The Steppes

> "Fe vældur frænda rogi, fød'esk ulfr i skogi
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> Fe er fird'a gaman, Frænda rogu
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> gravseid'is gata." - A Poem from the Steppes
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## Steppefolk

A race long under Bastian subjugation; the Steppefolk are a group of spiritual, war-like nomads well known for producing some of the finest horsemen in the world. Extremely superstitious by comparison to their Bastian and Ilstari cousins, many believe the Steppefolk to possess a culture more primitive than those of the other dominant human groups. Life for the shamanic Steppefolk tends to be brutal and short, but they are fiercely loyal to their kin and nearly all of their population can boast a self-sufficiency unheard of in the rest of the human population at large.

### **Physicality of the people**

Due to the elevation at which they live, Steppefolk tend to have superior lung capacity to other humans. Due to their location and history, the natives of the region also carry a wide range of genetics which have evolved more unique traits among the people. As such, they are often considered exotic by both Bastian and Ilstari cultures, Steppefolk have often been the target of slavery, both legal and illegal.

Height

Average Male Height: 5’9

Average Female Height: 5’4

Skin, Hair, & Eye Colors

Steppefolk have skin tones ranging from pale white to olive, a result of migrations that occurred before the emergence of the modern kingdoms.

As result of their unique genetics, fully grown Steppefolk often have snowy white hair even as youths. Hair colors include white, brown and black, but typically not blonde or dirty blonde.

Eye color among the Steppefolk varies more greatly than any other human populace, with eye colors including but not limited to: brown, blue, green, gold, silver, hazel, turquoise, jade, orange, and gray.

## **Political Structure**

The people of the Steppes live in small, semi-nomadic communities that tend to be based on extended clan lineages and intermarriages. The individual clans are led by a sjef who is the final say in all issues of local custom and law. The Steppefolk do not write down their laws, but instead the traditions are passed on orally and most seem to adhere to a code of conduct that is nearly universal to the culture. Both mothers and fathers are respected and obeyed without question in Steppe culture, although the patriarch of a clan has the final word in most things. Grandmothers are often looked to for spiritual guidance, and are typically the spiritual authority of a clan.

The Steppes communities are not united, which allowed for their subjugation by Bastia. Extended clans reach into the thousands of members, but unifying them in any one place at a time is nigh impossible. Ancient folklore of the Steppes foretells of a leader who will one day unite the entire culture under a single banner and lead all of the mennesker to glory and power.

The status of a clan is determined by the number of horses it possesses, and its ability to feed its progeny with resources to spare. Weaker clans tend to defer to the judgment of the stronger, larger clans which establishes a very loose feudal hierarchy.

### **Roles / Classes**

> **Elders -**
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The elders or eldre are respected for their advanced age and wisdom. They often informally advise the Sjef and are consulted for life advice. They are the only group that are seen as being equal to the Sjef, although they are still subject to his orders as a member of the clan. Most Sjefs however, do not abuse this- as doing so can be seen as disrespectful and unfortuitous.

**Chief -**

Known as the Sjef, the patriarch of the clan has the final say in the day to day life of the clan. Usually a male between the age of twenty-five and forty years. When one Sjef either retires or dies, his sons either choose a successor through mutual agreement or fight for the position. Fights for the role of Sjef are to the death, to prevent the splitting of a clan.

**Hunter -**

Although the lines between hunters and warriors are often blurred, hunters are prized for their abilities to both fight to protect as well as hunting to feed. They are considered to be the third highest class, behind Sjefs and Elders and are called upon in times of battle by their respective clans to be trackers, assassins and skirmishers.

**Warrior -**

Taught alongside hunters from a very young age, the art of war is prized in the Steppes. Small wars between clans are often conducted intermittently, and warriors are called upon to protect their clan's territory and holdings. Warriors often learn a more typical skill in the community to practice during times of peace, although there are some clans whose cadet branches fully dedicate themselves to war-making.

**Religion -**

All mennesker take an active role in their religion, although dedicated soothsayers and shamans do exist. They are often consulted for various reasons, both personal and pertaining to the health and survival of the clan. Most clans have a head Shaman/Shamaness, though some who do not, may seeks the services from shamans of other clans. The head Shaman is often viewed on similar status as an elder even if they have not reached the age to be technically considered as such.

Notable Clans

There are few notable differences between a some of the traditions of the *mennesker* clans from the north vs the south and even the east vs the west, however, all of the steppefolk share in the same core values, rituals, language, and religion. Though the differences may seem trivial to most, the mennekser are a proud folk who may argue even among themselves on which way is best.

