recursal/Fanatic-Fandom huggingface dataset:
Okhelian Ocean

The **Okhelian Ocean** is one of the main oceans in the world, bordering the eastern shores of Zemyland and the northeast of Giantstep, as well as part of the eastern edge of the step. It also connects with the Sunny Day Sea, the Saint Pitcasasti Sea and the Sea of Innocence. The Okhelian Ocean is one of the most transited oceans around, seeing as it holds the key to crossing from the northern seas to the eastern ones, and by doing so, connecting both halves of the world.

The nature of the Okhelian Ocean is that of convergence. Many creatures and sea life find themselves travelling through their waters, moving from the cold north to the warm south during their seasonal migrations, and with them, all of the fishing vessels that live from them. The Okhelian Ocean is also an incredibly important ocean for trade, as it holds the key to the Platinum Strait. However, that same economic weight has also made Okhelian Ocean a den of pirates, and this has caused so many conflicts throughout time. Many sailors and coastal towns have many stories of times long passed, when their ancestors fought and died on the hundreds of naval battles in the Okhelian waters. It also holds many ghost stories, as after the Curse of Uun and the fall of the Merfolk Empire, the ruins of the damned still pepper many areas of the coast. Indeed, it is not infrequent to hear rumors of ghost ships, commanded by the old merfolk, trapped and cursed in unliving state, suffering for all eternity for the whims of their god.

Nowadays, the seas of the Okhelian Ocean are once again a battlefield, this time between the growing Avangar Empire and the powers of the Empire of Elanxa and the Princedom of Platinum. The growing influence of the dark wizards in the region is causing the old empires to build up their navy once again, in case the elyrians try to continue their expansion further. This has brought the attention of other powers, both local and foreign, as they try to profit from this tension. Ironically enough, the presence of so many warships in the area makes the Okhelian Ocean particularly secure from sea monsters, which tend to patrol around areas of merchant shipping. That does not mean the waters are safe from pirates, though, as the Künt pirates of Ils Muslík are well entrenched and not going away any time soon.
Corteau Canyon

Between the Copper, Gold, Silver Kingdoms and the Platinum Strait Princedom lies a curious arid space, known as the **Corteau Canyon**.

Even though the canyon is covered by a blanket of white sand due to the erosion of the rocks and the corals, the climate is actually sub-arctic, the nights being particularly freezing. Despite that, snow and rain rarely fall on Corteau, with a small exception of the mountains and plateaus near the center of the canyon, where the Norskyrie amazons live. The fact that there is no snow lying in the Canyon also has to do with the high salt content of the soil. The white sand consists of a mixture of crushed corals, salt and remains of former fishbones. Other creatures that roam the canyon are the berbagazi, medium sized insects with a tough exoskeleton that dwell in the depths of the coral caves. Skeletons of ocean behemoths like whales and sea serpents also dot the landscape, providing cover to the Nerim against the ferocious sandstorms.

Huge pillars of calcified corals dot the landscape, a reminder of when the canyon used to be submerged at the bottom of the northern ocean. Human sized centipedes and wooly rhino beetles that resemble rocks roam the desert canyon, suited for its cold climate, acting as scavengers and providing each other with the food and moisture that's needed to survive.

The Nerim are the inhabitants of the Corteau Canyon. They are elite warriors who have perfectly adapted to the arid climate of the canyon, and have learned how to magically harness the power of the creatures that inhabit it, such as the wooly centipedes.

Their Naibs are sorcerers who practice sand magic, and are the leaders of each individual tribe. Each tribe lives in small communities (known as Sietches) inside huge corals or caves in rock formations around the canyon. Those communities are scattered around the canyon and the tribes usually are fighting with each other, preventing them from uniting and dominating the island.

Due to their fighting prowess and survival skills, they are often employed by the neighboring kingdoms as mercenaries, especially by those that want to pass through the spider infested forest of Shelkividur, or those that aim to sail beyond the Sea of Wraiths to the north. The "Immortals of the Desert" are the most known Nerim mercenaries, often being employed as far as Azan and Changrila.
Ashen Shore

The area of the northern continent, between the Copper Kingdom and the northern portion of the Princedom of the Platinum Strait is known as "**Ashen Shore**" by the local kingdoms. Although the beach itself is not really made out of ash, its named aptly for its light grey coloured sand, which it resembles. The Ashen Shore has been included by many scholars in Hithlone as one of the thirteen natural wonders of the world. Some say that even standing on this beach is enough to rejuvenate someone and make him fill total bliss, while others have said that the Ashen Shore is the closest place on earth that resembles paradise. Even though it's located on the generally cold island of Zemyland, this particular coastline is known for its temperate climate and waters, which used to be frequent by many nobles as a vacationing spot.

Although pristine, the locals can't enjoy the Ashen Shore's waters, since it's haunted by a large hydra that preys upon unlucky wanderers. The Copper Kingdom have hired many mercenaries to cut down the hydra, although whenever one head was slain, two more took its place..

