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File: 1690291336504187.png (862 KB, 763x557)
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>Thread Question1: What are some creatures that need more attention?

>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
>>89637453
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>>
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1 - https://suptg.thisisnotatrueending.com/archive/2022/84774616/
2 - https://suptg.thisisnotatrueending.com/archive/2022/84847594/
3#1 - https://suptg.thisisnotatrueending.com/archive/2022/84864673/
3#2 - https://suptg.thisisnotatrueending.com/archive/2022/84877899/
5 - https://suptg.thisisnotatrueending.com/archive/2022/84890048/
6 - https://suptg.thisisnotatrueending.com/archive/2022/84918731/
7 - https://suptg.thisisnotatrueending.com/archive/2022/84930206/
8 - https://suptg.thisisnotatrueending.com/archive/2022/84943450/
9 - https://suptg.thisisnotatrueending.com/archive/2022/84963046/
10 - https://suptg.thisisnotatrueending.com/archive/2022/84990296/
11 - https://suptg.thisisnotatrueending.com/archive/2022/85001905/
12 - https://suptg.thisisnotatrueending.com/archive/2022/85025361/
13 - https://suptg.thisisnotatrueending.com/archive/2022/85034498/
14 - https://suptg.thisisnotatrueending.com/archive/2022/85074457/
15 - https://suptg.thisisnotatrueending.com/archive/2022/85181021/
15#2 - https://suptg.thisisnotatrueending.com/archive/2022/85273765/
16 - https://suptg.thisisnotatrueending.com/archive/2022/85357735/
17 - https://suptg.thisisnotatrueending.com/archive/2022/85442583/
17#2 - https://suptg.thisisnotatrueending.com/archive/2022/85499731/
18 - https://suptg.thisisnotatrueending.com/archive/2022/85554910/
21 - https://suptg.thisisnotatrueending.com/archive/2022/85580942/
22 - https://suptg.thisisnotatrueending.com/archive/2022/85686282/
23 - https://suptg.thisisnotatrueending.com/archive/2022/85775039/
24 - https://suptg.thisisnotatrueending.com/archive/2022/85865971/
25 - https://suptg.thisisnotatrueending.com/archive/2022/85981957/
26 - https://suptg.thisisnotatrueending.com/archive/2022/86150840/
27 - https://suptg.thisisnotatrueending.com/archive/2022/86258892/
28 - https://suptg.thisisnotatrueending.com/archive/2022/86355397/
29 - https://suptg.thisisnotatrueending.com/archive/2022/86504173/
>>
30 - https://suptg.thisisnotatrueending.com/archive/2022/86662491/
31 - https://suptg.thisisnotatrueending.com/archive/2022/86786745/
31#2 - https://suptg.thisisnotatrueending.com/archive/2022/86924239/
32 - https://suptg.thisisnotatrueending.com/archive/2022/87072460/
33 - https://suptg.thisisnotatrueending.com/archive/2022/87171716/
34 - https://suptg.thisisnotatrueending.com/archive/2023/87267880/
35 - https://suptg.thisisnotatrueending.com/archive/2023/87388478/
39#1 - https://suptg.thisisnotatrueending.com/archive/2023/87472712/
38 - https://suptg.thisisnotatrueending.com/archive/2023/87550989/
39#2 - https://suptg.thisisnotatrueending.com/archive/2023/87627406/
40 - https://suptg.thisisnotatrueending.com/archive/2023/87795959/
41 - https://suptg.thisisnotatrueending.com/archive/2023/87956630/
42 - https://suptg.thisisnotatrueending.com/archive/2023/88125000/
43 - https://suptg.thisisnotatrueending.com/archive/2023/88278726/
44 - https://suptg.thisisnotatrueending.com/archive/2023/88372296/
45#1 - https://suptg.thisisnotatrueending.com/archive/2023/88465385/
45#2 - https://suptg.thisisnotatrueending.com/archive/2023/88563258/
47 - https://suptg.thisisnotatrueending.com/archive/2023/88666593/
48 - https://suptg.thisisnotatrueending.com/archive/2023/88762012/
49 - https://suptg.thisisnotatrueending.com/archive/2023/88855281/
50 - https://suptg.thisisnotatrueending.com/archive/2023/88948871/
51 - https://suptg.thisisnotatrueending.com/archive/2023/89035095/
52 - 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 - https://suptg.thisisnotatrueending.com/archive/2023/89472549/
56#2 - https://suptg.thisisnotatrueending.com/archive/2023/89552939/
58 - Someone archive this thread
59 - Someone archive this thread
>>
Google Doc Link for the timeline. As updated as it can be.

https://docs.google.com/spreadsheets/d/1Weiu2IWHLvwzuWaCnggBT0nYVzJvvHEeD0ec3KB16WI/edit?usp=sharing
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Thread 58 archived.

https://suptg.thisisnotatrueending.com/archive/2023/89637453/
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Bump
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>>89718381
Do we need to update the physical map?
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>>89715729
Thank you Anon, for your curiosity i just needed to know if normal bees existed.
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>>89725330
What are you going to do with it? Also, if it's something with magical/religious power, the Goddess of Harmony is the patron of bees.
>>
More like /tg/ makes a seething
>>
>Brownies
Brownies are one of the many halfling species living in Giantstep. A diminutive race of humanoids, brownies are smaller than even common fairies, reaching at most 8cm of height, with many thinking they are in fact a strand of flightless fairy. However, their anatomy is fully humanoid, having none of the insectoid elements of actual fairies. The brownies’ anatomy is surprisingly similar to that of a human, with a couple of exceptions. Their heads are somewhat rounder, with eyes proportionally bigger than those of humans. They have very small teeth, twice as many as a human mouth, and they regenerate constantly, immediately growing them back if they are lost. Brownies’ ears are sharp and pointy, and covered with natural dents. Brownies are universally thin, no matter how much they eat, and their metabolism keeps them from ever becoming fat. This is essential to them, as brownies are very quick and nimble creatures, but are not gifted with any special ability to move around or defend themselves. They are as skilled at climbing, swimming or running as a human of that size would, and as such, brownies have become experts at taming creatures that at first glance shouldn’t be tamed, and use them as transportation and defense.
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>>89725921
Brownies have a natural affinity towards animals. They have to be skilled at handling most creatures, otherwise they might just end up as a light snack for most of them. Through a mix between animal psychology and magical talent, brownies are able to pacify many creatures, some much bigger than they are, which then become docile and obedient. Brownies use these creatures for transport, work, defense or simple company. The Soothsinger Sparrow is the most well-known of these creatures, a highly intelligent bird bred to serve as flying personal transport for the brownie tamer, similar in role of that of a horse, but much more intelligent. Other creatures the brownies use as mounts are rats, minks, small dogs, beetles, lizards, and so on. This taming effect is not universal, as some creatures are seemingly immune to the brownies’ touch. This is believed to be one of the reasons why brownies do not live near the coast, as seagulls are known to be one of these creatures, and their small size make seagulls extremely dangerous to them. They also have to be weary of ants for similar reasons.
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>>89725943
Brownies tend to prefer living in isolated communities, not because they are distrustful of the bigger-folk, but because the frequency of accidents while living with them is considerably high. Brownies live in big families, with a brownie couple being able to have up to 20 children over their lifespan, around 130 years. Brownies’ tend to live in multifamilar groups, with four or five families joining together to create their own space. They can chose pretty much anything to be their house, from a fallen tree trunk, an abandoned tree stump, an underground burrow… They will hollow it as much as possible, making brownie homes deceptively small on the outside, but capable of hosting more than a 100 members. Brownies decorate the entrances to their homes with ritual paints and other icons, both as a way to protect themselves from spirits and to make any passerby know that they should tread lightly, as the land is occupied. Brownies live of the land, both as hunter-gatherers and as farmers. They appreciate the bigger-folks’ food, as a single chicken egg is enough to feed a dozen brownies for a couple of days. When brownies have to defend themselves, they will usually develop guerrilla tactics, as sabotage and infiltration is something they can excel at. However, actual physical confrontations are often deadly to them, so they rely on others for the actual violence.
>>
Any suggestions about the domovoy?
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>>89725409
I want to create an item called "Bottle of bee poison" wich, as the name suggest, is a glass bottle filled with the poison of hundreds and hundreds of bees.
Of course it will cost a lot in the game, filling an entire bottle of bee poison must be very expensive.
>>
So am reading through the Witchbog section of the wiki and there is some contradictory info.

Mainly on the origin of pale ogre's these 3 reasons are stated like fact:
1. Pale ogre's mutated from green ogre's due to the corrupting influence of the swamp
2. The ogre's mutated due to crafting artifacts with Underore which sapped their vitality making them smaller, dumber and paler
3. Pestra did it - no further explanation

I think this is important to clear because the cauldron was crafted before the "Ogre rebellion" so well before the daughters were a thing. It was one of the first things done basically
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>>89728202
Another odd thing is the Fey.
Fay in the Witchbog in some sections are described as powerful and nearly eldritch while in others they are described as being kept instead of bees to harvest honey from. Which is work performed by slaves.

On that note. If bees belong to the Goddess of harmony is some dispute between her and the Bog witch the reason there is no bees in the bog?
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>>89728202
>>89728250
I can't talk about the bog witch lore, but about the bees and the goddess of harmony, I don't see why there couldn't be bees in the swamps. I don't think there's a mention of the goddess of harmony having a dispute besides that with the god of action.
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>>89728202
Maybe there's a piece of truth in all of this explanations
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>>89728250
>being kept instead of bees
huh, who is keeping witches instead of bees?
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>>89728250
Maybe the bog witch just decided to genocide them for some reason just like one of her daughters did with the birds in her areal.
Or like Mao did with birds all over china, sparrows to be exact. https://en.wikipedia.org/wiki/Four_Pests_campaign
>>
Are the different troll/gnome/fey/halfling and so on species actually related between each other (biologically) or is it just some vague human taxodomy based on appearance? If the letter than wo decided on it?
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>>89727235
they are explained on threads 55 and 56#1

>>89728202
>pale ogres
I think the same guy wrote all three of those, so it is probably some combination of the three

>>89728250
>>89728792
I originally intended the fey to be a cultural faction of unrelated races, but then one of the bogwitch anons started dividing swamp races that I would have considered to be all fey into fey and non-fey based on whether they originated/regularly travel to the faerie realm/dimension