Setting apart the shifter and werewolf tribes whom also roam the lands of the Steppes, the Steppefolk are split into several clans of varying sizes and power. Few are even made up of extended clans which have come together as which would suit the semi-nomadic people best when sharing the same general geographic location.

### The Altazhari

Spanning across the north/central region on the eastern half of the Steppes (from the northern tip all the way to 'the field between the mountains'), roams a large extended clan that now encompasses several notable figures, with members living across three base villages and many traveling within the semi-nomadic units. The Altazahari have long established roots within this stretch of the steppes and have come to hold strong and prosperous even the most difficult of times. Much of this is due to the calculated and strong leadership of the past sjefs as well as the guidance of the many great shamans known to bless this particular clan.

The Altazahari were first formed when the sjefs of two competing clans (the Altzhan and the Zahari) fought in a great battle to the death. With the defeat of one leader came the joining of the two clans, and new peace in a time of many wars. The clan, from then on, was taught of how the noble sacrifice of one leader gave way for the stronger one to lead and strengthen their people. More clans eventually joined through intermarriage or voluntary submission, now making the Altazahari one of the largest and most diverse. They have a very rich culture and many traditions and stories that go back for many generations. Their sphere of influence extends well past their residing domain, often smaller clans will seek out their aide and protection.

Their wealth and prosperity has given rise to envy from others but time and time again they have proven their strength in both battle and wit against those who would attempt to dismantle them. However, they too suffered much loss in the wake of the Bastian/Ilstari Conflict. This would lead them actively establishing agreements and alliances with the southern clans, and even a select few shifter tribes with whom they share the region. After the loss of Adak Altzhan, Serhan Zahar has become the clan's leader

Current sjef: Serhan Zahar

Former sjefs: Sukhtaar Altzhan, Adak Altzhan,

Family names: Altzhan, Zahar, Nazaradi, Krdoğan, Talvarjiin...

Notable Members (NPCs): Camilla Zahar (Clan Head Shamaness), Kaholo Zahar (Lead Hunter), Onur Zahar (Warrior), Sarangerel Altzhan (wife of Onur), Zümra Zahar (Huntress), Aslan Zahar (Hunter), Altansarnai Talvarjiin, Neylan Zahar (Medicine Woman), Altan, Zahar (Hunter/Warrior), Erirk Zahar (Hunter/Warrior), Rakim Zahar (Hunter), Kaiel Zahar (Warrior)

## **Religion**

### **Tangrurism**

The religion of the Steppes, called Tangrurism, is related and similar to the primary religion of Bastia, but has a different pantheon and is older than the Bastian church. Compared to the Bastian pantheon, the religion of the Steppes is superstitious and relies on folklore and word of mouth for its dissemination, although the shamanism of the Steppes remains fairly consistent throughout the different areas of the Steppes.

There are over ninety-nine greater deities in the Steppe’s religion, with fifty-five of them being considered “good.” Powerful shamans and shamanesses from the past are also prayed to, along with familial ancestors. Lesser deities include those related to mountains, forests, rivers, and certain animals. The Steppefolk generally believe that heaven, earth, spirits of nature and ancestors provide for every need and protect all humans. By living an upright, respectful life, a human will keep his world in balance and perfect his personal “wind horse,” which is the common allegory for the soul. Shrines known as “**Ovoos**” can be found dotted throughout the countryside of the Steppes, usually at the tops of mountains or high mountain passes. Sacrifices are sometimes made at these altars to the spirits associated with that particular shrine, although the largest of the mountaintop ovoos are dedicated to Tangrur. When travelling, it is custom to stop and circle an ovoo three times in clockwise direction, in order to have a safer journey. Usually, rocks are picked up from the ground and added to the pile.

> Some of the major Tangrurist Gods:
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> **Tangrur**: The Sky, God of Creation and father of the Steppefolk. He is all knowing, but ultimately unknowable in his complexity; the greatest of all gods.
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> **Eja**: Earth, Wife of Tangrur and the stewardess of the dead.
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> **Delkhii**: Heaven, Son of Eja and Tangrur. The first person of the Steppes.
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> **Bishek**: Lightning, God of Destruction and one of the fourty-four evil gods and goddesses.
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> **Morin:** Goddess of Horses, she gave the Steppefolk the gift of horses as a reward for their piety.
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> **Sakhal:** God of Winter, he holds half of the earth in his palm.
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> **Tian**: Goddess of Summer, she holds the other half of the earth in her palm.
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> **Khuuli**: God of Justice, judges the dead and the living for their actions.
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> **Shiigekhiin**: Goddess of the Underworld, an eternal abyss with no form or shape. The souls of the ashamed dead are consumed by her.
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> **Uhlri**: The Goddess of Wind, she created music and gave it to the Steppefolk.
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> **Khana**: Goddess of Rain, the minor deities of rivers are her children.
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> **Kara**: God of the Ocean, Husband of Khana
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> **Wulda**: God of Death, an elderly blind man who presides over choosing the times and places of the deaths of mortals.
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### **Shamanism**