And thus, the Ashen Shore was left untouched ever since.

## History

The Ashen Shore has been known by the people of Zemyland ever since the island has been inhabited. For that reason, many mansions were built on the shore, while settlements sprung up on the nearby hills and plains, with both Hyperboreans and the Aine Saevherne living there.

The Hydra only appeared after the Zemylander invaded and their kingdoms had been established in the region. It appeared one day out of sudden and started attacking anyone on sight and eating those that it'd slay. Its enormous size, numerous heads and deadly venom meant that taking down such a beast would require an immense effort. Not only that, but it was reported that when one of its heads was severed, two more would grow on its place. The Hyperboreans and the Alltaf believed this was some sort of divine punishment towards the Zemylanders for occupying their former lands.

This eventually lead to the abandonment of the area, the many grand mansions that stood there now lying in ruin. For hundreds of years the Hydra has patrolled these shores, rarely straying away from them. This has led many people speculate that its origin is magical in nature, as a large predator such as this would surely wander away to other waters with an abundance of prey, instead of a shore which no one visits because of its presence.

The Kingdom of Copper technically still lays claim to this area, as they collect taxes from the villages to the hills north of the shore. Wanting to take back control of the Ashen Shore, they have hired many mercenaries in order to take down the Hydra, all being unsuccesful so far. Because of that, alternative methods of exterminating the beast have been proposed, such as somehow learning the true origin of the Hydra and using that against it, but no light has been shed on these efforts as of now.
Skrug

Troll King **Skrug**, forcibly summoned from his world, ripped from his kingdom and his wargaming, languishes now within an arcane prison. His regenerative flesh is harvested daily by silent minions of his jailor. Large as a small fort and the pinnacle of his race, the once-king Skrug is now a mere source of flesh and experimentation.
Time Measurement in Giantstep

**Time** is a very fluid concept in Giantstep, due to the way the celestial bodies move in relation to each other. The world does not revolve around a singular sun, but instead exists in a static point in the universe on a sort of cosmic staircase, the nature of which is very much disputed by the sages of the world. Celestial bodies, suns and moons constantly ascend up the staircase staying but for the equivalent of one year over the skies of Gianstep.

Because the suns keep changing the only consistent points of reference are the fact there will be 2 equinoxes and 2 solstices, with the time that actually passes between them being very variable. Traditional calendars and almanachs work by counting x days/weeks since the last equinox/solstice and hope it works out. Usually there's around 4 weeks or so worth of time every year that shifts around although very short and ludicrously long years have also been observed.

Astromancers, with their advanced mathematical and astronomical knowledge, are one of the only groups that can work out accurate calendars for years ahead, because they can observe the behaviour of astral bodies in the aether before they reach Giantstep and thus create accurate calendars ahead of time. These accurate calendars are highly prized for military, navigation, history and increasingly trade, but most peasants just make do with traditional calendars following various feast days and hope this year won't screw with their banana growing season too much.
Lichen Knights

**Lichen knights** are a rare sight in the world of Giantstep. They are said to be the result of the Great War that created the lands of the Cursed Battlefield, them hiding in terror as the magnitude and horror of that fight crept in in the hearts of many of even the most valerous knights at the time. As a curse for failing their vows, they are now cursed to protect the forests they ran away in. Their armour rusted by the passage of time, and covered in plantlife, they are unable to die, their defeat only a temporary reprief of eternal servitude. They patrol certain areas of the world's forests, usually highly magical ones, or areas with great significance, although it's been reported sightings of lichen knights at seemingly random places. They will charge silently at those who harbour in their heart any kind of thought against the forests, their skills as sharp as they were in life. Even as undead, they are seemingly immune to the control of necromancers, which has led to the speculations of them not really being undead, but rather forest spirits holding the soul of the knight attached to the mortal remains for all eternity.
Kinalonga Colony

The island colony of **Kinalonga**, to the far south, was the last established by the Drunigzar. For the first years, everything went smoothly. Trade posts were built, towns were established, and the Drunigzar even taught the native, charcoal skinned people their own language and used them as workers. Ships that left the Colony of Ludzia often travelled to other Drunigzar colonies, as well as other nations of the south, often carrying exotic fruits and botanical ingredients from the jungle there.

The Drunig, however, were not satisfied. Wanting to sail beyond the World's Steep Fall in order to discover a quick passage to Zapalovach, they sailed south. When they returned, they brought no loot and only disease with them, half of the crew already dead.

Most of the colonists died in a horrifying way. Even the locals dropped like flies, for not even them dared to venture deep in the eldritch jungle for fear of diseases and other unspeakable horrors. The Drunigzar converted this once prosperous colony into a quarantine location for the diseased and all who even land in the coasts surrounded by the Eldritch Jungle, against all laws and logic.
Crumbling Giantstep Wiki

**Welcome to the Crumbling Giantstep Wiki!**
Welcome the the World of Giantstep!

This /tg/ setting is a classical fantasy world which oscillates between high fantasy and grim dark depending where you go.