Most of my later content assumes the following for the definition of fey:
https://crumbling-giantstep.fandom.com/wiki/The_Fey?so=search
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>>89728742
In Muutas section apparently beekeepers keep fey not bees for making honey in the swamp
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>>89729830
That doesn't mean there aren't any bees, it just means they exploit fairy honey, which seems to be a completely different thing that regular honey.
>>
>Domovoy
Domovoys are a species of halfling living in Giantstep. Believed to be a gnome race artificially created by the faerie lord Ekel Ageykin, domovoys are a smaller and more primitive gnomes. While they are shorter in stature than common gnomes, they are also broader and more muscular, with remarkable strength considering their size. They are also much hairier than gnomes, with very dense body hair, sometimes covering the near totality of their face. Domovoy are also known for having two thumbs, one at each side of their hands. This makes domovoys universally ambidextrous, though their actual dexterity depends on the individual. Domovoys also share the universal gnomish interest for shiny metals and trinkets, though they tend to not accumulate them, instead leaving them around for others to pick up.
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>>89730429
Domovoy are universally followers of the faerie lord Ekel Ageykin. An entity living in the Kingdom of Copper of Zemyland, it spreads a life philosophy based on radical selflessness, and all all domovoy are compelled to follow it to the letter. The way this manifests varies wildly, though a pattern often repeated is that of the unwanted help. A domovoy will choose a human, either an individual or a group of them, and decide to help them in any way they can. However, they do not present themselves to the individuals being helped, instead hiding from them using their powers of illusion and stealth. The domovoy then starts doing mundane labors before the humans have the chance to do so. While many consider this a big boon and thank the domovoy by leaving food and shiny trinkets for them, others become fearful that some creature is intruding and violating the privacy of their home, and try with all their might to kick them out. Young domovoy who aren’t particularly adept at human tasks can also become a problem, since they tend to be more destructive than helpful, causing unwanted mayhem. Kicking out a domovoy is an arduous task, since they practically never appear directly in front of those who help. In the cases when a domovoy is found out and kicked out, they will enter a severe depression and seek the presence of other domovoy, only to try to find some other individual to help. A domovoy expelled too many times becomes actively destructive, but dies after a relatively short period of time.
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>>89730439
Domovoy are naturally lonely creatures. They have little concept of family, only really seeking the company of their own kind to pay respects to Ekel Ageykin or to find a mate. Mother domovoys are, however, highly possessive of their children, and they are the ones in charge to introduce them into the cult of selflessness. Domovoy have no possessions of worth, and even their natural love for shiny items is highly tempered by a rigorous lifestyle. Every shiny item in their possession needs to be relinquished, either given to someone else or discarded in the wilderness for someone to find. Domovoy have an irrational fear of moving water, either in the form of rivers or the sea. The reasons for this are poorly understood, but nevertheless, domovoy avoid getting close to bodies of moving water. They also fear the rain, and they will desperately seek shelter when it occurs. Oddly enough, this behavior does not happen during snowstorms.
>>
Ok, so with the major fey groups done, I think I will do dwarves next tomorrow.
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>>89731209
Neat! Looking forward to the grass dwarves
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Reminder that we need to expand and update the monster list.
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What are you writing right now, anons?
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>Dwarves
Dwarves are one of the many sentient species living in the world of Giantstep. Dwarves are humanoid, being considerably shorter than humans but much broader. They are around 1.20 meters of height, and around 60cm from shoulder to shoulder. Dwarven complexion is incredibly resilient, with hard skeletons, very dense musculature and thick skin. This makes them very robust and resistant to damage. There have been witnesses of dwarven soldiers having swords or lances embedded on their bodies with little immediate effect on them, unable to reach the inner organs beneath. Dwarves are a sexually dimorphic species, with the males being bigger and stronger while the females are leaner and somewhat taller. Male dwarves are near universally bald, losing their hair very early on into adulthood. They compensate this by growing their beards, which can grow long enough to reach the ground, though they rarely let them reach such lengths. Female dwarves are the opposite, having very long and luscious hair for most of their life, but only letting their haircut grow once they reach maturity. Unwed dwarf females leave their long hair free, while a married female dwarf have it braided in different patterns. Female dwarves also have no beard, only growing a small goatee during pregnancy. Despite their thick skin, dwarves have an excellent sense of touch. They are able to detect any minute imperfection in rock and soil with just a brief pat. And unlike many species with highly sensitive skin, dwarves are very resistant to extreme temperatures, and are capable to endure very high and low climates, though they favor more colder environments.
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>>89735917
Dwarven natural strength allows them feats of considerable note, being able to carve rock with ease by using their muscle power. However, their lungs are smaller and not as efficient than those of humans, being more adept at filtering dust and rock particles than actually getting enough oxygen to the system. This means that, in periods of above average exertion, dwarves prove to have very low stamina, becoming tired sooner than elves or humans, despite their superior showings of strength. Dwarves often train to improve their endurance through body training and meditation, with the practice of these activities becoming part of dwarven culture. Their metabolism is able to burn out most toxins much quicker than in most species, making them very resistant to poisoning, though not to the extent of beings such as trolls or snoloths. This has affected dwarven quisine, which tends to have a lot of spices and other exotic elements to grant flavor to their meals, as their sense of taste is actually quite dampened, and needs the extra ingredients to give them flavor. It is also common between dwarves seeing drinking contests, as dwarves can ingest truly astonishing quantities of ale without feeling the effects of alcohol poisoning. That does not mean they are immune to drunkenness, but it tends to arrive after many, many drinks.
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>>89735932
Dwarves can live up to 200 years, reaching maturity around 25 years of age. Dwarves highly value their family unit, with many activities and traditions revolving around the forming of a family. In general, dwarven parents began planning the marriage of their children once they are born, establishing negotiations and deals with other dwarven families seeking the best deal for their heirs. Dwarven families will investigate thoroughly for a good partner for their sons, leaving no stone unturned: health, social status, financial stability, visible behavior, religious piety… all will be taken into account for the planned marriage. The families will exchange presents and tokens throughout the years that the negotiations last. Failing to go through a marriage once set in stone is considered an extremely deep insult, and families will go to war with each other if they must to get even. Dwarven families are relatively small, despite the long lifespan of dwarves.
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>>89735943
Dwarven culture is somewhat fractured. While dwarves are a frequent sight in most areas of the world, the disappearance of nearly all dwarven kingdoms have turned them into big minorities into what used to be their lands, now ruled by either humans or drow. Even between dwarven groups that live near each other, the divisions between clans have created important differences amid dwarfdom. Most dwarves have also adapted different lifestyles, though we can categorize them into different classifications depending on their culture. Classic dwarf culture is an underground one, and those who still practice it are known as “orthodox” dwarves. Throughout most of their history, dwarves have lived in their subterranean holds, creating complex underground cities where they could mine the riches from the earth, as well as to grow mushroom farms. Why the dwarves adopted a subterranean way of life is something still discussed, with many dwarven fables and legends regarding the descent of the dwarves to the depths of the earth as part of their origin myths.
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>>89735951
From the scimitarian holds to those in Gautländ to those in the Fungest, each hold functions as its own city-state, keeping their own laws and traditions different from their neighbors. Trade for the orthodox dwarves is essential, needing it to obtain whatever they cannot produce, in particular elements such as wood, near impossible to obtain below ground. Orthodox dwarves have a stronger attachment to the ancient laws, customs and traditions from their kind, often defending them over anything else, and having a great sense of pride for them. The organization of orthodox dwarves is based on a clan system. Most dwarves belong to multiple clans, forming willing ties between them and the group in question. From their familiar clans, their guild clan, their hold… the ties and promises between them keep the system together, following a somewhat vassaltic system of loyalties.
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>>89735961
The breaking and loss of the many dwarven kingdoms throughout history forced many dwarves to abandon their holds and live between their new lords, originating what now know as the city dwarves. City dwarves are by far the most numerous of the dwarven groups, and have adapted to whatever life the rulers of the land prefer. These dwarves often live in cities or big towns, working in any business they can find, though they often find themselves as craftsmen. City dwarves have a lot of pride as dwarves, keeping their identity show at every opportunity they can, though never to the point of causing trouble with their neighbors. Dwarves usually show this in their businesses: all city dwarves are highly competitive, seeking to obtain their own business to maintain their family and themselves. These businesses are highly decorated with dwarven runes, icons or religious symbols, keeping the dwarven ambience even in the middle of human cities. They also tend to avoid joining the city guilds if there’s the chance to not do so, as they see the control of the guilds oppressive, preferring a less regulated marketspace. As they consider the city they live in as just another clan structure, they are also some of the first volunteers for their defense if the population ever comes under attack.
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>>89735966
However, not all surface dwarves live in the big cities and towns. Many dwarves have adopted a more nomadic lifestyle, moving from place to place for either seasonal or mercenary work. These groups tend to be the least attached to tradition, adopting many elements of the cultures they see along the way. They also avoid the marriage politics the other groups follow, since keeping touch with other nomads while traveling is a difficult task. Instead, they are free to marry whomever they wish, with often the decision being taken in a matter of hours. This makes nomadic dwarves prepare themselves for marriage from a very early age, as one may never know when they are going to find their other half. Nomadic dwarves also tend to stay in small towns longer, especially in those of Scimitarian or Eastern Giantstep, since many fishing towns on the south of the continent are actually founded by nomadic dwarves. Nomadic dwarves celebrate big reunions in these towns, where they practice certain religious festivities and search for a partner.
>>
I think that's it for now. If I've missed some big detail, feel free to add it to the description.
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>>89718352
Heraldic symbol for the Golden Sea of Wheat
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The Golden Wheat Fields are divided into nine districts whose names correspond to the grain that is primarily grown there. There are:

1. Wheat
2. Spelt
3. Oat
4. Barley
5. Rye
6. Millet
7. Emmer
8. Einkorn
9. Aurum
>>
>>89736755
>>
The Wheatfolk talks in a weird strange sounding dialect and in a raspy voice although usually they are more of a secretive and mute nature.
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>>89735666
Going to do a writup for the golden sea of wheat. Might take a while though be patient with me.
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>>89736755
Feels bit complicated
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>>89737107
Towns and villages:
1. Wheat
Bramshaw
Hayford
Grainvale
Scything

2. Spelt
Barrowby
Hålsing
Speltham
Haywick

3. Oat
Oatsborough
Lacock
Plowshaw
Harlowe

4. Barley
Brandeston
Barleyville
Farrofield
Gibbethill
Wispmead

5. Rye
Bramblethorn
Harroway
Ryebridge
Sicklewick
Harville

6. Millet
Flaxstead
Lavenham
Milletshire

7. Emmer
Hadleigh
Hårga
Emmercote
Blackacre

8. Einkorn
Wickerwick
Bludsoil
Galloway
Crowhurst

9. Aurum
Guldenhalm
Fertleigh
Millstone
Cornucopia
>>
>>89737107
>The Golden Wheat Fields are divided into nine districts whose names correspond to the grain that is primarily grown there.

From the Sea of Wheat page:
>This has led to the founding of many different towns and cities [...]. The land is ruled by these independent city-states, which influence a couple of towns near them.
It's not an unified state organized into districts, more like city-states. And as for their division:

>In particular, we can differentiate three distinctive regions within the Golden Sea of Wheat: the cities and towns around the Yellow Lakes, the ones in the inner plains, and the ones in the coast.
>>
>>89737107
>>89738802
>whose names correspond to the grain that is primarily grown there

As for that point:
>he wheat in the area is not an introduced species, it is a local variety of wild wheat that grows naturally in the area. And while it is not as productive as other types of wheat, it is infinitely easier to work with, as the locals simply have to wait for their natural cycle to complete and just harvest the fields.
>Not only was the land not suited to grow crops of a higher yield, but the population violently refused to partake in any change to their fields. First the khenomeric representatives and agronomists, chased away from the wheat fields when they started cutting down local wheat to replace it with more productive varieties.

They only have one type of wheat, which is sacred to them. They don't hae multiple types.
>>
>>89738802
>It's not an unified state organized into districts, more like city-states. And as for their division:
alright
>>89738814
>They only have one type of wheat, which is sacred to them.
They could just be subtypes of it since they are all different types of wheat
>>
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>>89738501
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>>89737258
The Roggenmuhme ("rye mother")
>The Roggenmuhme is a female grain hag and children's fright of wheatian legend who resides in the rye field of Rye.
>She walks up and down the field, feeds on the grain and pulls out the unripe ears.
>When she is angry with the farmer, she dries up his field thereby punishing him.
>In general, however, the crossing of the field by the Roggenmuhme ensure fertility.
>At harvest she flees into the last sheaf.
>The Roggenmuhme also receives a share of the harvest, which is either left standing or thrown into the field.
>This custom is supposed to put the rye mother in a good mood and bring about a fruitful next year.
>The Roggenmuhme's home is thought to be underground, in the "root kingdom" below the golden sea of wheat or in a cave.
>The Roggenmuhme in folktales punishes lazy maids who have not spun their distaffs during the twelve nights.
>The breath of the Roggenmuhme brings sickness and death.
[...]
>>
>>89739561
[...]
>The Roggenmuhme is often described as completely snow-white, and of sometimes of superhuman size.
>The arms of the rye mother are long
>Her fingers or rather claws are made out out of iron
>The Roggenmuhme's unusually large breasts are so long that she can throw them over her shoulders.
>She sometimes appears as having many breasts.
>Her nipples are sharp and buring hot hard, they look like iron thorns
>The breasts are filled with tar, poisonous milk or blood.
>Because of the prominent feature of her breasts, the Roggenmuhme is also called Zitenweib ("Titswive") in the common tongue
>She also appears as an old, fat and wrinkled woman.
>She has awns on her face, has a crooked nose with a large wart on it (somtimes described as wooden)
>The Roggenmuhme is said to have an iron heart.
>She can change her shape into a snake, a frog, a wolf, a black cat or a horned animal
>The Roggenmuhme is often dressed in black, but can also be dressed entirely in grey or white
>Her appearance is ragged and she wears wide, flowing skirts.
>She sometimes wears a white headscarf like a reaper or walks on crutches.
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>>89738814
that's incorrect anon see:
https://archive.4plebs.org/tg/thread/85442583/#85444819
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>>89739671
Oh, fair enough then.

>>89739131
>They could just be subtypes of it since they are all different types of wheat
Also fair.

>>89739399
I imagine the non-wheat crops are grown near the borders, mostly through outsider influence. If the land is religiously adherent to wheat, then the less zealous areas would be more likely to grow something else.

Also, if you want to make a map for this, give me a moment and I'll help.

>>89739561
Is this a creature of local folklore?
>>
>>89739961
>Is this a creature of local folklore?
It's an existant being but a folkloric creature aswell so real and faöattributet characteristics tend to get mixed up.
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>>89739647
>The Rye Wolf
is a wolf-shaped grain demon of wheatian legend, who lives in the rye fields.
Various proverbs characterize the rye wolf as insatiable and voracious to the point of being unable to move as a result of excessive devouring. He's very aggressive. The rye wolf howls and roars in its greed for food.
The Ryewolf is a dark wind spirit. He also bears the name Windwolf. It was said that the wolf went through or over the field to make the crops dance, was in the corn or chased the sheep in the fields, especially when the wind caused the ears to move in waves. Sometimes there is also talk of several wolves chasing each other in the corn fields. The howling of the wind over Rye is said to be caused by the rye wolf. The rye wolf also appears as an embodiment of raw air, fog and rain in wheatian folklore.
The driving of the rye wolf in the field is said to either promote the fertility of the field or, on the contrary, to reduce the fertility of the field, especially since the rye wolf feeds on the grain of the field. He is also said to cause ergot, which is named wolf or wolf tooth after him. The rye wolf is said to be sitting in the last sheaf of harvest just like the Rye Mother. After him, the last sheaf is also called a "wolf". Anyone who comes into contact with a rye wolf during harvest will become ill.
The rye wolf is also known as a children's fright. He is to wait in the field for the children who are looking for cornflowers or picking ears of corn, in order to tear them up, bite them, grab them, eat them or carry them away into the "Root Kingdom". The souls of the children eaten by the rye wolf have to fly around the trees until the grain is brought in.
[...]
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>>89740385
[...]
The rye wolves are believed to be the children of the rye muhme (Roggenmuhme/Rye Mother), another darky entity fright, who also lives in the rye field.
The function of the rye wolf as a child fright is illustrated by the names "yellow tooth" or grauelwolf
There are other variants of the the rye wolf, which are named after the crop of the corresponding field in which the wolf is said to be up to mischief. (corn wolf, oat wolf, barley wolf, potato wolf, grass wolf and so on.
>>
Who lives in the Sleep Poppy field?
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>>89740452
According to the Florinth page:

>Outer Florinth, also known as the Sleep Poppy Fields, is mostly grasslands, separated by small forests, farms, sugar cane plantations, and sleep poppy plantations. The sleep poppies grow everywhere, but usually not in high enough concentrations to be a threat to human health. The aroma of the poppies cause fatigue, which can led to coma-like conditions in extreme cases, so wide, well maintained roads crisscross the Sleep Poppy Fields to ensure travellers can move between areas safely. Outer Florinth is higher in elevation than the lands north of it, leading some to call it the Florinthian Highlands.

I imagine not many outside of isolated farmers or people in charge of mantaining the roads.
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>>89739399
The great millstone is in between the lakes.
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>>89739399
Ok, so I've started with the map of the Sea of Wheat. I'll continue tomorrow with the rest bits.
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A reminder we need to complete the capitals.
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Ok, I have the bastic template for the map now. I've tried to add the wheat towns and small cities similarly to >>89739399. The names have to be added too from >>89738501, though I'd change some of the more english sounding ones for scandinavian-sounding names.
>>
I'm going to start with the descriptions of the goblins next. Do you know if they already have a description for them? There are only mentions in the wiki.

