The Gateway Steppes

## The Western Wilds

key: Steppes (pink and purple), mountains (grey), Jungles (light green), swamp(dark green)

Also known as the western wilds, the Steppes where built to the specification of it's nomadic inhabitants by Exo in the last days of the apocalypse, the Steppes are a region on the western coast of the continent, featuring large plateaus surrounded by rugged mountains and lush monster infested rain-forest river valleys all of which border a warmed ocean.

## Climate

The Steppes can be divided into 4 main regions, the steppes from which the region draws it's name and which cover much of it's expanse, the mountains which surround them, the jungle river valleys which carve their way through the land and the swamps and marshes near the coastline which these rivers run into. the region is warm and experiences frequent rain and snowfall thanks to geothermal activity occurring on the underside of the shard where it touches the sea, which warms said oceans and produces plenty of water vapor which sweeps south towards the frozen lands below. When this water ascends high into the sky due to the mountains it cools and forms into rain-clouds which hydrate the lands below.

The region also has more frequent and larger layer gates, a byproduct of Exo's experimentation upon gateways in the area, which can be both a boon and a curse to the inhabitants depending on what can be found within those layers vs what comes out.

### The Steppes

The Steppes proper sit at a high altitude and are due to their general inability to hold ground water, lack any king of forestation. instead the High plateaus are coated in dense fern like plants that are nutritious and delicious food for the herds of animals tended to by the area's nomadic human population. Large animal life is notably scarce as none was seeded here, and anything that moves in is chased out, to make sure that the goats, slimes and unicorns of the nomads have prime pick of the ferns.

### The Mountains

Tall and snow capped peaks are of interest to few mortals. The highest and coldest of them are notable as one of the few places where gateways might open that the Nomads, who generally handle them, maybe unable to reach them. This same barren existence makes it unlikely that anything that enters will survive, let alone navigate down to the more habitable lands below of course, but if something does, its generally a great causer of trouble.

* Yakon

### The Jungle Valleys

Carved by ancient rains and at long last refiled, the river valleys that wind their way around the peaks and plateaus are richly fertile and in contrast to the steppes, are overflowing with trees and a disproportionate variety strange wildlife for the smaller area they cover. Filled with dangerous, and therefor useful to users of polymorphine, layer lifeforms, actually living here is tough and dangerous, which is why the human population generally stays out and up on the higher plains.

* Seer Deer
* Smogticore
* Ether Serpent

### The Swamps

When the rivers finally break out of the mountains they find wide flat plains where they meander and branch out into river deltas before reaching the sea, flooding the land and turning it into marsh and swamp lands. As with the jungles, the swamps are filled with strange creatures from alien worlds, made even more dangerosue by the waterlogged realm they inhabit.

### The Ocean

Warm and tropical, the ocean is heated by numerous volcanic vents found on the underside of the Shard where it touches the western waters. Coral reefs are plentiful, as are fish, crabs and other edible sea-life.

* Seadog
* Lords of the Deep

## Populations

### Human Nomads

The first natives of the land, the nomads descend from the peoples for whom, and by whom, the land was made. or claim to be anyway. Ultimately much of the population consists of minor human groups who hid away in the mountains in caves, ruins, bunkers and other pockets of safety where they could outlive the apocalypse, and then adopted the nomadic lifestyle of the land's architects predominantly because it was the one it was most suitable for.

The original tribe meanwhile grew larger and larger till it splintered and the subsequent bands absorbed, ingratiated into or conquered the others, spreading their knowledge, genes and dwindling collection of divine gifts far and wide across both the wilds and beyond. Tribes claiming to be the true ancestors of the architects of the realm is generally do so based on the fact that they own many artifacts rather than on any real historic evidence. That these artifacts are generally acquired via war, either to absorb other tribes or to steal said artifacts, means that a claim of the architects' legacy in anything but the vaguest terms is generally seen as a deceleration of ambition and is generally frowned upon and met with suspicion.