Don't add anything just here. Everything goes trough the thread first.

Current thread: https://boards.4channel.org/tg/thread/91020650

Jump off / meta pages:

* Magic
* Alchemy
* Astromancy
* Time
* Bestiary
* Herbarium
* Races of the setting
* General history of the world
* Interactive map of Giantstep

Stock wikia shit:

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Skull Rock

**Skull Rock**, a massive rocky formation with the form of a human skull. Sailors believe it used to belong to a giant who died in the sea after he was heartbroken by a callous lover. It has become a tradition for sailors in the north to search for the rare white and red flowers unique to the rock to give to their lovers to ask for their hand in marriage.
Tabernacle

## Overview

### Description

A place for Followers who are not worshipping to pray throughout the day and deposit Devotion.

### Cost

* 20  Coin
* 10  Stone

## Technical

### ID

SHRINE\_PASSIVE

**Tabernacle** is a building in *Cult of the Lamb*.

## Description

Passive Shrines are an alternate place for followers to pray throughout the day and deposit Devotion. The Tabernacle can store up to 10 Devotion points.

There can be only one Follower praying at the Tabernacle at any moment. The Follower will generate an amount of Devotion equal to their Loyalty level plus 1. A level 1 Follower will take 0.125 in-game day per prayer, the higher the level, the faster they can pray.

## Upgrades

The Tabernacle can be upgraded via Divine Inspiration.

### Shrine Flame

Adds a fire pit to the Tabernacle. When the fire pit is lit, Followers at the Tabernacle will pray faster. The fire pit needs  Grass or  Lumber to fuel: 1 Grass refills 5% of the fuel bar, while 1 Lumber refills 30%. Once the fuel bar is full, the fire pit will be lit for 2 days.

* Shrine Flame Bundle: Followers pray +20% faster
* Shrine Flame II: Followers pray +40% faster
* Shrine Flame III: Followers pray +60% faster [need checking]
Erlkönig

In the thick forests of the Harmony Goddess lies **Erlkönig**, a demigod with magical powers. He likes to take children away from their parents and replaces them with ugly changelings, can appear as an invisible forest spirit, transform into bears, wolves, deer and other various forest dwellers, can cast all kinds of spells, control plants, thorns and trees in a magical way.... or so the legends say.

In reality, Erlkönig is far from his glory days. He once used to rule over the northern forests of Zemyland, long before the Zemylanders, or even the Hyperboreans roamed these lands. But Erlkönig one day got too cocky, and abducted the son of the Aine Saevherne Elder King.

Thanks to his magically gifted advisor, Calathan, the Elder King found the true source of these kidnappings. With fire and steel they razed Erlkönig's forest, his minions being unable to deal with the magic of the mighty Calathan.

Powerless and defeated, Erlkönig fled to the south, even using a glamor spell in order to sneak aboard a fishing sloop. Erlkönig found his way to the jungles near opportunity river. As most of the pilgrims that made their way to the templeswould follow the predetermined paths, Erlkönig was left with no prey.

To this day, he sits idly in his grove, daydreaming about better times while caiques and cacatoes mock him with their songs.
Urine Woods

The **Urine Woods** aren't really woods, nor are they made of urine. Part of the landscape is dotted by geysers which spout a yellow, sulfuric liquid of foul smell, which naturally, the illiterate peasants of Grobianismus think it's urine. Not only that, but over time, that sulfuric substance has slowly turned the leaves of the surrounding trees to its colour, further earning these forested lands its nickname. This place is the home of the Urinomancers.
Mixed Fungest

Between the Culinary Fungest and the Toxic Fungest lies the **Mixed Fungest** where you can find both edible and poisonous mushroomtrees. it's a neutral zone and the mushroomites tend to not go there and stick to their homewoods.

In the center of the Fungest, we can find the region that called the Fungal Plains by Jaalibali during his travels through the Fungest. Later, when the region was further explored, it gained the name of the Mixed Fungest, as more information about the area became known. It is the area where the fungal forest is at its thinnest, and many patches of land take the form of fungal prairies.

The region does not receive the same amount of rain as the other two, and the presence of easier terrain to navigate has led many creatures from the bogs to the west enter and damage the fungal forests. Many of the gigantic lychen-mushrooms cannot grow there at all, and thus the forests’ height is much more modest, limiting the amount of shade created. This makes the density of the forest much thinner, and there even areas with regular patches of grassland. In these prairies grow the Sunflower Mushroom, a mushroom the size of a wattle tree. It is much more resistant to sunlight than other kinds of fungi, and its underground mycelium grows in such a way to block the development of any spores in an extended area near it. This causes that the Sunflower Mushroom grows alone, its spores only moved by the local moths, which feed of the nutrients within the mushrooms’ gills, all the while being poured with spores. These spores begin falling to the ground once the moths fly away. The mycelium beneath is apparently parasitized by a species of sunflower, which grows in great patches around the mushroom, hence the name Sunflower Mushroom.