Also, the subraces of goblins I'll try to describe are:

Common Goblins
Gibberlings
Boglings
Gruntlings
Glubbos
Moldlings
Gombwoddles
>>
>Goblins
Goblins are a group of sentient species living in the world of Giantstep. Goblins occupy a strange place in the world: while they aren’t the dominant population in any region of the step, they can be found pretty much everywhere, often far from the main centers of population. Areas with low population density, poor vigilance by local authorities or unchecked wilderness are bound to have goblin nests. Goblins can survive on a wide variety of environments, from deserts to jungles. In general, goblins live aside from regular society, being near universally considered as bandits or brigands.
>>
>>89747844
>General Goblinoid Characteristics
Goblins are a generally small beings, around half a meter of height. Many have described goblins as looking “like a starving child”, with their bones protruding from their thin greenish skin. Their extremities are overly long in comparison to their short torso, with hands and feet that end in four clawed digits each. Goblins have big heads, often with little to no hair on them. Their irises are a dark yellow, with oval pupils, and have nictitating membranes that allow them to see under water. They have a long, forked tongue, using it to complement their sense of smell, just as some species of snakes do. Every couple of years, goblins shed their noses, leaving only the two slanted holes, the reasons for this being poorly understood. Their nose is elongated and sharp, though they tend to grow in a spiral the older goblin get. Goblin have massive mouths, with three times as many teeth as a human mouth, with most of their mouth pieces being sharp fangs. They have elven ears, elongated and pointed at the end. Goblin tend to carry many piercings with spikes or other sharp ornaments, as biting and ripping of ears is very common in fights between goblins.
>>
>>89747849
Goblin are somewhat reptilian in nature. They are not a sexually dimorphic species, and male and female goblins are nearly identical. Goblins identify each other by scent, as the female goblins secrete a series of chemical substances that makes male goblin identify them during heat. Goblin reproduction is very fast, with the female goblin laying eggs after two months of gestation, and hatching after half a year of incubation. Goblin females nest all at once in the deepest and most protected part of their hideout, and since goblins reproduce at least once a year, goblin lairs are rarely free of goblin children running around. However, there is little sense of family aside from the tribe, and the goblin children need to learn to survive for themselves, mostly by seeing what the adults are doing and staying out of trouble. Goblin infants have a remarkable mortality rate because of this.
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>>89747859
Goblin society tends to be very feral. Goblins do not work for a living, instead surviving through pillaging and raiding, though they are also hunters when they cannot have a civilized target close nearby. Very few goblins fall outside the cycle of violence and banditry most of their ilk practice, and as such, they are often seen as pests to be persecuted and eliminated. Goblins are led by charismatic individuals, usually the oldest of the tribe, which means they have survived more raids and assaults than anyone else. The fight for the position of leader is hotly contested, especially in those nests established by years, and with a great deal of spoils accumulated. Goblins live around 50 years, and reach maturity at around 10 years of age. Those goblins that somehow manage to escape the common ways of thievery and murder often end up as traders or as mercenaries, never staying in one place for too long least the locals begin to distrust them.
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>>89741895
Source? I think moving it closer to the kingdom of tarot woukd make sensethough since that's where the behemoths come from.
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>>89748411
In the wiki page:

> In between the two Yellow Lakes, there lies the most sacred building for the wheatians, the Great Windmill.
>>
>>89747869
>Common Goblin
The common goblins are one of the goblinoid species living in Giantstep. As the most prominent of the goblinoid species, common goblins are what most people imagine when they think of the entire group. Common goblins have the same characteristics as most goblins: diminutive humanoid stature and thin complexion, shedding nose, heightened sense of smell, forked tongue… However, two things make common goblins much more successful than the rest of their kind. For one, common goblins are considerably smarter and cunning than other goblins. This allows them for a higher level of organization, as well as much more success at hiding their nests from the local authorities. Common goblins are much less prone to infighting, even when they can organize in groups that can reach a hundred members. This makes them an actual threat to rural areas, as a surprise night attack by goblins can quickly overrun an unsuspecting population. During these assaults, they will steal as much as they can carry, kill the animals and those individuals who resisted, and burn anything else. These level of attacks are rare, though, as not only finding goblin nests as big is not that common, but goblins also prefer to intimidate the locals, asking for food or other goods in exchange for leaving them alone. Common goblins also know how to keep attention from them, and they will avoid attacking those travelers who look too important to be missed if they ever disappeared, as this would bring the wrath of the local militias against them. They are also capable of crafting crude weapons, though they generally aren’t proficient in metallurgy.
>>
>>89750293
The other advantage common goblins have over their brethren is that their rate of reproduction is much higher. Whereas other goblins lay batches of 6 or 7 eggs, common goblins can lay twice that, between 13-14 eggs. This helps them replenish their numbers much faster, even when the local authorities have their full attention on the goblin problem. This also helps them when they are forced to leave their nest and move elsewhere, as goblins on the move are particularly vulnerable. This has allowed common goblins to live nearly anywhere in the world to a higher or lesser degree. In particular, the common goblins thrive in areas where local power is thin enough to ignore their presence, no matter how violent the region is. This has led to their presence within places like the Witchelven Empire, even serving as mercenaries to the withelven raiders. Many believe the numbers of goblins within the Gnoll Empire are also growing, though due to the difficulty knowing what happens within the land of the gnoll, this is only conjecture.
>>
>>89750303
The nests of common goblins can be created pretty much anywhere. From abandoned buildings to caves to forest bases, common goblins are quite adaptable. Their defenses mostly consist of traps and hidden guards, who utilize poisoned darts or arrows to inflict maximum carnage to the attackers. The best defended areas are always the nest and the treasure pile. If these two places are destroyed, the goblins will panic and flee wherever they can, as there’s nothing of worth left defending. Goblin hunters tend to surround the nests first and then burn down the eggs, trying to keep any goblin from escaping the circle.
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>>89750316
>Gibberlings
Gibberlings are a goblinoid species living in Giantstep. Gibberlings are possibly the most primal and brutal of the goblinoid races, to the point that many believe they are universally afflicted by a type of lycanthropy exclusive to them. Gibberlings are more muscular than most gobbling, with bigger and sharper claws. Their body is covered by a dense layer of fur, often protecting them from the bites and slashes from their own kind. Their eyes are deep red instead of the typical yellow color of most goblins. But the thing that differentiates from other goblins is their savagery. They are highly aggressive, much more so than any other goblinoid species, and that makes them more dangerous both for the local populations and to themselves. Their level of intelligence can also be described as “animalistic”, barely being able to string two sentences together when they require it, preferring to growl and grunt to communicate with each other.
>>
>>89750649
Rumors are abound about how the gibberlings came to be. Some believe they are a cursed strand of common goblins, who became afflicted by a rare strand of lycanthropy that never releases them from their bestial phase, but cannot be transmitted to others. Some believe they were created as a weapon by a Faerie Lord during ancient times. Whatever the case may be, they are a threat to the local populations, in particular to those in the northwest of Giantstep. An area much less militarized than the lands south to the Baalps, gibberlings pose a real threat to the hobbit, gnome and brownie populations, as well as the other species living in the region. These groups often volunteer to seek out gibberling nests to destroy them before they get the chance of attacking populated centers or lone houses in the forest. Neutralizing a gibberling nest is one of the very few instances when these groups will seriously consider burning down a part of the forest, but this is as a last resort, and only when they are sure they can control the fire.
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>>89750663
Despite their predatory appearance, gibberlings are omnivorous, eating a wide variety of elements. Most of the time, they are scavengers and gatherers, eating whatever they can find. But this is not always possible, and a lack of food will make the gibberlings seek fresh meat, which usually translates into attacking cattle. Gibberlings eat their victims raw, not cooking them, and often enough alive, filling their stomachs with as much meat as possible and then leaving. Gibberlings do not have any compunctions in eating other sentient beings (cannibalism is, in fact, a typical occurrence within gibberling society). Gibberling packs are not dissimilar to those of wolves, though the infighting within gibberling groups makes them much smaller than those of other goblins.
>>
Also, is it boglins or boglings? They appear as both in the same pages...
>>
>Boglings
Boglings are a group of goblinoid species living in Giantstep. Boglings include a wide variety of goblins living in the marshes and swamps of the world, and in particular in the Dominion of the Bog Witch. They are somewhat amphibian, with a very thin skin that needs constant humidity to stay healthy. They also have fully black eyes, more sensible to light than most goblins. Their hands are much more humanoid, with five digits and less curved claws, which allows them a higher degree of dexterity than other goblins. Due to the sheer level of dangers the bogs, their raiding lifestyle is much less viable, as the other creatures in the swamps would put up a bigger fight, which boglings tend to avoid. Instead, they are somewhat more civilized, participating more actively in the swamps’ economy, though they are still dangerous in big numbers.

I'm not developing them further than that, since the boglins are well developed in the Bog Witch wiki page.
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>>89749440
It's not a windmill though
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>>89753758
Oh yeah, they are two different things. My bad.
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>>89753758
>>89754178
Also, I imagine they must be related somehow, though they are so different in age. The millstone could be Stonehenge-like, older than anyone could remember, whereas the Windmill is much more recent. They must have different ritual value.
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>>89754244
the windmill feels a bit redundant honestly. I'd say we chould either remove it or just make it into a slightly bigger windmill
>>
Are we still continuing with the maps?
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>Goblins (goblinoids)

Goblins are a highly diverse collection of races known for their hardiness and their difficult temperament, which tends to be both short-sighted and cowardly, and sometimes violent and greedy. Although most subspecies are fairly intelligent, purely goblinoid societies have never advanced beyond a tribal social structure. They can fit into other civilizations well enough when allowed to, but are usually shunned due to their criminal reputation and their history of fighting against other cultures. Goblins can reproduce with other species, but this normally only occurs with dregs, outcasts, and jaded libertines due to the low social standing of goblins in most cultures. Goblins are most common in the northwest, which is also where they can be most often found living with other cultures (usually fey factions or human criminal factions).

Most goblins are relatively small, but hobgoblins, grutzlings, bugbears, and some redcaps are larger. Despite the size difference, they have many physical and behavioural similarities, both obvious ones and some that are less so. Most people, including nearly all serious scholars, consider them to be related. Although some orcs and hobgoblins are hard to tell apart visually, orcs are seen as more distant relatives, if they are related at all.
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>>89757301

>Cave Goblin

Anatomy Description: 4 feet tall, hunched posture, large nose, pointed ears. Most common goblin race, it is likely most goblins other than bugbears, grutzlings, and hobgoblins descend from them.

Society Description: Many cave goblin societies are isolationist, located deep underground or remote caves and forests. They live off of primitive agriculture, scavenging, and hunting. They have a high reproductive rate which sometimes leads them to use up all the resources in the vicinity and become hostile to their neighbors. However, some tribes deliberately keep their numbers low to maximize their isolation and avoid retaliatory strikes. Those in the west are sometimes able to live among other races, serving as vassals and henchmen to drow, witch-elves, unseelie fey, faerie lords, and human criminals, but those in the east tend to be more xenophobic and violent, and they were a thorn in the side of the Khenomeric Empire and still are a nuisance to many living in former Khenomeric Empire lands. On the other hand, some cave goblins in Changrila have adopted a peaceful existence and are friendly to humans.

Geographic Extent: Level 2B, although they are one of the most numerous races in the world, they are not the dominant race in any particular region. Cave goblins can be found in nearly all parts of the world.

Discussion: N/A
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>>89757309

>Boglins and Cave Boglins

Anatomy Description: 4 feet tall, hunched posture, pointed ears, tainted appearance. The most numerous servants of the Bog-Witch. There are many subraces of boglins as the Bog-Witch and her servants often modify whole tribes so they can fill a new niche more efficiently.

Society Description: Cave boglins tend to be among the most fanatical of the Bog-Witch’s servants, going about their tasks with single-minded zeal. Most live in large underground communities that double as mines and forges. The few remaining surface boglins have a reputation for being cheats and brigands, but are still generally loyal to the Bog-Witch.

Geographic Extent: Level 2B, boglins are mostly found in the Dominion, but some can also be found in the swampy nations on the northeast border of the Dominion.

Discussion: N/A

>Gombwoddles

Anatomy Description: 4 feet tall, hunched posture, pointed ears, webbed fingers and toes.

Society Description: Gombwoddles are fairly common in the larger water bodies of the Dominion. They are naturally greedy, though each tribe has its own odd ideas of what goods are considered valuable. Most aren’t particularly loyal to the Bog-Witch, but their enterprising mercantile nature means they fill a fairly valuable niche in the Dominion

Geographic Extent: Level 2B, gombwoddles are mostly found in the Dominion, but some can also be found in the swampy nations on the northeast border of the Dominion.
Discussion: N/A
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>>89757313

>Glubbos

Anatomy Description: 4 feet tall, hunched posture, lamprey-mouth, large tail, large hands and feet

Society Description: One of the more extreme examples of the Bog-Witch’s experiments on the goblinoid races. They are ambush hunters that generally avoid other humanoids. Whole villages of them are said to exist, though no outsider has ever seen one.

Geographic Extent: Level 1, glubbos are mostly found in the Dominion, but some are also rumored to exist in the swampy nations on the northeast border of the Dominion.

Discussion: N/A

>Blorgs

Anatomy Description: 4 feet tall, hunched posture, fat bodies, warty and wrinkled skin, wide mouths, flat faces. Blorgs were likely made by modifying cave goblins, but no one remembers who or why.

Society Description: Blorgs are sullen but bullying creatures that usually live among the tribes of other goblins. They are stronger and tougher than most other goblins, and usually try to use this to do as little work as possible.

Geographic Extent: Level 1, blorgs are only found in the Swamp of Sadness, and are relatively rare even there.

Discussion: N/A
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>>89757329

>Snow Goblins

Anatomy Description: A catch-all term for one of several goblin subraces that live out in the tundra. It is believed most or all were created by either Faerie Lords or powerful hags. Appearances can vary greatly. Typically around 4 feet tall, hunched posture, skin colors range from dark blue to grey to almost white. Hair is often white and can cover significant portions of the body. Body shape is often stockier, fatter, and sometimes frog or toad-like for semi-aquatic variants.

Society Description: Snow goblins are hunter gatherers who live in the harsher parts of Zemyland and have come up with a number of unique lifestyles that can vary considerably from tribe to tribe. Snow goblins tend to be hostile to outsiders, and often serve hags, unseelie fey, or obscure dark gods due to a “might-makes-right” philosophy. However, some snow goblins manage to live among the friendlier fey factions or even certain undiscriminating human societies.

Geographic Extent: Level 2B, snow goblins can be found in many parts of Zemyland. Mostly the tundra, but sometimes the pine forests as well.

Discussion: N/A

>Gruntling

Anatomy Description: 4 feet tall, hunched posture, pallid skin. Origins unclear, but believed to be of goblin or boglin ancestry.