Within the Steppes, Shamanism is a common practice based on long held traditions and predominantly centered around worship of the higher gods (especially Tangrur and Eja) and guidance of the spirits. Steppes shamanism encompasses religion, medicine, and teaches deep respect for both nature and the ancestors. Anyone may participate in the spiritual shamanic practices but only few are able to perform or lead advanced rituals.

Spirits may be divided into several categories but many shamans describe them in terms or white or black, greater or lesser. A greater white spirit may be of a higher ‘good’ deity or the souls of great shaman ancestors/protectors. Greater black spirits are associated with dark deities, the souls of ‘demons’ and other more powerful and malevolent presences.

Just as spirits may be classified, so may shamans

**White -** Powerful positive magic practitioners, mostly commune with white spirits. Must uphold a virtuous lifestyle.

**Black** - Dark magic practitioners, tend to only commune with black spirits and may travel to the darker realms of the “spirit world”.

**Grey** - Work somewhere in between but tend to be less skilled in dealing with greater spirits of either affinity**.**

The role of a clans head shaman, more often than not, is filled by a venerable woman, who usually has an apprentice in training to fill her position once she passes on. They can fill the role of healer (physical & spiritual), midwife, seer, and counselor. They are keepers of traditions, and commonly conduct blessings, perform protection rituals, hunting magics, and are sought for divination and rain making. Most importantly, when the world and spirits are out of balance, a head shaman is called upon in order to try and set things right again.

> **Becoming a Shaman**
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> True shamans are those born with higher spiritual power. Pre-birth they are chosen by the ancestral spirits or by the very gods. Once awakened and trained, these individuals can become highly powerful and capable of extraordinary things. However, they may still lose their power should they disrespect the spirits. A shaman’s power is influenced by the state of their spirit and mind. It can be weakened by internal conflict and actions which go directly against spiritual well-being.
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> Not everyone is able to become a shaman. One must first be born with the potential (about 1 out of every 75 births). It then requires a spiritual awakening in order to unlock the dormant shamanic magic within. Such experiences are often extreme either physically or mentally, as it requires a sort of ‘spiritual death’ shedding their ‘human’ souls and morphing into a shamanic spirit.
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> Awakenings can occur after surviving severe illness/fever, being struck by lightning, or other near death experiences. After an awakening has a occurred, it is up to the individual to decide whether they want to answer the calling and become a true shaman. If they decide to follow the path of the shaman, they must seek an elder to be trained under until they are ready to undergo “the journey”. If they survive “the journey” then they become an official clan shaman and are allowed to lead ceremonies and offer their services.
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> Lesser Shamans
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* > Those with subtle spiritual/magical powers that have undergone an awakening but are either not powerful enough to become true shamans or have chosen to follow another path. Often includes dedicated midwives, medicine men/bone-setters, smiths, servants, and shaman assistants.
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> Tools of the Trade
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> The hand drum is an important instrument of any Steppes shaman. The drum head is usually made of horse skin and may be painted or decorated with symbols or imagery personal to the shaman it belongs to. The drum is said to be a mounted animal and the beat of the drum is the sound of the shaman’s spirit riding off or the sound of the invoked spirits riding to commune with the shaman.
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> The most important tool for a shaman is the **toli**. The toli is a round mirror, usually decorated/ornamented on one side and often made of brass, copper, or bronze. It serves as a mark of a vetted shaman as well as a tool/talisman which ‘blinds’ attacking spirits. It also acts as a conduit of energy, amplifying the shaman’s spiritual power.
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## **Culture | Ways of Life**

**History & Lore**

Much of the Steppe’s history and lore is essentially lost to time, or remembered only in local tradition. It is not recorded in any written form, which means that more often than not, legend is indistinguishable from fact. For the last three hundred and ninety years, the Steppes have been part of Bastia- they were conquered by the grandson of King Felix Tavaran who was the first man to unite several kingdoms into what became Bastia. The Bastian invaders were not well received by the *mennesker* but were too numerous and well organized to defeat for the unorganized Steppefolk.