In these areas, the mushroomites are more violent than in the other two regions. Since the fungal forest is frailer here, they have to defend it from the threats that could destroy it. They travel the patches of grassland and sunflowers in great groups, bringing patches of spores wherever they go to try to expand the edges of the forest. And since the fungal forest aren’t as tall or dense, they have to fight in the ground. At first, the mushroomites fought in disorganized hordes, trying to intimidate their enemies into fleeing through sheer numbers, something not particularly effective against ogres or some of the more dangerous monsters from the bogs. This all changed when the humans arrived, since they bargained the creation of military outposts and fortresses to watch over some of the more troublesome spots. This helped the mushroomites immensely with their duties, and as a show of gratitude, they left the humans to use most of the grasslands as farmland, essential to feed the cities. These fortifications were doubled during the wars against the Ogre Kingdoms, and improved with the malicious arts of the poisonous mushroomites living in the south.
Mg'umba

**Mg'umba** interferes with the celestial procession, for reasons mortals can only wonder. To raise its position within the heavenly court, to bring about pain and suffering for its own amusement, to spite its peers or to share knowledge. Whatever its reasons it returns time and again outside the bounds of the heavenly order and with each appearance of Mg'umba, new horror is unleashed upon the world.
Fehrum Edzulair

That small white uncolonized island in Gnoll lands? That's actually the ankering point of Fehrum Edzulair.

The old Khenomerics had long tended to the grave of the slumbering dragon God singing lullabys so he may stay asleep, but the Gnolls in their hubris climbed the chains keeping the crumbling floating city in place, ate the singers and started consuming the flesh of the dragon God, but he woke up and with a single mighty roar he made them his slaves.

What followed were the 4 wars of heaven and earth between the Gnoll Empire and the tomb of the Dragongod Phorsiussarx.

Each war ended with the gnolls unable to make their way up the grand metal chains until the 4th where the Gnoll Emperor used undead falcons to carry maggots to infest the Dragongod being devoured alive he let the gnolls ascend and negotiated.

The Dragon thus accepted to become the Emperor's vassal and his flying tomb became a semi-authonomous region, with the Gnolls born of his flesh known as Drakegnoll and Hyenawyverns due to mutating from consuming his flesh remaining solely on his domain as his servants.

In exchange the Gnoll Emperor atee to hand over the 'Sulsumacrum' a symbol of the victory of the Khenomerics against the Divine dragons in the wars at the start of time. It is the world's last unhatched Dragongod egg.
Golden Hills

The **Golden Hills** between the Changrila empire and the Furlaniya people have been a matter of dispute between the two people for decades, although the recent Gomorrah Breach has brought the two of them together to guard the hills against the demons.

Now they are a neutral territory but have been bathed in blood from all sides. The Changri-La God-Emperor patiently waits for the demon invasion to be over so he can claim the Golden Hills once again.

The Dongchow Herder is a famous breed of sheep dog native to the Golden Hills.
Lotus Islands

The **Lotus Islands** are home to a rare variety of **black lotus flowers** that excrete a powerfully intoxicating scent that induces an opium-like effect on anyone who smells it. When the flowers of the plant are eaten or drunk as a tea, the effect is even more powerful and can be compared to an ecstasy ten times the intensity of pure heroin. Due to the irresistible and highly addictive nature of these plants, very few of those who have set foot on the island have ever left. The inhabitants of the island are called the Lotus eaters, they do nothing else all day but get high on the flowers and lie around blissfully. Apart from the incredibly strong physical and mental dependence development, the consumption of these plants has no negative side effects.

## History

Most of this island's history is clouded in myth and mystery, due to the fact that very few who step on its shores ever leave. This island was first described by a Drunig historian, no less than 2000 years ago.

Oral history from Anchovia states that the island was discovered by an Ellesian expedition sailing back home. The sailors stopped by this -uncharted then- island in order to rest and resupply, thinking they had landed on the shores of Drunigzar. Instead of villages, however, they were met by a strange looking tree whose flower seemed all too attractive for them, as was its smell. The sailors feasted on the flower of the Lotus, and succumbed into addiction. Their ships were abandoned, and the search party that went after them met the same fate.

Since then, there have been numerous attempts to colonize the island and take advantage of its hallucinogenic treasure, particularly by colonizers from Drunigzar as well as other opportunistic mercenary groups. It's fair to say that all these attempts have been met with failure, as the Lotus Eaters are still to this day idling and getting high of the flower's juices. It's still unknown how the island is able to maintain its population, given that in their state the Lotus Eaters would be unable to procreate. Most people theorize that the Lotus' fame has reached every corner of the world, and for that reason sailors from all over visit the island in order to indulge themselves in this idyllic bliss.

In Drunigzar, there have been talks of neutralizing the strong addictive effects of the flower in order to set foot on the island and profit from the Lotus, but previous failed attempts have stalled these efforts considerably.
Warmog Forest

In peaceful times, the forest of Warmog was like every other. Populated by squirrels, hedgehogs, large bears, wolves and deer fiends, it's now fallen victim to the inevitable war.