Society Description: Primitive hunters that prefer boar meat. Many also engage in banditry against the few humans living in their region.

Geographic Extent: Level 1, mostly found in a few areas south of Grobianismus.

Discussion: N/A
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>>89757340

>Fungal Goblin (Fungus Goblin, Mushroom Goblin)

Anatomy Description: Cave goblin with mushrooms growing on it in a symbiotic manner. Several faerie lords with obsessions with fungi and/or decay have been known to create such creatures. It is possible to modify other races in such a fashion, but goblins tend to be the most common due to their hardiness combined with the ease in which they can be bullied into obedience by powerful entities.

Society Description: Fungal goblins live in a manner similar to cave goblins, but are also very much under the sway of whatever being created them.

Geographic Extent: Level 2B, mostly found small pockets across the north, where the faerie lords that are inclined to create them are found. Particularly common in Faarowt, Zapalovach, and the Swamp of Sadness.

Discussion: N/A

>Coastal Goblins

Anatomy Description: 4 feet tall, hunched posture, long arms, flat faces, barnacle-like growths

Society Description: It is said in ancient times that the coastal goblins had a fairly large and sophisticated society, organized with the help of demons and hags. However, the coastal goblin nations were defeated by the humans of the area long ago, and now only small clusters of pirates and bandits remain. Coastal goblins are fairly adapt at fishing and angling, but also eat shellfish, mussels, and seaweed when needed.

Geographic Extent: Level 2B. Although once far more numerous, they have been reduced to a few remote coastal areas and small islands in Gilgemash and the Blind Bastard’s Domain.

Discussion: N/A

>Half-Goblins

Anatomy Description: Half-goblins come in a wide range of shapes and sizes depending on their heritage.

Society Description: Varies, but generally low-status or outcasts among non-goblins.

Geographic Extent: Level 2B, can be found pretty much anywhere goblins can be found, but generally in low numbers.

Discussion: N/A
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>>89757352

>Redcaps

Anatomy Description: Redcaps come in many different shapes and sizes due to their mixed origins, which likely include cave goblins, hobgoblins, gnomes, humans, and dwarves, to varying degrees. It is believed that several different hags in different parts of the world and at different points in history have attempted to create their own army of redcaps. It is unclear who was the first. It is believed that with the right mix of selective breeding and magical modification, one can create a race with most of the positive traits of each of its component races.

Society Description: In addition to being selectively bred, redcaps are also carefully trained from birth to fill one or more roles. Redcaps are violent and vicious, but also fanatically loyal to their masters. Contrary to many goblin stereotypes (except cave boglins and some hobgoblins) the redcaps are also well disciplined, strategic, and knowledgeable in certain kinds of magic.

Geographic Extent: Level 2B, can be found in several northern nations where hags and other fey have learned how to make them, particularly Zapalovach and the Kingdom of the Crimson Queen.

Discussion: N/A

>Hobgoblins

Anatomy Description: 6 feet tall, similar body shape to humans, but more muscular and stocky, flat faces, slightly pointed ears. Some believe that hobgoblins were yet another attempt by one or more faerie lords to create an ideal warrior race.

Society Description: Usually form tightly organized tribal units. Seem to be drawn to the service of powerful individuals who enable their violent instincts, but also treat them with a certain amount of respect. They generally don’t like humans, but sometimes work as mercenaries, particularly in Zapalovach.

Geographic Extent: Level 2B, mostly found in the northwest, particularly Harpies Peak, Zapalovach, and the Fairy Woods

Discussion: N/A
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>>89757361

>Grutzlings

Anatomy Description: 6 feet tall, hunched posture, scaly skin, fish-like fins, prominent nose (a few are flat faced)

Society Description: Hunter-gatherer tribes that are typically subservient to the more powerful of the Bog-Witch’s servants in a semi-feudal manner. Each tribe has its own way of surviving, which allows them to fill a range of niches in the Bog-Witch’s armies as raiders, foot soldiers, scouts, and hunters.

Geographic Extent: Level 2B, mostly found in the Dominion of the Bog-Witch, but a few can be found in certain neighboring nations.

Discussion: N/A

>Bugbears

Anatomy Description: Humanoid, seven to eight feet tall, mostly covered in hair, flat goblinoid face.

Society Description: Bugbear cultures vary by region, but tend to be violent and tribal, except in the Drow City States where many have become subservient to the drow.

Geographic Extent: Level 2B, it is believed bugbears were once more numerous, but these days only small pockets exist in the northwest, including Orc’eire, south Scimitaria, and Felovik.

Discussion: N/A
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>>89754646
I don't think it's redundant. It's part of the evolving history of the region. The millstone could have a much deeper religious meaning, whereas the windmill does have a more bureaucratic meaning for the wheat priests, registering the harvests each year.
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>>89757301
>Goblins can reproduce with other species, but this normally only occurs with dregs, outcasts, and jaded libertines due to the low social standing of goblins in most cultures.
Don't goblins lay eggs? How are they compatible.
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>>89757309
A couple of things. Are common goblins and cave goblins the same thing? Or are they different? Because this description is similar to >>89750293 but it has some contradicting points (Common goblins do not practise agriculture, cave goblins do).

>>89757329
Aren't glubbos just another type of bogling?
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>>89757370
>Bugbears
I thought bugbears were a kind of minor fey, not goblins...
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>>89757370
>Grutlings
>Grutzlings

Why are these so different? Can we add a secondary name to one of them, to avoid confusion?
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>>89758973
>so different
Similar, dammit.
>>
>Gruntlings
Gruntlings are one of the goblinoid species living in Giantstep. They live in the region of Scatoley, and its particular nature has shaped the gruntlings’ anatomy and behavior. Gruntlings are considered ugly even by goblinoid standards, with very uneven features and lack of symmetry. Wrinkled and scarred, gruntlings look like sickened creatures, which makes other groups want to keep their distance from them to avoid catching a disease. Unlike other goblins, gruntlings have no sense of smell, being eroded from an early age due to the stenches of the region, allowing them to survive in areas with particularly noxious odors without issue. Their skin is pallid, and often covered in all manners of warts or zits, with infected cuts or wounds leaving horrible marks on them. They have a powerful immune system, which allows them to avoid infection and disease even when in contact with the detritus of the land.
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>>89759182
Gruntling tribes are highly dangerous to non-goblins. Gruntlings are very aggressive, both towards outsiders and towards each other. Fighting is pretty common, and these clashes can be quite harmful to those involved, death being a result more often than not. They are not able to self-sustain themselves, and live from pillaging and raiding local towns near exclusively. They are mostly carnivores, eating flesh from farm animals, and often the farmers themselves. The gruntlings use a series of primitive or stolen weapons, often smeared with feces to cause infection and death in those wounded. Gruntlings leave their nests near populated areas, often hidden in piles of manure. Once they hatch, they will begin eating the food from the farm animals until they are big enough to start attacking the cattle. The moment farmers discover the gruntlings, they will often flee into the wilderness, as if they are still small, they will be wiped out. However, newborn gruntlings grow rapidly, becoming adults in the span of months, though it takes many years until they start reproducing themselves.
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>>89759191
>Moldlings
Moldlings are one of the goblinoid species that live in Giantstep. Very little is known about the moldlings, as they are very reclusive, and reaching their caverns is a deadly task, as they live in the deepest areas of the Bog Witch swamps. Very little is known of their society, only they are near as old as the bogs themselves. Moldlings are small creatures, around 35cm of height, with mold colored skin (either that or their skin is fully covered in a yellow mold, we don’t have much information in that regard). Their face is very bat-like, without any nose to speak of, only leaving the slanted holes where the nose should be. Their massive owl-like eyes are a deep yellow, and they are able to keep them open without issue for hours at a time, without the need to blink. Their ears are also bat-like, which many theorize they use for a sonar-like sense of hearing. Moldlings live exclusively in deep caves and caverns, and a moldling outside of their cave only means they are obeying a task by one of the many powerful entities ruling the swamps, as they never leave on their own volition.
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>Gombwoddles
Gombwoddles are a goblinoid species living in Giantstep. They are creatures much more adapted to aquatic life than other goblins, with many adaptations that allow them to swim across the water bodies of the Bog Witch swamps. Gombwoddles are much thinner than other already thin goblins, giving them a cadaveric look. Their extremities are very long, with their feet and hands having webbed skin between their digits, allowing them for a quick movement through the water. Their sense of sight is almost lost, and can only really see something when it is moving. However, they are able to see that movement even through the murky waters, allowing them to hunt down fish and other aquatic creatures. They are also able to breathe underwater through their skin, but that makes it very thin and vulnerable, and offers little to no protection against most threats. As such, gombwoddles tend to hide at the bottom of the lakes, mixing themselves with the dirt of the depths to hide from possible predators, though that exposes them to other threats as well.
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>>89760086
Gombwoddles have a lifestyle similar to beavers. Their nests are artificially made within lakes, blocking certain areas of them to block any predator from entering, and that way their nest is hopefully safe. They also prepare many traps around the nest to avoid any enemies from assaulting their homes. Gombwoddle eggs are more akin to amphibian ones, without a solid shell, but able to hatch underwater. Gombwoddle newborns live their first years exclusively in the water, until their muscles and bones become strong enough to walk upright on land. Gombwoddle society is much better organized than most goblinoid groups, as maintaining the nest is much complicated for them, and it needs a lot more coordination than regular nests. Male gombwoddles keep vigilance over the nest and the newborn while the females go search for prey or anything edible.
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>>89757484
Goblins mixing with other races has been mentioned many times in past lore, so clearly it is possible somehow

>>89758454
>Are common goblins and cave goblins the same thing?
Up to you, some goblins have been specified as being cave goblins, but not all of them, there could be more than one widespread goblin race

>Aren't glubbos just another type of bogling?
It says they somewhat resemble boglins, so it is reasonable to assume they are related. However, their lamprey head and hunting behavior was different enough for them to get a separate entry in my mind

>>89758833
they have been lumped with goblins in a few places

>>89758973
I wasn't the one who came up with either name
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>>89760117
>they have been lumped with goblins in a few places
Well, it's not a big deal, since there's no clear definition of what they are written anyway.

>Goblins mixing with other races has been mentioned many times in past lore
Yeah, that's going to need a hell of an explanation. That's why I'm saying we need to make a compatibility list before adding half-breeds.

>Up to you, some goblins have been specified as being cave goblins, but not all of them, there could be more than one widespread goblin race.
The thing is, their description is near identical wth the exception of that bit. For the sake of avoiding redundancy, I would take away the agriculture bit and just make cave goblins another name for common goblins.

Also, damn, we have so many goblins. I'm struggling to come up with stuff for them...
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>>89760170
>Well, it's not a big deal, since there's no clear definition of what they are written anyway.
It is pretty clear from the images used that anons wanted them to resemble standard dnd bugbears, though sometimes with cultural differences

>That's why I'm saying we need to make a compatibility list before adding half-breeds.
half breeds are a well established part of the setting, you are the one trying to change things
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>>89760665
>half breeds are a well established part of the setting, you are the one trying to change things
Wanting to organize which species are compatible with each other is not wanting to change things. Just trying to organize this part of the setting.
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>>89760710
races that are cross-compatible with each other include:
human, elves, hobbits, gnomes, goblins, manogres, animalkin, hags, tieflings, vodyanoi, pondlings, rusalka, nymphs, chorts, at least some demons and dragons

dwarves seem compatible with gnomes, but no other mixes have been mentioned

wood/primal elves can mate with almost anything

orcs and trolls can mate

there are probably some others I am missing
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>>89760881
Yeah, but how and to what extent? I was thinking of something like this. Maybe something more general to avoid being hyper-nitpicky.
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>>89760985
>>89760881
I had a couple of points that maybe would help make some logical rules for this:

-The closer to species are to each other, the more chances they have to successful reproduction (as in, offspring that can reproduce in turn). Particular exceptions need to be mentioned.
-For example, elves are capable of successfuly reproducing with each other, with the exception of wood elves, since their method of reproduction is so radically different (they lay egg-seeds).
-Species that lay eggs aren't compatible with live-birthing ones, unless some weird fuckery is abound (and if that happens, their spawn cannot reproduce).
-Humans can reproduce with most things that are humanoid, though their spawn cannot reproduce in turn. The only limitations are logistical ones (like size differences, trolls or bigger cannot crossbreed, and fairies or smaller can't either with humans) or biological ones (their reproduction method differs greatly).
-Hive species are not compatible with anything but other of the same species, since that would break the way colonies work.
-Snoloths are incompatible with anything but other snoloths because they are so radically different from anything else.
-Gnolls are incompatible with anything due to the way they spawn being basically asexual.
-Mimics can reproduce with all that reproduces sexually (again, logistic limitations aside), but their spawn will be 100% the other species. Only mimic x mimic can spawn mimics.
-Mushroomites, dryads and other plant/fungii based species have particular reproductive methods, and thus they can crossbreed with others.
-Demonic, magical and/or artificial beings do not reproduce. They have other ways to keep their numbers, but it doesn't count as reproduction.
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>>89761180
>Mimics
Facedancers
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>>89761180
Also, since some species have little to no description of them, I'd avoid speculating over their compatibility until we actually get a decent description of them.
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>>89761180
>-Species that lay eggs aren't compatible with live-birthing ones, unless some weird fuckery is abound (and if that happens, their spawn cannot reproduce).
This would have worked if it weren't for the fact that you specified goblins are egg layers. Maybe just change that part if you can't think of a way to make it work with older lore

>exception of wood elves, since their method of reproduction is so radically different (they lay egg-seeds).
Except for the fact that wood elves are stated repeatedly as being able to reproduce with almost anything

>-Demonic, magical and/or artificial beings do not reproduce. They have other ways to keep their numbers, but it doesn't count as reproduction.
Several races have been stated as having demonic or dragon origin. It is unclear how the initial pairing happens, but half demons/half dragons seems to be able to mate with whatever their other half can mate with
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>>89761301
>This would have worked if it weren't for the fact that you specified goblins are egg layers.
That is why I don't think goblins and humans should cross. Maybe they would fit under the "compatible only under certain circumstances".

>Except for the fact that wood elves are stated repeatedly as being able to reproduce with almost anything
Where?

>Several races have been stated as having demonic or dragon origin.
Not really sure about dragons, but we haven't established what demons actually are. Are they just extradimensional beings of flesh and blood, or are they some form of energy construct? Are they fully magical, or are they something else? We ought to solve that bit before arguing they are compatible. And maybe it's not needed, since "half-demons" could easily be the result of individuals tainted and their children are infected by demonic influences, and thus no actual reproduction is needed.