#### Lifestyle

The nomads live as the architects of the land intended, herding their flocks across the great plains of ferns found upon the steppes and subsiding upon the meats, and cheeses of their charges. Often described as being born in the saddle, they are two a human all capable riders. Unicorns are unusually common, having originated from the region, but regular horses can also be found as well as more exotic beasts from all across the world or from worlds beyond. Mounted archery, and very recently gunnery, is a common skill as well, a skill learned to fend off dangerous creatures from the jungles or mountains that might ascend or descend to prey on their flocks that is naturally heavily applicable in warfare.

Those who do not herd plumb the wilds and the layers for furs, meats, body parts and treasure. The valleys are filled with strange and dangerous life, parts of which (such as furs, horns, eyes, etc.) can fetch a high price in settled lands or can be used to make powerful or useful polymorphine potions which can be used to acquire yet more materials from the jungles or be used for raw power. Small bands of transformed humans can terrorize entire plateaus or ride out into the world seeking fame and plunder.

More dangerous but potentially profitable are the layers to which gateways open with increased frequency in these lands. Individuals or groups know as gatekeepers are tasked, or task themselves, with seeking out and stealing these before they cause trouble, while Layer Raiders seek them out to mine them for alien treasure, wildlife, plants or resources such as ores, gems or coal. These two people are sometimes one and the same, or if not often work in concert though clashes can occur over whether a layer should stay open or be closed. These individuals are not unique to the Steppes, but they are some of the best of their kind.

As well as being sued for hunting, environmental adaption and warfare, polymorphine also sees liberal usage as an accessorizing element. Some tribes will adopt common features of a chosen animal or monster to collectively identify themselves, while others have no comicality and individuals will simply customize themselves however they wish. Changes are generally small, as drastic transformations are generally reserved for drastic situations. Nomads often wear amulets containing their own hair to ensure they always have something they can use to reverse transformations, which will sometimes be traded between lovers somewhat like rings are in other cultures. Others have specific individuals who look after the tribes backups, while yet others create string or decorations using their own hair. Having multiple backups is considered the most wise.

#### Organization

The tribe is still of primary importance to the nomads. A lack of permanent settlement and a general free spirit has made the tribes of the wilds to resist any attempts by each other or outsiders to corral them into anything approaching a nation. The actual size and hierarchical structure of tribes varies from group to group. Nominally in charge councils of elders are common in times of peace, while tribes facing a crisis will often be commanded by an elected warlord till the threat is dealt with.

Larger scale organization is similar in nature. Tribes in a region who are at peace or in allegiance will meet semi regularly at predetermined locations, where a council is formed which will deliberate on shared issues, resolve disputes and broker deals. If the alliance faces a crises then, again, a warlord of warlords may be appointed for the duration. In both cases authority is drawn from the agreements between the tribes made, rather than coming down from the council or warlord.

Exceptions have and continue to exist. A warlord may refuse or not be allowed to step down and continue to rule over a tribe or tribes even after a crisis has passed and may even form a dynasty. Other alliances may be closer nit with permanent councils with elected members who exert real legislative power. Of course, a tribes nomads ability to simply up and leave an area under the control of of these more permanent leaderships makes enforcement of rule difficult to say the least. Numerous migrations out of the steppes and into/through the northern wilds or east into the crafter kingdoms have been spurred by attempts to bring the stepp under one rule over the years

#### Gods

The nomads respect the gods, but they do not worship them with any particular fervor. The gods are powerful, and owed admiration and honer for their deeds, but they are not considered infallible, nor are they seen as rulers of the world.

The Explorer is considered a major god among the nomads, something of a rarity for a divine that in other pantheon is a minor force at most. The patron of travelers is understandably held within high esteem of a people who never stop moving and, of course, as creator of the land they are honored for that also.

Ze'kelia is honored fro bringing the light, her part in the Exporter's gateway experiments that where passed down to the architects and remembered for her generosity when the tribes met her.

Algrim was adopted form the Dwarves, and has a stronger influence as a result of that cultural osmosis

Orynn Kaseyk's defiance has found a home in the un-tamable nomads, who's refusal to bend a knee as lead to several saints cropping up over the years, some of whom have broken the odds and actually been able to retire back to the unbound pastoral life they fought to reassert.