Half of the forest is being overrun by the Witchelven war machine, with demons and knights patrolling its grounds, and the other half is occupied by militia forces of the refugee city of Äelar'Ra, reinforced by Azanneese soldiers from Hasteria.

The Witch Elves would have swept Warmog and Äelar'Ra in full force by now, but there are rumours circulating around the Witchelven camp that many turncloaks have made refugee in Äelar'Ra, supplying the refugees and escaped slaves with valuable information concering their millitary plans.

## History

Warmog is a forrested area that used to extend much more to the south (into Hasteria) and the west (into Stymphalia), although firstly the southern human migrations, and secondly the Azaneese expansion to the north, led to a large increased need of both logging and arable land. This resulted in large parts of the forest being cut down, and its surrounding area being implemented in the Äelar'Ra province of the Azan Empire.

For long, the Äelar'Rans had established ranger patrols in the forest, which only increased alonside the Witchelven Empire's ambitions. One night, the Witch Elves swooped out of nowhere and took large swathes of the southern portion of the forest, using it as fuel towards their war machine, building many siege engines out of the trees. The Witch Elves remain in Warmog as of now, planning their next moves in great detail, while the people of Äelar'Ra watch from within the northern end of the forest.

## Settlements

No settlements are present within the forest, apart from the occasional logging camp or forest barracks, although many towns can be found to the north of the forest, in closer proximity to Äelar'Ra.
Altopolyan

Amongst the Golden Hills lies the **Fortress- Colony of Altopolyan** - or Verkhpolye as it is known to the locals. Founded around a century ago by the syndics of the Fûrlan city-state of Gurize, Altopolyan was supposed to be a shining outpost of the city that would lead to the eventual subjugation of the entire area. However this plan was contested from the start by both the Changrila emperor and the local Primorscan freeholders who owe allegiance to the city-state of Bora. This has led to never ending campaigns and sieges from the day Gurizian troops encamped on that bleak mountain. Because of incessant warfare, Altopolyan is quite recognizable as the haphazard construction of the fortress and its many different architectural style lend it a very distinct appearance.

Originally governed by a military consul appointed by the Gurizian syndics, the ownership of the fortress was passed from the city to various Gurizian noble families sometime after the 4th time the Gurizians had to counter-siege their own fortress to reclaim it from the God-Emperor of Fenqui. Since then the property is passed around like hot potatoes amongst the houses of the city, as the military value of the fortress is far outweighed by its maintenance and associated costs.

In this period of relative peace, the fortress is currently commanded by Lissandra and Pieri, the twin scions of House Acuile, an old and disgraced dynasty which seeks to use Altopolyan as a base to regain its power in the city itself.
The Nothing

The "Nothing that Devours Everything," also known as simply the "Nothing," is a mysterious and ominous phenomenon that occurs on the western edge of Giantstep, bordering the Everdark Ocean.

The Nothing has been witnessed and described for centuries, with the earliest recorded sightings dating back a thousand years ago. It is described as an everpresent chaotic storm, covering the skies with dark clouds and defeaning lightning, causing the sea to roar in its presence.

These sightings have been primarily attributed to sailors who have ventured south in search of whales. It is said that even the mere presence of the storm is enough to cause horrible migraines and nausea .Those who have glimpsed the chaotic storm describe feeling an overwhelming sense of dread and fear, as if they are in the presence of a malevolent force that seeks to consume everything in its path. Sailors have also reported that no whales or any other sea creatures live in the waters close to the Nothing.

No vessel that has strayed into the Nothing has ever come out.

## Theories

The existence of the "Nothing" is a well-known phenomenon in the western reaches of Giantstep, particularly in the continent of Scimitaria, while beyond the Great Hedge and the Handprint Desert, it is almost unheard of. To some, the "Nothing" is a mere horror story often used to frighten children, with many adults dismissing it as the delusions of drunken and scurvy ridden sailors.

Despite this, a plethora of theories abound concerning the mysterious phenomenon. Among the religious Scimitarian commonfolk, the "Nothing" is often considered a manifestation of humanity's sins and negative emotions, a divine punishment that could ultimately bring about their doom.

The wizards of the Isle of Wizards hold a starkly different belief regarding the Nothing. considering it a gateway to another realm or dimension that beckons forth a multitude of monstrous creatures and demons. Many hold the view that the Nothing may have acted as a harbinger for the arachnid known as the Death Blossom, a primordial evil and a force of destruction that now resides in the Cocoon Islands.

On the contrary, certain scholars in Hithlone, especially those hailing from the Institute of Astromancy, argue that it can be explained by natural forces. These Astromancers suggest that the storm may be caused by the collision of great warm and cold air masses, or by the rare conjunction of multiple celestial bodies.. Nevertheless, the Astromancers are acutely aware of the threat that the Nothing poses to Giantstep. Years of research and study have led them to a concerning discovery - the "Nothing" is slowly expanding, with the patient persistence of a glacier, and with no sign of stopping.
Adamantine Archipelago

The archipelago is known as the **Adamantine Archipelago**, thanks to the color of its surrounding waters. It is located to the southeast of the Cocoon and Fortress Islands is known as home to two races.