As for dragons, logistics comes to mind as the main issue.
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>>89761341
>That is why I don't think goblins and humans should cross
old lore trumps new lore

>Where?
It has been discussed on and off since thread 3, and is mentioned on a few pages like Faarowt, Western Elf Empire, and Moreaux Island
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>>89761453
>old lore trumps new lore
Fair enough, but I still think it should fit under the "compatible only under certain circumstances" category.

>It has been discussed on and off since thread 3, and is mentioned on a few pages like Faarowt, Western Elf Empire, and Moreaux Island

Moureaux Island is the result of unethical experiments, so whatever happens there should not be taken as the norm. But yeah, the faarowt page does say they can reproduce with nearly everything. Somehow. I'm going to assume they have a similar range of compatibility to that of humans, but as to how it works, considering they reproduce by egg-seeds, no idea...
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>>89761518
>Fair enough, but I still think it should fit under the "compatible only under certain circumstances" category.
Known half-goblins include bastard children of nobles, children of lower class citizens, and children of animalkin (specifically ratkin). Not sure what the pattern here is

>but as to how it works, considering they reproduce by egg-seeds, no idea...
They probably have some sort of dual reproductive system, not sure if we need to go into much more detail than this unless we want to go full magic realm
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>>89761713
Maybe it's a matter of which one is which in the crossing? If it's male human with female goblin, there can be no offspring, but it can the other way around? Same for the wood elves.

>not sure if we need to go into much more detail than this unless we want to go full magic realm
Fully agree. The last thing we need for the project is to devolve into magical realm.
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>>89761930
>If it's male human with female goblin, there can be no offspring, but it can the other way around? Same for the wood elves.
sounds good
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>Bugbears
Bugbears are a goblinoid species living in the world of Giantstep. Bugbears are the biggest race of goblins by far, measuring 1.8 m of height, more than thrice the size of common goblins. This, as well as their added bulk and muscle, makes them also the strongest goblins by far. They are also quite intelligent for goblinoids, managing to create complex societies beyond tribal structures. Bugbears have massive prominent jaws, filled with sharp teeth. Their nose grows much slower than most goblinoids, though they still shed it under certain conditions. Their eyes are smaller, and protected with very thick eyelids, dense enough to protect bugbears against hits to the eyes. Bugbears’ skin is strange, having a layer of scale-like plates under a dense hide of fur. This allows them to be incredibly resilient against slashes or blunt attacks, being capable of tanking hits that would break other critters.
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>>89762647
Bugbears are considerably more intelligent than other goblinoids. This allows them to organize civilized societies without the need of raiding nearby populations. However, bugbears are natural-born warriors, and their societies tend to use fighting to solve many issues. Bugbears usually dedicate to hunting, fishing and taking care of their herds, which provides with both their sustenance and a product to exchange for other goods. Bugbears are able to build proper towns, often led by an elder bugbear, who has reached the rank for being the strongest warrior for many years straight. Bugbears have also managed to create nations, something no other goblinoid has managed to do, with a bugbear nation ruling the southern side of the isle of Orc’Eire.
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>>89762657
Male bugbears are allowed to marry two wives at once, and generally do so by challenging the brides’ parents on a fight for the right to marry them. Female bugbears are also allowed to fight each other for the right of marrying their chosen partner, since a bugbear marriage can only have a male bugbear and two female bugbears as a matter of religious belief. Fights can also occur for the right of a divorce. If the two bugbear wives consider the husband as unworthy, they can declare him as improper and begin a 2vs1 fight, and if they win, they have the right to leave him. If a female is more favored over the other, she also has the right to challenge her fellow wife to a duel for the attention. Bugbears lay very few eggs in comparison to other goblinoid, only 2-3 per batch, and can only lay a batch every couple of years. Bugbears can reach a lifespan of 60 years, though they rarely reach old age.
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>>89762667
>Hobgoblins
Hobgoblins are a goblinoid species living in the world of Giantstep. They are one of the tallest goblinoid races, reaching around 1.6m of height. They have a muscular figure, with many piercings and warrior tattoos grafted to their skin, which is a pallid red color. Their eyes are yellow, as most goblins, but their pupils are yellow as well, and this often gives them an impression they are blind. Unique to most goblins, they have two pairs of small horns, usually short enough to be hidden under the hair, and a twin tail. This elements, as well as some of their behaviors, has made many believe that the hobgoblins were made by the faerie lords many eons ago as a warrior race, mixing common goblins with other species until they created the modern hobgoblin. While this makes many distrust them, it has not stop people from hiring them as mercenaries and bodyguards.
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>>89762972
Hobgoblin culture is a strange one, centered on mercenary labor. While hobgoblins live in what could be described as tribes, in reality these fit whatever society they live around. Hobgoblin tribes sell themselves as mercenaries, bodyguards or any other kind of hired muscle, and tend to be excellent at it. They develop a great sense of loyalty towards whoever pays their bills, and this only grows over time. As they rarely care for local politics, preferring to keep to themselves and leave political discussion to others, they are perfect guards, since they never betray their patron for as long as they are paid. Trying to bribe hobgoblins to abandon their master is considered a great offense to them, and will probably end up with the briber getting his hands chopped off. Terminating a contract with a bugbear tribe is also relatively easy if it’s done transparently and in the open, with the bugbears not holding any grudge and going their way. However, if a master ever betrays the hobgoblin tribe, they can expect to suffer a terrible fate, as the hobgoblins have been known to bury the traitors alive in lost corners of the land so they are never found.
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>>89762984
Hobgoblins usually follow whatever marriage customs the society they are working in have. Hobgoblin newborns are put to work as mercenaries as soon as they can grab a sword or a dagger, and are trained by some of the members of the tribe, whose job is to prepare the next generation for the task. For a goblinoid race, they are surprisingly calm and collected beings, avoiding the violence that grasps most other goblins. They will only resort to violence when there is no other choice or when they are ordered to, and the rest of the time they are content with intimidating their opponents into submission.
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Which is the most politically interesting area in this setting?
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>>89763895
In what way?
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We still have to describe many species, but we are going in the right direction.
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>>89763895
The Orange Marquisates, the Dominion of the Bog Witch, Furlaniya...
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>Grutzlings
Gruntzlings, also known as spiked goblins, are one of the many goblinoid species in Giantstep. Their body is adapted to aquatic environments, mostly living in the depths of the swamp lakes in the Bog Witch swamps. Their body is covered in sharp spikes that they can retract and withdraw at will. These spikes are coated in a mild poison that causes quick inflammation to those affected, dissuading both predators and attempts to backstab them. As most of these spikes are in the back, they keep a hunched posture, protecting their softer front side. When they feel threatened, they will curl into a ball, with their limbs hidden inside and all spikes upright. They often do so when a threat lurks while they are swimming in the bottom of the water, making them unable to be bitten by the many predators in the area. Spiked goblins have extremely long limbs, with hands designed to dig through the murky water floor. Unlike most goblins gruntzlings do not shed their nose, instead using it as another spike in case of emergency.
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>>89769096
Gruntzling tribes are usually found under the services of the lords of the bogs as a way to obtain protection. Their general lack of intelligence and cowardly nature means they rarely get any position of power. Their way of fighting is usually based on ambush, attacking from the depths of the water to whatever is near the surface, which can be a pretty effective strategy. However, they fold very quickly if they experience any major resistance, fleeing back to the safety of the depths.

Their nests are near underwater caverns, hidden from others by adding rocks and vegetation, making the caves look much smaller than they actually are. Gruntzling newborns do not start growing their spikes until they reach adulthood, and this spikes never stop growing. Gruntzlings need to sharpen and cut their spikes frequently lest become overgrown and make the individual unable to move.
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>>89760985
that's a very lkong list, for now i think that we should do as >>89761281 suggested and expand the creatures' description a little more before doing other speculations.
Maybe for now we should focus on humans since it's the specie we know more about.
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>>89769175
I would focus on the species descriptions. Figuring out how they mix together will be easier once they are properly described and explained.

Once I finish the goblins (only snow goblins and redcaps left, though I have no idea what to say about the redcaps), I will see what can write about the ogres. Unlike many, ogres have been described multiple times, so they should be quick.
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Thank you for the descriptions.
I checked the wiki and yes, the ogres can be written very quickly, the subgenres are already described and the only thing missing is just a general description at the start of the page.
Also, i am planning the items and they are going very well.
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>Snow Goblins
Snow goblins are one of the many goblinoid species living in Giantstep. Snow goblins are widely varied in shape and behavior, with many arguing they are not a singular species, but a group of them, all living in the continent of Zemyland. Snow goblins are characterized for being small, around half a meter of height, with most of their body covered in clear grey fur, which tends to reflect the coloration of the environment around them to a limited extent. They have an inflated look, as they store fat reserves in the face and the torso to protect their organs from the cold. Some snow goblins have also developed a vocal sack akin to frogs, being able to communicate with each other even through blizzards.
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>>89769441
Snow goblins are characterized for having a big pouch on their torso. This pouch is there to protect their eggs from the freezing cold, generating enough heat for them to grow safely and healthy. Both the male and the female have them, as they can only hold a pair of eggs on each pouch. Once the snow goblins hatch, they will stay within the pouch for as long as they need to develop their own fur, which is often not that long. Snow goblins lay very few eggs, 3-5 per batch, and they dedicate a lot of time to make sure they grow fine. As such, snow elves tend to avoid violence, though that does not mean they are not considered a pest by many. They are very stealthy, which helps them steal from barns and barracks anything useful. They will eat everything they can, pick up whatever they think it is useful or can be sold later on, and then flee into the wild. Snow goblins have become incredibly good at moving quickly through the snow, using boards or skis to slide at high speeds. Many human and elven towns have hired snow goblins as messengers between the different towns, as they nimble movements and resilience to the elements make them a better option than a horse carrier, especially if only messages need to be sent.
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>>89769450
When they do have to use violence, however, snow goblins can be pretty vicious and hostile. Many snow goblins have ended under the service of hags and other fey due to their ability to harass groups of travelers and make them lose themselves into the wilderness of Zemyland, letting the elements weaken them before finishing them off. These snow goblins are much more aggressive than the regular snow goblins, having adopted a “might makes right”, often fighting with each other for dominance and a high position within the hierarchy.
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>>89734436
Did anyone come up with something for this thing?
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>>89769331
>Also, i am planning the items and they are going very well.
Are you focusing on special items or commonplace ones?
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>>89771293
I am working on common place items, special items come after.
The only item i have pubblished on the thread is the pile of trash, wich in my system takes the ID of "item #1"
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>>89771392
>The only item i have pubblished on the thread is the pile of trash, wich in my system takes the ID of "item #1"
Do you have them ordered in an excel spread sheet, like >>89767454? It will hekp a lot later down the line.
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>>89772414
Yes i am doing it right now.
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>Redcaps
Redcaps are one of the goblinoid species living in Giantstep. The history of the redcaps is a strange one, as they are believed to be an artificial species made by the faerie lords eons ago. While some other goblinoids share this distinction, the stories tell that the original redcaps were mixed over and over with other species, and when the experiments failed, they were abandoned to their luck. Redcaps universally suffer from a malady of madness, making them act irrationally most of the time. They began erratically at random intervals, making them very confusing to the onlookers. A common misconception is that this madness comes from their custom of nailing hats to their heads, which has become something akin to a religious tradition, and has given them their name. Somehow, the redcaps are able to survive having nails stuck on their skull, though the redcaps have developed many techniques to avoid overly damaging the brain. Some of these nails can be taken in and out of the cranium, as if they were mere earrings. However, the truth of the matter is that the redcaps’ fits of madness actually become worse if the nails are removed.
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>>89773617
The nailing of the redcaps’ heads is a strange phenomenon. Redcaps attach around two dozen pins and tacks to their skulls before reaching adulthood. All these nails are removable, and they frequently do. It is frequent for redcaps to exchange nails as a show of friendship or love, with many nails passing from generation to generation despite the obvious rust and gore on them. Redcaps have an extraordinary immune system, making them completely impervious to any malady that could be contracted by exchanging nails. They are not immune to poison, however, and a purposefully toxic nail could easily kill a redcap. Beginning from birth, each anniversary is celebrated by nailing a clean nail to their skull, something they do yearly until they reach adulthood. These nails actually prevent from the most serious and self-harming effects of their fits of madness, and if a redcap is bereft of all their nails, their mad outbursts will grow to such an extent they will kill the goblin in question.
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>>89773631
Redcaps are taller for goblins, around a meter of height, and are more humanoid than other goblins. They usually live off mercenary work, as their strong obedience makes for very effective grunts. Redcaps are also very calculating and disciplined when not under one of their fits of madness, so they can be quite dangerous a foe. Redcaps have developed some magical abilities, in particular centered around healing, which they use to patch themselves quickly during combat. However, should a redcap under the effects of a madness fit try to use magic, they will lose control over the potency over the spells, and will close the holes of their skull, never again allowing the nails to go through. This means they will never come out of their maddened trance, and will most likely die of excessive healing, closing all of their body orifices and either sweating or suffocating to death.
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And with that the goblins are done. Boy we had a lot of goblins. Not adding more goblins, as I feel we're going to end up falling into redundancy.

I'll continue with the ogres tomorrow.
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>>89773670
Could froglins also be considered goblins or just goblinoid?
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>>89773733
>froglins
They are amphibian beastfolk.
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>>89734436
What other monsters can be added?
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>Wheatfolk Harvest Wheel::

>Cimbol
The cult observes Cimbol, or Candlemas, as the early signs of spring emerge. They conduct candle-lit ceremonies, praying for the thawing of the earth and the awakening of its fertility. They seek blessings from the goddess Igrid to protect their crops and ensure abundance in the coming growing season.