Yaerna is treated with caution, and the wilds found to the north are left to their own devices for the most part

Uwné's position entirely depends with a tribes/induviduals current relation with/opinion of the crafter kingdoms found to the east. General consensus however is that the settled peoples of the east are good trade partners and a continent shield against the myriad of threats that assail. better the crafters be there than the devils trying to destroy them succeeded and see the nomad's lands as their next target.

## History

https://www.worldanvil.com/w/western-wilds-dracolunaris/t/history-of-western-wilds

### The Sundering of the Architects (71-80)

In response to the invasion of the wilds by an extra dimensional threat a collation of nomad tribes is formed, headed by the Warlord Val, an architect. The threat is defeated after 6 hard years, but afterwards the warlord refuses to step down. Various tribes attempt to ignore the warlord's claim to rule. Supporter's of the new regime attempt to enforce it. Some tribes abandon the southern region of the wilds under the warlord's control, or leave the wilds entirely, heading into the crafter kingdoms or up into the northern wilds.

Those that stay and fight do so under the brothers Dane and Abe, also architects. The brothers both become Saints of Defiance and thanks to this power Warlord Val is overthrown. However, upon achieving victory, the brothers disagree over the future of the tribes. A battle breaks out between them and their own supporters within the shared camp of the victorious tribes, culminating in the brothers transforming into titanic beasts sing polymorphine furled by their saintly gifts.

In the resulting carnage the tribes are devastated, especially the tribe of the architects, and the survivors flee to the four winds. Most of the original tribal groups are shattered and the tribes that form after are a mix of individuals from all of them.

### Monkilli migratory Invasion (142-163)

Monkill migrants arrive in waves from the northern wilds. Dogmatically hostile to human life, and anything related to human life they imitatively declare war on the natives of the region. Four four years they conquered land after land, exterminating all who do not flee, but are eventually checked and then driven back when the peoples of the wilds begin cooperating. A decisive battle at Cett lake breaks the northern expansion, while a relief force of dwarves cuts the most fanatical of the Monkill off from the main host (centered around the Ithmill Plateau), trapping them in the fertile strands.

Political changes within the Ithmill host eventually result in the suing for peace and forming the Union of the great Shield, while the southern fanatics refuse to end the war, rebrand themselves as the kingdom of Deathlaw and digging in to their new land and prove impossible to dislodge.

### The Overthrow of the Watchful Mountain Nobility (155)

The Uzen plateau took the brunt of the monkilli invasion that began in 142 and initially the local nomad and dwarves populations fight against the invasion separately. Tensions between the two groups grow as the fighting continues and arguments of resources, territory and the blame of several desiters caused by the lack of cordiantion and communication flare up. The Nobles, still frustrated by the embarrassment of having had to concede control of the surface to the uncivilised, take steps to try and seize Nomadic resources, causing periodic conflict and permanent distrust between nomad and dwarf forces which allows the monkilli to gain ground.

Nobles become more and more draconian and anti human as the war continues to go poorly, believing that if the humans were not here the monkilli would leave them alone. Crack downs on the small settled human population living in and around the mountain and on "human sympathizers" (primarily traders and dwarven herdsmen who have been on friendly terms with the nomads or local humans) occur. Polymorphine usage in the military is also banned, branded it as un-dwarven to obfuscate the fact that supplies of the resource needed to produce the drug have run out due to the breakdown in relations with the nomads and a failure to seize assets from them, further hampering the war-effort.

In response a secret council of civilian leaders and disaffected military personnel forms to plot against the nobility. They sends diplomats to the nomads, who agree to aid them. Backdoors into the dwarven capital are opened in the night, allowing a force of nomads inside which aid the council rebels in the overthrow of the nobility.

The council, seeking legitimacy, rapidly organizes an nomad style election which elects a new council to replace them (though many of the conspirators are re-elected). An incidental quirk of this election is that a single human, an influential and well liked local human merchant who had been imprisoned as part of the anti human crack downs, ends up on the newly elected council. Only one among dozens of members, the human’s election paves the way for future human-dwarf relations to draw ever closer together.

The Council's authority is later approved by the Algrim Underking after they send diplomats to re-swear their loyalty to him.

## Creation Post

https://www.roleplayerguild.com/posts/5261033