The **Sea Elves** are a cousin species to the southern Drow, with a light-blue tint to their skin. A matriarchical society, their females constitute the warrior caste that serve the lightning god of Caijin, who has a slug-like form. Their males are the priests of said god.

They populate the three western islands of the archipelago, which is known for its pristine, turquoise waters. The Sea Elves have also built countless pagodas and palaces, that combined with the beautiful cherry blossoms of the hills make up for a paradise-like environment.

They say that the most devout of the Caijin priests can harness the lightning powers of their god and turn themselves into slug-like creatures, which is the considered the highest form of life according to the Sea Elves. Apart from their daily activities, Sea Elves also enjoy playing a more archaic version of football (soccer) and singing in choirs.

The biggest island and the small island to the south are home to a population of **humans** that form the Earldom of Chrysovica. They mostly occupy the coastline and form large, floating fishing communities, which alongside with mountain-growing olives make up for their biggest exports.

   Facing a threat of invasion by the Sea Elves a couple decades ago, they managed to avoid capitulation by adopting the worship of the lightning slug god Caijin, although the common people prefer to avoid religion and magic altogether.
Usul

**Usul** is the biggest of the islands that reside off the coast of Gilgemash, directly south of the Crocodile's Mouth Strait.

## History

Despite its short proximity to Gilgemash, no colonies or any kind of outposts have ever been established there. The reason for that is simple - the island is extremely arid and barren, to the point where cultivating anything there would be pointless. Not only that, but Usul has always enjoyed a sinister reputation as an island where demons, vampires and other horrid creatures roam. Written reports by Gilgemashi soldiers and scouts that have encountered creatures such as these deep in the caves of Usul have existed since the dawn of time. In fact, some oral stories told in Gilgemash about foul creatures in Usul are older than most of the civilizations in the known world.

Whereas most people in Gilgemash have entirely forgotten about the old stories concerning Usul, only the King and some of his select governors and officials are aware of the true nature of the island and the Elder Vampire that may or may not have his lair there. Such information usually passes down from ruelr to ruler. Since many people have mysteriously vanished trying to explore the complex system of caverns below Usul, Gilgemashi troops usually steer clear from the island and advocate for others to do the same.

## Geography

Usul is extremely arid and grass, as well as plants seldom grow there. Many ragged cliffs, mountains and crags dot the landscape. Apart from vampires, other creatures that call this island home include goats, large venomous lizards, vultures and mudcrabs.
The Conteplantor's Union

The **Temple of Contemplation and Peace** is well known as one of the most spiritual places in the world. It is said that praying and meditating in there can help the lost and the distraught to find inner peace. The temple is dedicated to the Goddess of Harmony, She who blesses those who search within themselves to find equilibrium with the world.

The road to the temple is not easy. It's covered in dense jungle, filled with dangerous swamps and wildlife. Throughout the years, the thousands of pilgrims have stablished a travel route that's mostly safe, but it's still not free of danger. Many towns and cities have appeared to house the many pilgrims, turning them into prosperous centers of trade.
Sea Creatures

### Jögnirov Sea Snakes

      Jögnirov sea snakes are mainly found in the Platinum Strait. However, it is not uncommon for a specimen to stray into more distant waters of the North Sea. They feed primarily on whales, but will also attack ships when hungry or feeling threatened.

### Floatox

The giant floating jellyfish also known as Floatox live in the warmer areas of the End Sea. Touching their poisonous tentacles amounts to a very severe burn.

### Basilosaurus

The prehistoric predatory whale is part of the regular marine fauna in the worlds oceans. Feared far and wide by sailors for their attacks on ships.

### Thanedd

Thanedds are huge crustacean creatures with octopus like tentacles. They live in the South West sea and the Leviathan Gulf, often in deep waters.

They are carnivores and can consume the carcass of a whale in a few days. They have a particular affinity towards human meat, and sometimes latch themselves on the nets of large ships, climbing their way towards the ship and wrecking havoc.

They are very smart creatures and can use the body of a dead human to communicate using its vocal chords. Many whaling ships have perished in those waters, as killing a Thanedd is extremely difficult, although it makes for an insanely valuable prize.
Uckerath Mountains

On the **Uckerath mountains** there are seven castles. They are ruled by vengeful barons and baronesses who are at war with each other and who send their Landsknechte against each other every day. The bloody feuds sometimes go back as far as thirty generations. Both men and women are drafted into the mercenary armies. The more violent and abominable the soldiers behave in the enemy's lands, the greater the reward of their master or mistress
The Eastern Sea

The **Eastern Sea** of the Continents is home to the notorious knife fish. About six times the size of a piranha, these fish come in schools of ten up until three hundred individuals. What makes them so feared are their sharp metal fins, particularly their three-foot-long iron dorsal fin, which is as sharp as a multi-tempered witch elven warblade and slices through a ship's hull like a piece of brown bread. The fish feed almost exclusively on the crews of merchant and warships and which they capsize through strategically placed cuts. They are responsible for thousands of shipwrecks with sometimes extremely valuable goods on the floor of the Northern Sea. The larger the swarm, the greater the hunger and the targeted ship. Knifefish can also jump up to five meters out of the water, for example to slit the throat of a fisherman on a small fishing boat out of the blue. The only known way to defend yourself against a school of knifefish is to vibrate large metal plates similar to castanets or a gong, as this also vibrates the partially metal bodies of the fish and causes them discomfort. However, if you are unlucky and encounter a starved swarm, even that cannot save you.
Terminus

To the far south of the continent lies one of the greatest enigmas of the whole known world.

