body heat. Unlike most elves, snow elves are adept at thermoregulation in the cold, capable of surviving in near frozen climates with little clothes. Their skin is able to preserve most of their body heat and isolate the inner organs from the cold to an incredible degree. This ability has marked their culture, with nakedness not having the same taboo as in human society, though nowadays wear more clothes due to the growing influence of zemylander humans in the continent. They do encounter problems when in contact with warmer climates, as their ability to preserve body heat can make them overheat quickly. Snow elves are near universally albinos, with peerless white skin, white hair and light blue or yellow eyes, which can it harder for outsiders to identify different individuals. This also makes them constantly squint their eyes, as bright light can be annoying to them.
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>>89636656
Unlike many elves, snow elves are not naturally adept at magic. Only a few individuals out of hundreds of thousands are able to actually develop any magic of worth. These individuals are known as "the Pureborn" and are highly appreciated in Aine Saevherne society, usually being brought to the royal court for service to the king. To compensate for this lack of magic, the Snow Elves have become excellent craftsmen, allowing them to create goods of superlative quality. Trade with the outsiders used to be rare, but the growing contact with the human kingdoms has made them more open to the idea of trade with the rest of the world. Snow elves practice hunting, fishing and husbandry as their main way of life, since agriculture in the harsh north is a rather unproductive task. The diet of the snow elves is near universally carnivorous, with very sparse eating of vegetables or fruits.
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>>89636665
Snow Elves have developed a very complex society. Despite the damages caused by the arrival of the zemylanders, the Elder Kingdom of Aine Saevherne still stands as a powerful nation, having been able to maneuver its way into recovering most of its holdings lost during the war. Snow Elves are naturally predisposed to peace, using their long lives to the pursuit of enlightenment, intellectual or artistic development. That doesn’t mean the snow elves are not willing to fight, as the wars with the human nations have proven time and time again. The capital city of Mathair ná Cathraca is still the biggest city in the continent of Zemyland, with its rich architecture proving the peerless craft of the snow elves. Other cities of the Aine Saevherne are much smaller, and indeed most snow elves prefer to live in small towns in the wilderness, something that fits their hunting and herding activities better.
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Did we reach the bump limit?
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NEW THREAD

>>89637453
>>89637453
>>89637453
>>89637453



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