It is the time for purification and spring cleaning in anticipation of the year's new life.
Cimbol lands about halfway between the winter solstice and the spring equinox.
The wheatfolk associates it with the onset of Igrid's lactation, prior to birthing the spring lambs in the Evergreen Pastures.
On Cimbol, Igrid's crosses are made and a doll-like figures of Igrid ("Igrideógs") are paraded from house-to-house by girls, sometimes accompanied by 'strawboys'. Igrid is said to visit one's home at Cimbol. To receive her blessings, the wheatfolk make a bed for Igrid and leave food, drink and amuletts outside for her to bless. Igrid is also invoked to protect homes and livestock. Special feasts are had, holy wells are visited.
It is a time for divination. Cimbol is believed to be when the Leachcai — a divine hag of wheatfolk tradition and folklore — gathers her firewood for the rest of the winter. Legend has it that if she wishes to make the winter last a good while longer, she will make sure the weather on Cimbol is bright and sunny, so she can gather plenty of firewood. Therefore, wheatians are relieved if Cimbol is a day of foul weather, as it means the Leachcai is asleep and winter is almost over.

Significance: Coming end of Winter, beginning of the growing cycle

Celebrations: Feasting, making Igrid's crosses and Igrideógs, visiting holy wells, divination, spring cleaning

Other Names: Igrid’s Day, Oimelc, Feast of Torches, Feast of Caarn, Lupercalia, Feast of the Waxing Light

Themes: Quickening, hope, renewal, fertility, purification, hearth and home, return of the light
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>>89775851
>Oraast
The cult celebrates Oraast, or the Spring Equinox, to embrace the balance between light and darkness. It marks the beginning of the planting season, and the wheatfolk sow their first seeds, asking the spirits of the grain, the blood and the soil for blessings on their crops. They rejoice and dance in the fields, expressing hope for a fruitful harvest.

Oraast, the Vernal Equinox is the second of three spring festivals on the Millstone. Coming in between Cimbol and Albtene, this is a time for celebrating the balance between extremes that is found amid the seasons. It is the official beginning of Spring in the Northern Hemisphere of Giantstep. Oraast marks the moment of exact balance between the light and the dark. Known as Albna Ilire, meaning "Light of the Earth's Soil" in wheatfolk tradition.
Oraast is the spring celebration, during which light and darkness are again in balance, with light on the rise.
It is a time of new beginnings and of life emerging further from the grips of winter.
Some wheatfolk associate Oraast with OIuuna, a heavy-bosomed female harvest deity and keeper of the fruits of youth in wheatfolk mythology.

Significance: Beginning of Spring

Celebrations: Lighting bonfires, feasting

Other Names: Albna Ilire, Rites of Spring, Eoraast’s Day, Vernal Equinox, Spring Equinox, Lady Day, Bacchanalia

Themes: Balance, renewal, rebirth from the death of winter, beginnings, hope, new possibilities
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>>89776051
>Albtene:
Albtene is a joyous celebration for the cult. They honor the spirits of nature and the fae folk believed to watch over their crops. Lighting bonfires and dancing around the maypole is said to strengthen their connection to the spirit world. Offerings of flowers and food appease the spirits and ensure their protection over the growing season.

Significance: Beginning of summer

Celebrations: Lighting bonfires, decorating homes with summer flowers, making summer bushes, visiting holy wells, feasting, sacrifices

Other Names: Walpurgisnacht, Floralia, Calan Iam

Themes: Passion, mischief, sensuality, sexuality, beauty, witchcraft, romance, fertility, vitality, abundance

The first day of summer is the beginning of Albtene and an important sabbath and festival occasion. This period recognizes the power of life in its fullness, the flourishing of nature and youthfulness. Albtene marks the transition point from Spring to Summer. The Hexennacht Sabbath ("Witches' Night") is held on the first summers night by all sorts of witches, hags and other sinister folk. It is the night when all the witches hold a large degenerate celebration on a secret, remote location. Large "Hexenfeuers" (Witch Fires also called Walpurgisfeuer) are also ignited all over the golden fields of wheat during celebrations with which the wheatfolk aim to drive away the evil spirits.
The end of the festivities are marked when a single towering fire called "Agrarzussa" is kindled in Aurum.
The celebrations last until late into the night. If the fire has burned down enough, the Albjumping takes place, a tradition in which it is common for lovers to jump over the Agrarzussa Fire together.
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>>89776220
>Ithal (Midsummer / Summer Solstice)
The cult celebrates the peak of summer and the sun's life-giving energy. They hold grand feasts, giving thanks for the abundance provided by the sun's warmth. Rituals ensure a successful continuation of the growing season and protect their crops from malevolent forces.

Midsummer is one of the four big solar festivities and is considered the turning point at which summer reaches its height and the sun shines longest. Among the wheatfolk sabbaths, Midsummer is preceded by Albtene, and followed by Ulghnasadh. The wheatfolk celebrates this festival as Alban Hefin, "Light of Summer." The sun in its greatest strength is greeted and celebrated on this day.
While it is the time of greatest strength of the solar current, Ithal marks a turning point, for the sun begins its time of decline as the millstone of the year turns. Arguably the most important festival of the wheatfolk traditions, due to the great focus on the sun, it's heat and its light as a symbol of divine inspiration. Wheatfolk celebrated the Solstice with torchlight processions and giant bonfires since ancient times to ritually strengthen the Sun.

Significance: Marks the middle of summer

Celebrations: Festivals, bonfires, feasting, singing, Maypole dancing, wearing woven flowers in the hair, drinking, human sacrifice, drug taking, effigy burning

Other Names: Midsummer, Midsummer’s Eve, Gathering Day, Summer Solstice, Alban Hefin, Feill-Sheathain

Themes: Themes: abundance, growth, love
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>>89776519
>Ulghnasadh:
Ulghnasadh marks the first harvest for the cult. They honor the grain godess Ulghna, believed to oversee the growth and prosperity of their crops. Sharing the first fruits of the harvest expresses gratitude for the land's abundance and Ulghna's benevolence. Weaving ceremonies symbolize their connection to the earth and the cycles of life.

Ulghnasadh or Saalm is the first of the three big harvest festivals in the Golden Sea of Wheat, the other two being the autumnal equinox Onbam and Hainsam. The first grains are ready to be harvested, the trees begin dropping their fruits, and the ever-shortening daylight becomes more apparent with each sunset. Wheatfolk mark the festivities by baking a figure of the mother and fertility godess Ulghna in bread and eating it, to symbolise the sanctity and importance of the harvest. Celebrations vary slightly between different wheatfolk villages. The name Saalm ("loaf mass") implies the agrarian-based nature of this festival. It's a feast of thanksgiving for grain and bread, which symbolises the first fruits of the harvest.

Significance: Beginning of the harvest season

Celebrations: Offering of First Fruits, feasting, handfasting, fairs, making corn dollies, burning effigies

Other Names: Feast of Bread, Harvest Home, Gŵyl Awst, First Harvest, Thanksgiving

Themes: first fruits, harvest, fertility, gratitude, benevolent sacrifice, utilizing skills and talents, abundance
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>>89776652
>Onbam (Autumnal Equinox)
The cult celebrates the second harvest and gives thanks for the successful growth of their crops. They honor the spirits of the land and their ancestors, acknowledging their role in the cultivation of the Golden Sea of Wheat. The last of the crops is gathered, stored for winter, while preparing for Hainsam.

Onbam falls on the Autumn Equinox and is the second of the three harvest festivals among the wheatfolk sabbaths (Saalm, Onbam and Hainsam). Just like Oraast but on the opposite side of the Millstone of time, at Onbam the days and nights are of equal length. It's the festival of the autumnal equinox, Onbam is a Wheatian ritual of thanksgiving for the fruits of the earth and a recognition of the need to share them to secure the blessings of the Goddesses and the Gods during the coming winter months. Though temperatures may still be warm during the day, summer has truly come to an end. The leaves on deciduous trees have begun to turn colors and fall to the ground and there is a chill in the evening air. The beginning of Onbam marks the first ritual harvest of the Golden Wheat called "Aurum" which is sacred to the wheatfolk and gave the region it's name.

Celebrations: feasting, drinking, thanking for the harvest, animal sacrifice, human sacrifice

Other Names: Autumnal Equinox, Fall Equinox, Harvest Tide, Harvest Home, Golden Harvest Festival, Alben Elfed, Meán Fómhair, Gwyl canol Hydref

Themes: harvest, gratitude, abundance, balance, preparation, welcoming the dark
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>>89776821
>Hainsam:
Hainsam marks the end of the harvest season and the beginning of winter. The cult honors and appeases the spirits of the deceased, believing they return to the earthly realm. Wearing special festival masks and eerie costumes made from animal fur, wooden sticks or wheat ears disgusing them from malevolent spirits. Candles and lanterns guide the spirits back to the afterlife, reflecting on the past year's harvest, and preparing for the colder months ahead. Witches, hags, unseelie fey, demons and other malevolent spirits are said to be especially active during this time of the year.

The third and final harvest festival on the Millstone is Hainsam. This Sabbat marks the end of the growing season and the beginning of Winter, which needs to be earnestly prepared for now. Grain and herbs are dried for winter storage, fruits and vegetables are canned and preserved, and root vegetables are dug up and stored so they may nourish the wheatfolk through the cold months. The word “Hainsam” translates to “Summer’s end.” Hainsam is considered to be one of the four Greater Sabbats as a time to celebrate the lives of those who have passed on.
It involves paying respect to ancestors, family members, elders of the faith, friends and other loved ones who have died.
In some rituals the spirits of the departed are invited to attend the festivities. It is seen as a festival of darkness, which is balanced at the opposite point of the wheel by the festival of Albtene, which is celebrated as a festival of light and fertility. Many of the wheatfolk believe that at Hainsam the veil between this world and the afterlife is at its thinnest point of the whole year, making it easier to communicate with those who have left this world. Undead skeletons are said to walk through the fields during Hainsam. Inhabitants of the Sea of Wheat either stay inside the safety of their own homes or celebrate in the comfort of their brightly lit village communes.
[...]
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>>89777040
[...]
Significance: End of the harvest season, beginning of winter

Celebrations: Bonfires, guising and mumming, divination, feasting, sacrifice

Other Names: Oidhche Shamhna, Huinsam, Third Harvest, Day of the Dead, Feast of the Dead, Félie Na Marbh, Shadowfest, Ancestor Night, Feile Moingfinne, Winter Nights, Old Hallowmas, Calan Gaeaf, Hallows eve, Day of the Dead

Themes: death, rebirth, dark divination, ancestor worship, introspection, benign mischief, revelry, black magic
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>>89777070
> Yeul
The harvest cult considers Yeul, or the Winter Solstice, as a critical time for introspection and preparation. They observe the longest night of the year, believing that the spirits of their ancestors are close during this time. They conduct solemn rituals seeking guidance and blessings for the approaching planting season. Lighting ceremonial bonfires symbolizes the triumph of light over darkness and brings hope for the growth of their crops in the coming year.

Midwinter, known commonly as Yeul within wheatfolk traditions signifies a turning point in the yearly cycle of the millstone. The reversal of the Sun's ebbing presence in the sky symbolizes the rebirth of the solar godess and presages the return of fertile seasons. Practices vary, but sacrifice offerings, feasting, and gift giving are common elements of Midwinter festivities. Bringing sprigs and wreaths of evergreenery (such as holly, ivy, mistletoe, yew, and pine) into the home are common during this time. In the wheatfolk's belief system, the Sun is reborn at Yeul, having died at the previous Sabbat (Hainsam). The weak quality of sunlight during these still-short days is symbolized by the Sun godess in her infancy, just born and needing sustenance before she can come back into her full power.
The Lwyd Mare is

The tradition of the Lwyd Mare ("Gray Mare") is celebrated during Yeul. It is the tradition to carry an eponymous hobby horse which is made from a horse's skull mounted on a pole and carried by an individual hidden under a sackcloth. The folkloric depiction of this grim horse is based on a mysterious spirit that roams through the bare grain fields in winter and tears alive anyone who has not sacrificed enough of their harvest.

Significance: Midwinter

Celebrations: feasting, gift giving, decorating homes with evergreens

Other Names: Winter Solstice, Midwinter, Saturnalia, Yeultide

Themes: rebirth, quiet introspection, hope, setting intentions, celebration of light
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>>89777229
>The Grim Nights:
The Grim Nights, "Rauhnächte", or Thirteen Nights, are a unique and sacred period for the cult of the wheatfolk that occurs between the years. They believe that during these nights, the veil between the physical world and the spirit world is at its thinnest, and various spirits and terrible beings roam the earth. During the Grim Nights, the cult engages in protective rituals to safeguard their crops and livestock from potential harm. They perform blessings on their fields and farms, seeking protection from malevolent entities. Offerings of food, herbs, and other symbolic items are left outside their homes and barns as a gesture of appeasement to the spirits and to invoke blessings upon their land and livestock.
According to popular belief, the stormy powers of the "Wilde Jagd" (wild hunt) ride out during this period to cause terror, fear and mischief and only go to rest at the dawn of the last of the Grim Nights.
The heavyness of the storms during these thirteen nights determines the weather of the coming new year.