The city of **Terminus**, dubbed so by the few Zulutaur who travelled that far south, is built entirely of oily black stone, in chunks so large it would be impossible for a human to move them. Terminus has remained in desolation for thousands of years, yet the jungle surrounding it has scarce touched it.

Many civilizations have attempted to resettle and rebuild the city. First were the Gnolls. Then, it was the queer paleskinned inhabitants of the Misty Isle.

Last ones to attempt were colonizers from Moridan in the Blind Bastard's Domain. They brought thousands of men, women and children, alongside slave Hog Men in hopes of claiming the southern portion of the continent for themselves. After reports of attacks from ghoul-like creatures and the Hog Men escaping to the jungle, a party was sent to retrieve the colonists. When they arrived to Terminus, everyone had vanished with no trace.

Terminus sits on the very edge of a plateau where gargantuan waterfalls plunged down to the earth, so high that the Terpsytheans called it the "World's steep Fall". It is said that here one can look out into the cosmos and discern the unknowable truths of the universe.

Skor Lodygin's men had been ambushed by creatures so twisted and vile the surviving men could not describe them in words. The few survivors drew what few creatures they managed to spot, and one of those was a bat that stood on two legs that rivaled even a Mastodon in size.

Only five men, including Skor himself, managed to return back home from the jungle around Terminus. Those had contracted a horrifying disease, known as the "Devil's Scourge". It killed nine of every ten men, who died screaming, bleeding copiously from every body orifice, their skin shredding like wet parchment.
Booster Gold

**Michael Jon Carter**, or **Booster Gold**, is a DC Comics character created by Dan Jurgens in 1986.

## Bibliography

* *Booster Gold* 1986 (BG86)
* *Justice League* 1987 (JL87)
* *Justice League International* 1987 (JLI87)
* *Justice League America* 1989 (JLA89)
* *Extreme Justice* 1995 (EJ95)
* *Formerly Known as the Justice League* 2003 (FKATJL)
* *52* 2006 (52)
* *Booster Gold* 2007 (BG07)
* *Justice League: Generation Lost* 2010 (JLGL)
Comics History and Continuity Wiki

**Welcome to the Comics History and Continuity Wiki!**
A database dedicated to helping readers understand the long and ever-changing histories of their favourite comic book characters.

We're a collaborative community website about Comics History and Continuity that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

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Celato

The island of **Celato** is actually a big atoll, where most of the merchant ruling class of Hithlone have built their villas, palaces, gambler houses, brothels etc. It provides for a good vacation home whenever a member of the merchants leaves the council and wants to retire peacefully, away from political bickering and the nobility.

Since it's technically not part of the Oligarquic Hithlone Republic, many less than legal trading companies are set up in this island to avoid any bureaucratic headaches.
Everdark Ocean

The **Everdark Ocean** is one of the main oceans in the world, bordering the entire western shores of Scimitarian and the Nothing at the western edge of the step. It also connects with the Carcinii Sea and the Kihn-He Sea. Due to its marginal presence at the edge of the step and the ever looming presence of the Nothing that Devours Everything, the weight of this ocean in the world’s transport and trade is considerably small, and because of this, it has been explored much less than other oceans of the same size.

The presence of the Nothing looms over the Everdark Ocean. The phenomenon can be seen from the shores themselves, as a small line of darkness in the horizon during a sunny day, and the darkness grows ever further the more ships get closer to the edge of the world. Due to the fear of the darkness, shipping follows the coastline as much as possible, which tends to cause problems as this makes it very predictable for pirate raids. However, since sailing through the Everdark Ocean is the speediest way to reach one side of the Scimitarian continent to the other (as the Scabbard Range blocks sea travel through the eastern waters of the continent), there is still some captains to prefer this route, to the chagrin of their crew. Many areas of the coast have plenty of lighthouses, due to the storms of the Nothing being able to bloat out the light of the stars. These lighthouses also double as shrines and temples, with many sailors praying to the gods for protection against the darkness in the west.