As a result, the Steppes became an incorporated territory of Bastia although the Steppefolk most certainly see themselves as culturally distinct and separate. The presence of Bastia’s government in the Steppes is often extremely limited, with the exception of the soldiers stationed at the watchtowers and walls that separate Bastia from Ilstar. Many Steppefolk go their entire lives without traveling outside of the Steppes, and many do not learn the Bastian common tongue or ever come into contact with a western Bastian.

In ancient times, the culture of the Steppes naturally influenced and was influenced by the cultures of the areas that later became Bastia and Ilstari. *Språket* is actually directly related to Bastia’s common tongue, and both languages contain loanwords from one another. *Süns khel,* on the other hand, is related to some, now extinct, Ilstari languages from the country’s western region.

The Steppes folklore speaks of a great rider who will one day unite all of the *mennesker* under a single banner and unite them in a more traditional kingdom, one that can challenge the other kingdoms of the world single-handedly. This tradition states that the *rytter* will be a man who has learned the ways of the nations, and will return to the Steppes to create the mythical “heaven nation” of *Skaivant*.

**Food & Diet**

The Steppes Cuisine

The climate of the Steppes limits the food available to the Steppefolk to what can be hunted, fished, and obtained from livestock. Thus, their food consists primarily of meat, dairy, and fats. It is mainly a combination of local traditions with faint Ilstari influences. Within the northern region, there are even some influences from Këln on the local foods.

The most common food is mutton, with yak and deer meat also being consumed; all of which are often cooked in traditional dumplings. Fermented milk is consumed as both a yogurt-like drink, and as alcohol. Fermented and cured fish is also a popular staple.

On special occasions, meat will be cooked on stones that have been heated until red-hot in the fire.

Tea is popular among the people of the Steppes, water is rarely consumed plain; as pure water is considered sacred.

**Art, Music, & Life**

Patterns

People in the Steppes put great value into colorful fabrics with intricate patterns, and often create clothes and tents with intricate geometric patterns. Other patterns, such as trees, hawks, horses and snakes are also utilized with frequency but tend to still be geometric in nature.

Fabrics are the largest export of the steppes and make up the majority of the trade between the *mennesker* and their neighbors to the north, east and west.

Tents (Yurts/Ger)

The familial tents of the Steppefolk vary from place to place, but are typically large wooden-framed buildings that range from twelve to fifty feet in diameter and are covered in felt made of wool. The tents are often decorated with symbols that pertain to the clan, while others are covered completely in geometric patterns.

The interiors of the tents are often decorated with bright tapestries and religious altars. The patterns are often imbued with meaning unique to that particular clan; some tell tales of great heroes in the family’s past, or the overarching history of that particular family; common symbolism includes powerful animals such as dragons, wolves, horses and eagles as well as religious iconography.

* Large, colorful tents are symbols of status among the Steppefolk.

Clothes

Winter clothing tends to consist of furs and skins, whereas summer clothing is typically baggy and loose fitting. Bright, colorful clothing is considered to be a sign of wealth and influence.

Silk shoes are typically worn indoors, and robust hide boots are worn outdoors. This applies to both genders. Clothing between the two genders are by and large similar, with the exception of ritual and formal wear.

* Silk is one of the Steppe’s most lucrative exports.

**Superstitions**

By nature, the *mennesker* are a superstitious people and put great stock in omens and curses whether they be inflicted by the spirits or by one’s enemies. So prevalent in fact are omens and superstitions, that steppes parents are known to give their children “non-names,” owing to the fact that children are seen as the most at risk for curses and ill-luck. As a result, painful care is given to avoid incurring any of these negative outcomes.

* Shake hands after stepping on another person’s foot, otherwise you will become their sworn enemy.
* Do not step on the threshold of a building, always step over it.
* Do not sleep with your feet directed to the family’s altar.
* Only get your haircut on “auspicious” days.
* If offered a drink, take it.
* Never pet another’s dog unless told to.
* Mount and dismount horses from the left side.
* Never drink cold water if you’re feeling ill; it’ll make you sicker.
* Never write your name in red ink.
* Put ash on the nose or forehead of a child before walking outside of the ger at night, it prevents them from being recognized by spirits.
* Dying in combat is the best way to die. Followed by dying while hunting. Dying peacefully isn’t bad, it just isn’t as good.
* Do not whistle indoors especially at night as it will attract spirits into the home
* If you hear your name being called but cannot see where it is coming from, do not answer back, its mostly likely an evil spirit trying to trick you.
* If you see a falling star, say out loud, “that is not mine.” Unlike in Bastia, you do not wish upon a shooting star- in the Steppes they are an omen foretelling of a death. The “owner” of the star is the one who will die.