Other Names: Rauhnächte, rough nights, Stormnights, Thirteen Nights (also thirteenth), bell nights, inner nights, Unternächte
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>>89777356
In addition to the wild hunt, legend has it that during this period (also called the fifth season) the terrible Möder roams the dead and frozen fields. Fleeing flocks of crows herald the approach of this terrible creature, considered a dark god and even worshiped by some of the Wheatfolk the Terrible Möder devours all living things it encounters, bringing crop failure, rot and ergot upon those who only catch a glimpse of him with their eyes. His hunger is insatiable and only the blood of a newborn smeared to the front door of a house is said to reliably protect against his visit. Some occultists and theologians of the cult believe they may have found a connection between Lwyd Mare and the terrible Möder, believing that he is the Lwyd Mare that got corrupted by the consumption of too much humanoid flesh. They say for every wheatfolk or human that the Lwyd Mare eats, the Möder devours ten more. It is therefore appealed by these cultists to each resident of the fields to sacrifice enough of their harvest in order to appease the Lwyd Mare and thereby prevent it from turning into the terrible Möder.
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>>89775851
>Strawmen
Strawboys seem to be the offspring of a strange species called Strawmen who live in the fields and seem to be wrapped in straw from head to toe. However, this is not a disguise but a kind of natural "hair". The Strawboys are completely mute, but seem to understand many different languages. For some festivities, such as Cimbol, they join the parades and dance of the wheatfolk, dance around the harvest pole's and spread cheer with their presence.
The Strawmen seem to be friendly to the Wheatfolk, but there are several reports of foreigners disappearing into fields where these beings are said to live in. If the harvest has been particularly bountiful in a year, even the fully-grown Strawmen join in the celebrations dancing along with the wheatfolk which is interpreted as a good omen and supposed to bring rain for the crops. The straw men are also said to have clairvoyant and some other lesser magical abilities. The life and behavior of the strawmen is a great mystery and all who have tried to unravel it have disappeared without a trace.
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>>89777614
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>>89777229
>Sun godess
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>>89777916
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>>89777965
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>>89776519
>>89777973
>Solstara
Godess of Summer, Love, Beauty, Harvest and Midsummer celebrations
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>>89775851
>Leachcai
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>>89777973
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>>89776821
>Onba
God of Gratitude, Abundance, Excess, Wine, Gluttony, Indulgence and Idleness
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>>89778169
One of Onba's creations in it's image
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>>89777070
>Shamhna
God of Death, Rebirth, Change and Black Magic
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>>89778205
>Reapwrath
One of it's creations. They are especially to be found when the veil is thin (Hainsam, Grim Nights and so on)
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>>89778034
Firn
>God of Winter, Coldness, Snow and Yeul Celebrations
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>Noonbrides
The Noonbride is a ghastly young woman. Clothed in a linen, she hovers just above the ground, her hair white from constant exposure to the sun. Streaks of light drift about her, and when necessary she uses these to blind her opponents. The noonbrides's frock and shoes suggest she once was a young girl, who venturing into the fields, joined in a spectral dance and thus entered the spirit world as a wraith. She can disguise herself as the beautiful young woman she once was but this trick only works on lustful men.
These monsters appear in fields when the sun is at its highest. Swaying grains on a windless day announce their arrival. They dance in circles in the light of day and draw farmers in to join them. Since they are undead wraiths, no one who joins them leaves the circle alive. Noonbrides are born at high noon out of heat, sadness and the sweat of ploughmen. In the hot air above the fields, they gather to dance madly, creating air vortexes, but the specters dislike being watched. Those who peep are forced to dance with them. Noonbrides stop their dance when the sun goes down, once the abducted mortal is long dead from fear and exhaustion. Noonbrides are said to be creations of Shamhna.
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>>89779192
Goblins are done, we can put it in green.
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>Ogres
Ogres are a group of sentient species living in the world of Giantstep. Ogres are a relatively common sight across most of the step, as their strength, hardiness and ability to survive with little makes them very resilient. They tend to form their own societies, but it is not uncommon to see them having to ally or submit to other groups in order to better survive. View on ogres varies wildly, either as creatures that need to be expelled and destroyed for the good of all to creatures that make themselves useful as muscle for hard labor. On their part, the degree of the ogres’ civilization depends wildly on the societies around them and their capacity to force them into a particular role.
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>General Ogredom Characteristics
Ogres are humanoid creatures, much bulkier and taller than any human. They tend to reach the 2.5 meters of height and near a meter broad from shoulder to shoulder. They have an extremely dense musculature and strong bones, and their skin is as thick as that of an elephant. This makes them shrug off a lot of physical damage, with bites or slashes having very little effect outside of the more vulnerable areas like the neck, the face or the articulations. Their torso is particularly dense, with double the musculature around the inner organs, giving them an appearance of fatness. This dense musculature can be a problem if an ogre somehow receives a severe puncture wound and the weapon becomes stuck, as the abdominal muscles become so tense that even the strength of an ogre might not be enough to extract the weapon, causing severe pain for days until it is successfully removed. Their skull is also reinforced with layers of muscle and fat specially prepared to protect the brain from concussion, so making an ogre dizzy through hits to the head is very difficult. Ogre heads are proportionally smaller than those of humans or elves, and generally have a neck as big thicker than the head itself, often causing a somewhat hunched position on the ogre. Their eyes are small and their nose is smaller, and their senses of smell and sight are not below those of a human, while their sense of hearing and touch are more or less on par. They have very humanoid hands and feet, though they only have four digits on each.
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>>89779553
Ogres have a very low intelligence. While they are not as dimwitted as trolls, ogres are regarded as some of the dumbest sentient creatures around. They are capable to adapting to outsider societies relatively easy by just providing muscle work and leaving the heavy thinking to others, but even in this cases they often find themselves in conundrums easily solvable by other species. Ogres tend towards violence, but unlike in species like the witchelven, this does not stem from a malicious desire. As ogres are strong and resilient creatures, physical contact between them is one of the many forms they have to socialize with each other, and this often leads to violence. While fights are common, ogres do not see that as something out of the ordinary, keeping a cool attitude towards each other even when they are beating each other senseless. A punch or a beating between ogres might have the same meaning as a handshake or a pat in the back for humans. Ogres understand the smaller races are not as strong as then, so they should not play with them as hard as with other ogres, but often times they forget about this detail. Ogres actually out for blood become terrifying creatures, with little that could physically stop them, safe for other ogre or other gigantic creatures. Ogres are capable of crafting, and are able to comprehend the principles of metallurgy, but their big hands make them not that dexterous, and the end results are of general poor quality. This is why most of their equipment is incredibly rough and put together haphazardly. This fits them just fine, as their natural resilience makes most of the work for them.
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>>89779568
Ogres have a natural immunity to toxins, mostly due to their extraordinary digestive system. Ogres can eat pretty much anything organic, with only snoloths being able to surpass them in that regard. However, ogres are much favorable to a carnivore diet, only really eating plant-based food as an alternative. Ogres have no compunction in eating the meat of other ogres, and frequently do once an ogre dies either of age or in combat, though they are smart enough to avoid the meat of those who have died of sickness. Their digestive system can process most venoms, but this only works with eaten poisons. If the toxins enter their body through other means, their resilience is much more limited. The ogres tend to follow a cult of the God of Gluttony, but the way they interpret his faith varies greatly between the types of ogres and how much they have been influenced by the different species nearby.
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Ok, so the different ogre species I'll try to develop are:

Manskin Ogres (already developed in the Petty Manogre princedoms page, so it'll be mostly an abridged version of that, plus whatever fact missing)
Peacock Ogres
Swamp Ogres
Horned Ogres
Pig Ogres
Desert Ogres
Peat-Cutterlings


Any other ogre species missing?
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>Swamp Ogres
Swamp Ogres are one of the many ogre species living in Giantstep. They are by far the most common type of ogre in the world, being present in near all areas of the step where one could find swamps and marshes. They are hulking creatures, with a greenish skin which hue tend to change depending on the area they live in. Their skin is somewhat thinner than other ogres’, but it is also complimented by a layer of thick blubber below it, making them just as impervious to attacks in the end. This makes swamp ogres look bloated in comparison to other ogres, making many commit the mistake of thinking they are slow and lumbering, when they are capable of great feats of athleticism. They are a very resilient species, since they have to be capable to cross the dense bogs and swamps without stop as a matter of course, and thus are very good at keeping their stamina. Swamp ogres can pursue their prey through difficult terrain for very long periods of time over very long distances, though keeping track of them is difficult as their senses aren’t as developed. Their tiny eyes are not able to see as many colors as humans, suffering of some form of partial color blindness. Swamp ogres have a lifespan of around 60 years, with swamp ogre newborns growing into adulthood in but 10, as they need to become as big as possible to survive the dangers of the swamps.
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>>89780251
Swamp Ogres tend to live in small groups, always moving through the swamps seeking for anything they could eat. Many have also developed more sedentary ways of life, usually taking advantage of a cave or some other natural element to protect themselves. We know that swamp ogres are capable of herding, with the fleshox and the tortoplodon being the two species that are both resilient enough to survive the rough handling of the ogres and big enough to be able to feed them. They are also frequently seen as raiders, attacking nearby populations and running with their loot back to the swamps, something that became incredibly dangerous during the decades the Ogre Kingdoms were active. The existence of the Ogre Kingdoms themselves also proves they are able of more complex organization, though they naturally tend to revert to simpler ways of life. Many believe this higher level of organization was learned through the many decades of slavery under the Bog Witch before the rising of the Ogre Kingdoms, though how much of that is true is a matter of speculation.
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>>89780263
Swamp Ogre culture is marked by the adoration of the Great Maw. The Swamp Ogres believe the Great Maw is an ever-hungry deity that demands respect and tribute, least it devour the world whole. The Swamp ogres see the strength and power of the Maw as things to worship, with the pilgrimage to the Great Maw and the Holy City of Tents being something many swamp ogres attempt to do during their lives. They will bring many kinds of foods and edible elements to leave in the gaping hole that is the Maw, hoping they will be blessed by its holy spit. Being eaten by the Maw is a fate both feared and desired by the ogres, as they believe they become part of its holy being. The religious rituals for the Great Maw are considerably simple by the standards of most religions, but for the swamp ogres, these are sacred ceremonies practiced since time immemorial.
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>>89780285
The swamp ogres are well known throughout the world as the ones who brought forth the birth of the Gnoll Empire. After the fall of the Ogre Kingdoms at the hands of the mysterious Bog Witch, the massive migration of ogres south, inexplicably managing to cross the Forest of Getting Lost, was what brought the swamp ogres in contact with the gnoll. The natural strength and resilience of the swamp ogres made the wild gnolls pause, and that began the process of civilizing the gnolls into the swamp ogres’ way of life. Nowadays, swamp ogres are a vital part of the inner workings of the Gnoll Empire, working as administrators, priests and other high functions, though the ways of this are mostly unknown by any outsiders. This has also made swamp ogres greatly feared by most people, as they now linked swamp ogres and gnoll as a singular unit, and are fearful of the fate the Khenomeric Empire and many other nations suffered at the hands of the hordes.
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>>89780251
>>89780263
>>89780285
>>89780318
What about the witchbog diaspora?
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>>89781008
What do you mean? The exodus of swamp ogres from the swamps after the takeover from the Bog Witch? It's explained both in the historical maps page and in the Gnoll Empire page. I don't want to be very redundant when it's explained somewhere else.
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>>89778333
>Kratt
A Kratt, is a magical creature in old wheatfolklore. Some consider it a living thing others believe it to be nothing but a construct animated by dark magic. A kratt is a creature formed from hay or of old household implements by its master, who then had to give Shamhna three drops of blood to bring life to the kratt. The kratt is notable for doing everything the master orders it to and is mostly used for doing hard field labor, hunting, stealing and bringing various goods for the kratt's owner. Some kratts are even said to be able to fly around. An interesting aspect of the kratt is that it is necessary for it to constantly keep working, otherwise it will turn dangerous to its owner.
Once the kratt becomes unnecessary, the master of the kratt will ask the creature to do impossible things such as "build a ladder from bread". Such impossible tasks take so long to complete that it causes the kratt, which is made (at least partly) of hay and wood, to catch fire and burn to pieces, thus solving the issue of how to get rid of the creature. In wheatfolk astronomy a bolide is thought to be a kratt that had been given an impossible job. The enraged kratt is thought to catch on fire and burn away as a fireball. Old folkloric descriptions suggest that a particular cunning wheatfolk called Kjorn Kivirähk once managed to use blackcurrant berries instead of blood to sucessfully cheat Shamhna and save his soul from being dragged into the root kingdom after his death.
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>>89781044
I mean the ones currently living in the bogs. Do they also worship the great maw?
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>>89781154
Some different types of Kratt
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>>89781165
I think it was established that those swamp ogres that couldn't run away were enslaved by the Bog Witch, or at least they are under her thumb. I imagine they still pray to the Maw and hate the Bog Witch with a passion, but can't do much about it.
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>>89781209
So they basically force converted but are still holding to their believes in secrecy. Alright cool
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>Manskin Ogres
Manskin Ogres, also known as the Manogres, are one of the many species of ogres in Giantstep. The manogres are particularly noteworthy in all ogredom in that they are the most civilized of their race. They have a long history tied to the faerie lords of the west and the westerling humans, and adopted many of their cultural customs and arts. Manskin ogres are slightly smaller and thinner than most ogres, though they are still massive brutes that can tank a great amount of damage and pain. They also are able to grow long beards, with hair strong enough to not be ripped out even when pulled by other ogre during a fight. They also have better eyesight than most ogres, probably as a way to keep watch of all their charges during voyages.
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>>89781364
The history of the manogres in the area can be followed back to ancient times, where the ogres lived in a nomadic lifestyle, usually as hunter-gatherers in the dense forests. They were organized in small tribal groups hunting in the forest, opening small clears in the greenery to set up seasonal shelter. Eventually, however, the lands of the manogres would be conquered by the faerie lords, during the times of the expansion of the Western Elven Empire. This brought the manogres into service of the faerie lords, a service they absolutely despised. The faerie lords used the ogres as workhorses, usually as mercenaries or as caretakers for their charges. The faerie lords would teach the ogres things like husbandry, the care for plants, medicine, tool crafting and other such things. They would also stamp out the faith in the Gluttony God, replacing it with fey religions and rituals. The eventual arrival of humans and the weakening of the faerie lords saw the manogres free themselves from the faerie lords’ influence, forming a society of their own. The faith of the Gluttony God would come back, but manogres do not pray to the Great Maw, as its adoration had been completely stomped by the faerie lords. Manogres are infamous for their cook-offs as social and religious duels, as their voracious appetite can see them eat dozens of cattle heads in one sitting.
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>>89781369
Manskin ogres’ society and culture has been greatly influenced by human and fey alike. Many of their most brutal elements have been refined just enough to avoid violence to be a constant in manogre society. Manogres organize themselves in “princedoms”, basically following a slightly more complex tribal structure trying to imitate human and fey nobility structure. Every couple of ogre tribes have an “Ogre Prince” over them, though the level of their authority over the tribes rarely goes further than them asking for tribute and obedience. Outside of that, the social structure of the lands of the Manogres is very spread out, and has no central power structure. The closest thing to that are the ogre cities, which are towns of great stone buildings made out of simplistic masonry, wood and hay. They serve as the residence of the princes, as well as a place to trade and barter. Most manogres travel in small groups or alone, moving throughout the land trying to feed their cattle. Once ogres become adults, they are kicked out of their family unit and forced to live on their own. If they want to ever go back, they then must prove they can survive on their own by creating their own herd, acquiring enough cattle heads for the original tribe to show they are ready for adulthood. Once they have gained a herd of their own, most of them decide not to come back and live with their own charges, but those who do want to rejoin the family unit can end up accumulating thousands upon thousands of animals.
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>>89777356
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>>89777229
>The Lwyd Mare is
Is what? is there text missing?
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>>89781515
fucked that part up but realized too late. it can be removed
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>>89781524
So what is the Lwyd Mare?
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>>89779604
>Pig Ogres
Where are those even mentioned?
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>>89782657
It's an allegorical harvest spirit in the form of a veiled horse relating to themes like consumption, sacrifice, winter, punishing greed and gluttony and so on. Possibly fay-like in origin, undead, a folktale or a godlike entity. Probably all of that in parts
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>>89777040
Masked Hainsam ceremony procession
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>>89784271
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>>89784271
>>89784311
In universe depiction
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>>89776220
>>89776220
>Harvestpole/Maypole Dancing
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Bloodsoil Ritual
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Alchemical allegory from the golden sea of wheat
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Religious mural from the Golden Sea of Wheat
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Aurelia Godess of the Golden Wheat, Grain, Bread and fertility
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>>89784478
also of the hearth fire
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Weird Shit going on
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>>89784509
Even weirder shit going on
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>>89778285
Yeul Fest Candle Wreath
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>>89784478
>>
>>89784509
Smoke Wheat Every Day
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>>89779604
Pale Ogres