The lesser presence of shipping has allowed some species of sea life to proliferate in the area, which in turn, has attracted the attention of whalers and other sea hunters. The fishermen in the area need to have quick and nimble vessels, as whales and other big creatures know to swim towards the Nothing, knowing full well that at some point, the vessels will refuse to continue the pursuit any further. However, some fishermen actually prefer working in the waters of the Everdark Ocean, as the number of monsters in the area is considerably lower than in other regions.
The Heavenly Procession

The **Heavenly Procession of the Celestial Bodies**, also known as the **Celestial Procession** is the path every star and moon in the sky takes while ascending the stairway. The passage of each celestial body reinvigorates the magic of the world and creates many divine and arcane phenomena. It is said that once the last star and moon have ascended the stairway it will fall into darkness and crumble away, to make room for what is to come.
Q35

## Question

Which of the following will not represent zero:

(a)

1
0

{\displaystyle 1 + 0}

(b)

0
×
0

{\displaystyle 0 \times 0}

(c)

0
2

{\displaystyle \frac{0}{2}}

(d)

10
−
10

2

{\displaystyle \frac{10 - 10}{2}}

## Solution

(a)

1
0

{\displaystyle 1 + 0}

=
1
# 0
1

{\displaystyle = 1 + 0 = 1}

Hence, it does not represent zero.

(b)

0
×
0

{\displaystyle 0 \times 0}

=
0
×
# 0
0

{\displaystyle = 0 \times 0 = 0}

Hence, it represent zero.

(c)

0
2

{\displaystyle \frac{0}{2}}

=

0
2

=
0

{\displaystyle = \frac{0}{2} = 0}

Hence, it represent zero.

(d)

10
−
10

2

{\displaystyle \frac{10 - 10}{2}}

=

10
−
10

2

=

0
2

=
0

{\displaystyle = \frac{10 - 10}{2} = \frac{0}{2} = 0}

Hence, it represent zero.
Valley of Fallen Giants

0nce home to a race of mammoth herding lanky giants, the only remnant of their kind lies in the skulls of the dead giants, which are now home to queer trees that shield travellers from thunderstorms. As such, a rich ecosystem has developed in this valley under the shade of those trees.

It is said that the catastrophe that befell these Giants left only a small remnant of them, who were slain at a huge battle to the north under the command of a foreign army. Cursed be the necromancers of Mossovy who disturb them from their eternal sleep, using them as meat shields for their army.
Sea of the End

The **Sea of the End** is one of the main oceans in the world, bordering part of the south of the continent of Giantstep. Due to the shape of the step, the Sea of the End is a closed ocean, surrounded by all sides by land, with its only major subdivision being the Sea of the Void. Its geographical position in the south has made it a key strategic area, as it is the shortest route to reach the two sides of the world. Indeed, for such a relatively small body of water occupied by no major power, it holds a great deal of population and vessels within its shores, as well as a great deal of piratic activity.

From west to east, the caravans need to cross the Zulutaur Peninsula, moving around the many towns and cities within the territory, and then arriving to the shores of the Sea of the End. From that point, they can move across the territory of the badgassi, paying a considerable safety fee, or take their chances within the sea, hoping that the pirates from Ortuga do not find them. Once they reach the eastern shores, the cargo needs to be moved across either the Dirihadarir Desert or the Mona Ki Ngi Xica Savannah, all the way to the Sea of Fog. Taking the sea route makes the journey weeks shorter, as the fast and small ships of the Sea of the End can reach one side of the ocean to the other in a couple of days, especially if the weather is favorable. However, the presence of the very well organized ortugan pirates has put a dent on the operations for many years, and even though they tend to be more civilized than others of their kind (particularly so as they profit mostly from asking for rescues for both crew, ship and cargo), the dangers of the Sea of the End are palpable. The presence of the badgassi does not improve matters, as the informal alliance between the pirates and the badgassi is well known, with plenty of profits for both.

The closed nature of the Sea of the End also blocks it from contact with the rest of the oceans, making it a surprisingly safe place against sea monsters, though that does not mean there are some species that can threaten shipping or fishing vessels. In particular, this makes for great stories of captains developing rivalries and obsessions with sea monsters, as the small size of the region allows more frequent encounters. The waters of the Sea of the End also have to deal with the Maelstrom, always surrounding the archipelago of Ortuga and Hornkip, and capable of great destruction if caught by it in the open. There are many rumors of deep underground channels between the Sea of the End and the closed seas of the east, like the Morllowin Inner Sea and the Fool’s Trap Inner Sea. However, investigations of them are sparse, as they lead directly to the Eldritch Jungle, a place no sane man would want to get close to.
Memory altering Statue

See this island right there? It is well known by sailors and explorators in this area. People who have travelled there say there's a statue there, in the middle of the island... and that's it. People who travel there seem to forget every single thing they see and do, from the moment they reach the island to the moment they leave it, except the fact there is a statue there. No matter how long they stay there, they won't remember a thing. They don't seem harmed by the island in any way, nor do they have any kind of lasting effects after being there. They just go, come back, and the only thing they seem to remember is that there's a statue there. Wizards don't seem to be able to detect anything weird from the island, but they too are affected by this mysterious phenomenon.

We don't even know what's the statue of. They just say there's a statue... and that's it.