They are the mutated offshoot of the Swamp ogres. Smalles angrier, musclier and pale

Witchbog page lists 3 separate ways they were made too
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>>89784347
Harvestpole dance non stylized
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Fertility rites performed at on of the various megalitic stone structures found all over the Wheatfields. Nobody knows who placed them there but these barrows are used for several occult rituals by the wheatfolk and get linked to the fairy realm.
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>>89777916
Sun Mask worn by High Priests and Priestesses of Sonya
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>Hand of Glory
Occult Artifact relatively often found around the Wheatfields.
A Hand of Glory is the dried left hand of a hanged man.
If the person was hanged for murder, and it's the left hand that "did the deed" the Hand of Glory is considered to be especially powerful and valuable. The hand is combined with candle wick made from the hair and wax made from fat from the corpse of the same malefactor who died on the gallows. The candle so made, lighted, renders motionless all persons and most creatures who look at it for seven minutes (besides the person who made it).
It also has the power to unlock any door it comes across.
Why these sinister objects are so common in the Wheatfields is a matter of debate, but it has been suggested that the high number of executions by hanging, gibetting and wheeling could be a reason for this. The Golden Sea of Wheat has extremely severe penalties for things that often appear superstitious, indiscriminate, and arbitrary to outsiders.This which is why it can happen that travelers crossing the fields are executed for stepping on a holy wheat sprout, asking a "forbidden question", eating during a fast or simply for looking too "foreign" and looking at one of the local girls in the wrong way. Together with the harvest poles, the gallows, gibbets and breaking wheels jut out like bleak trees from the otherwise rather flat agricultural landscape. Another explanation is the high prevalence of occult practices in this region which are performed by virtually everyone living in the fields to a certain extent and by some individuals particularly intensively.
>>
Updated list of the sentient species. I have looked for pig ogres in the wiki, but I haven't found them. If someone knows in which thread they were mentioned (because I remembered they were mentioned somewhere), please tell me. Otherwise I'll just remove it.

Also
>>89777614
>Strawmen
Is this another sentient species?
>>
>>89785359
yup
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>>89785428
So what are they?
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>>89785447
Nobody really knows
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>>89785460
I mean, in which category do I add them?
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>>89785471
Just put in a questionmark
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Wheatian Coven bewitching a so called "Wild Hunter"
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>Corn Dollies
Corn dollies are a form of straw work made as part of harvest customs practiced by the wheatfolk.
In wheatfolk culture it is believed that the spirit of the corn lives amongst the crop, and that the harvest makes it effectively homeless. Among the customs attached to the last sheaf of the harvest are hollow shapes fashioned from the last sheaf of wheat or other cereal crops. The corn spirit then spends the winter in this home until the corn dolly is ploughed into the first furrow of the new season. The last ears of corn made into a doll, is called the "Corn-mother".
There is a large variety of corn dollies in different sizes and shapes, which are used for a all sorts of different things.
Quite a few of them are used for magical rituals. The most common one of these rituals is to make a corndoll to represent a person, for casting spells on or to aid that person through magic.
These dolls are fashioned with the intent that any actions performed upon the effigy will be transferred to the subject.
In order for the spell to take effect, part of the hexed must be contained within the cornpoppet (eg. a hair, a finger, a drop of blood). Hexed Corn Dollies can be used for white magic like love and fortune spells aswell as for curses and black magic. They are occasionally found lodged in chimneys.
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>>89786074
Corn dollies used for different magical purposes
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>>89777467
another depiction
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>Huntbeast
Huntbeasts are dangerous creatures appearing together with the wild hunt to terrorize the inhabitants of the fields during the Grim Nights. The beast likely resembles a deer but its size is that of barn. Huntbeasts have a third eye which they use to hypnotize their opponents. They are walking mountains of muscle capped with horned, tooth-filled heads.Their size alone makes Huntbeasts extremely dangerous – one blow from their powerful paws can kill a knight along with it's fully armored mount. During the wild hunt mighty undead knights, hags and sometimes even dark gods ride on these creatures through the sky. The antlers, third eye and fangs of a huntbeast are coveted magical artifacts used for ritual purposes in the fields.
>>
>>89786570
their third eye can be used to put the evil eye curse on an opponent
>>
>>
>>89778205
>Saelm
Godess of earth, soil, dusk and necromancy.
Daughter of Shamna.
Sealm always had an uncommon connection to the earth. Any time she becomes separated from it, she begins to feel uncomfortable - which is why she brings a bag of fresh soil with her everywhere she goes. Saelm believes the worms and decay within the dirt actually talk to her. Don't be fooled by her beautiful appearance and quiet, solitary nature. She possesses immense necromantic powers and is unpredictable in her moods varying from derpessed to straight up sadistic.

.
>>
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>>89787234
She is said to reside in one of the darkest corners of the root kingdom below the fields, guarded and cared for by her skeletal servants. Some people even believe she is reigning over the souls of the desceased in this mysterious realm below.
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>>89779604
not sure why peat-cutterlings are ogres. Also desert ogres are stated as being unrelated to the others

>>89783841
Absolutely nowhere, the first time they appear it is on the list. Maybe someone mixed up pig orc with pig ogre

>>89784698
there is also pale ogres in Scimitaria that were created by the drow

the ogres in the witchbog are usually referred to as "swamp ogres" or sometimes "pale swamp ogres"
>>
>>89737149
If there are 9 districts, shouldn't there be nine heads of grain? Might also make it simpler and more impactful
>>
>>89787665
I agree but I honestly don't know how to do that.
>>
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>Crnya
Goddess of darkness, starvation, witchcraft and crows
Mother of Saelm
>>
>>89776652
>Ulgnah
Jungian archetype of the Great Mother
the loving, nurting caretaker
>>89788320
>Crnya
Jungian archetype of the Dark Mother
the devouring, terrifying witch
>>
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>Nuit
Godess of the Night, Occult Wisdom, Magic and Owls
Mother of Lunya
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>>89788524
>Sclafa Godess of Sleep
>Mutr God of Dreams
Siblings and children of Nuit
>>
>>89776652
>Ulgnah
Godess of nourishment, fertility, birth, harvest, cattle, abundance and evening hours
Manifestation of the Earth.
Mother of Aurelia and Gorn
>>
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>>89788805
>Gorn
God of hermitage, wood chopping, horned animals, wrath, envy, aggressive sexuality, black magic, dark wisdom and left handed people
>>
>>89787517
>Absolutely nowhere, the first time they appear it is on the list. Maybe someone mixed up pig orc with pig ogre
It could be. I'll erase them until someone actually finds them.

>not sure why peat-cutterlings are ogres.
Thay are described as "One eyed grayish brutes of unclear origin, they are usually found cutting up and moving peat, but also sometimes serve as shock troops." This sounds like cyclops ogres.

>Also desert ogres are stated as being unrelated to the others
I'll mention it, but I have to classify them as something.
>>
>Peacock Ogres
Peacock Ogres are one of the ogre species living in Giantstep. They live near exclusively in the southeast of Giantstep, which has seen a severe reduction of their numbers in the last couple of centuries. Peacock Ogres are the smallest of their kind, being around 2 meters of height, but presenting the same bulk and width as other ogres, making them look stronger in comparison. Peacock ogres have the strange ability of changing their skin color. The peacock ogres have pigmentation sacks all over their skin, which activate in certain patterns to mix and create different tones. These displays of color can range from simple color change to dynamic displays of ever changing hues. Peacock ogres will use these showings to intimidate rivals or attract a mate, though they also do it for fun.
>>
>>89790537
The color change skills of peacock ogres began developing during childhood. When peacock ogres are born, they are born near albino white, and over time, their skin develops further and further. First they are only able to show one primary color at a time, then they will begin showing multiple colors, and them begin mixing them to create secondary colors. An adult peacock ogre is also able to generate bioluminescence, shining brightly in the darkness. However, peacock ogres are as prone to violence as any of their kind, which can cause severe damages to their skin. If that is the case, the peacock ogres will lose the ability to change color in those areas of their bodies that are damaged over and over again, which gives peacock ogres what can look like blind spots, usually composed of scar tissue. This is used by some peacock ogres, making scars on themselves to create blind patterns, adding complexity to their showings.
>>
>>89790543
Peacock ogres have developed an adoration to the Great Maw. Similarly to the swamp ogres, peacock travel to the Eternal Holy City of Tents to worship their deity in the flesh. This often makes them enter contact with the swamp ogres from the Gnoll Empire. Many peacock ogres will try to pilgrimage crossing the southern shores of the empire to arrive to the Maw, but the travel is pretty dangerous for them, as the gnoll are not used to the presence of the peacock ogres, and attacks can be frequent. Thus, peacock ogres will travel with swamp ogres, to help them cross gnoll populations.

Recently, the arrival of the Lord Descended took over the minds of many peacock ogres, turning them into crazed cultists. These ogres, just like the humans enthralled by “reality”, are fanatically devoted to the Lord Descended, being unable to break free of its grasp. These ogres will move alongside the human cultist in harmony, dedicated to the destructive activities of those afflicted by their madness. These peacock ogres also lose control over their coloration, adopting a somewhat luminescent cold blue as a skin tone.
>>
>>89777614
Those things better only talk like this:
https://www.youtube.com/watch?v=g5j8Jioan1w
>>
>>89792057
They do now
>>
>Horned Ogres
Horned ogres are one of the many ogre species living in Giantstep. Horned ogres limit themselves to the island of Stór Kartöflu, a land they dominated for millennia until the Avangar Empire took over the island. Horned ogres are about 2.75 meters tall when fully straight, being tall even for ogres. They have a hunched position, always walking on their knuckles like a gorilla would. Their arms are extremely muscular and strong, being as broad as a human torso. They have a pair of horns similar to those of oxen, and their head is reinforced with twice the muscle, both to carry the horns and to protect the frontal lobe from hits. All this muscle hides their eyes, and thus can only see what’s in front of them if their head is slightly upwards, giving the impression they are always looking down on others. Horned ogres have a deep red skin, though one out of ten horned ogres is instead born with a deep dark blue skin.
>>
>>89792673
Horned ogres worship the Gluttony God, but in a very different way. They have developed a form of ancestor worship, considering that their spirits watch over those who consume their bodies. Thus, horned ogres eat the corpses of their own as a matter of course, not leaving anything behind, as it would mean their souls would be shattered and incomplete. Horned ogres’ cannibalistic tendencies are not limited to eating the deceased: their fights often led to shattering and dismemberment, and thus they will eat each other’s lost parts, as well as their own. And of course, horned ogres have no compunction in eating other sentient beings. This is one of the reasons why the island wasn’t taken over until the elyrians arrived. The extraordinarily resilience of the horned ogres, combined with their horrific eating habits, have created an aura of horror around them. This is also increased by the fact that horned ogres have developed rudimentary sailing skills. While their boats are crude, horned ogres are strong enough to be able to quickly swim towards the victims’ ship, even if they are sunken from a long distance. In general, though, they tend to avoid other ships, preferring to prey upon the eastern shores of Littlestep and the island of Ils Muslík. Nowadays, however, they serve as privateers and hired muscle for the Avangar Empire, who managed to conquer Stór Kartöflu.
>>
>>89792682
Horned ogres are notoriously resistant to magic. During the invasion of the island, the elyrian dark wizards discovered to their horror how inefficient their witchcraft was against the brutes, who mostly shrugged off most offensive spells while they charged at the elyrian troops. In particular, the blue horned ogres are actually capable of absorbing the magic directed towards them, granting them a boost of energy equivalent to the magical energy invested in the spell. Horned ogres can also use magic naturally, but their powers are very crude, and only capable of very simple spells, mostly to boost their already considerable physical prowess or to heal their wounds.
>>
Ok, so the major ogre groups are done. Only left the Desert Ogres (which are described as "Vaguely resembling an ogre, a troll, an orc, and a hippo" and nothing else, so if someone has any idea for these, feel fre to post it), the pale ogres (described as a some sort of underground ogre, not sure how to fit the ogre archetipe to that) and the Peat-Cutterlings (they are described as something akin to cyclop ogres).

Any ideas for these?
>>
Any luck with getting artists for this?
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>>89793523
No luck so far
Maybe we should advertise it in the drawthread
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>>89788915
alternative name: Ichabod
>>
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>Feldgeister ("Field Spirits")
Feldgeister is an umbrella term for a variety of weird looking beings that vary widely in traits and appearance. Their behavior ranges from harmless and playful to cunning tricksters up to dangerous and potentially life-threatening
>>
>>89788524
Alternative name: Noita
>>
>>89796647
Neat, we do need more spirits/monsters. Just please let's not add more sentient species, the list is bloated as it is.
>>
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>The Old Mårran
Wherever she stands, the ground below dries out while plants and grass die. She leaves a trail of corruption and darkness when she walks on the ground. Anything she touches will die, and fire quickly extinguishes when she goes near it. The Old Mårran appears as a large hag shaped creature with long saggy breasts and sharp birdlike claws and a heavily hunched posture. Her face is always twisted into an unsettling grimace, with two cold staring eyes and a hidden wide mouth containing a set of large, yellow teeth. She is said to sleep under the roots below the wheatfields and awake when someone disturbes her crops.
>>
NEW THREAD

>>89797226
>>89797226
>>89797226
>>89797226
>>
>>89739399
thats a lot of bread, i love the idea. It would be probably the richest part of the world



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