Eastern Steppes Geographic Location in Levantis | World Anvil
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Eastern Steppes

Description

The Eastern Steppes are a region located to the west of Middenland. It is a large region that bends downwards further towards the east where it becomes more tropical. Most of the region consists of temperate grasslands and savannas and it is characterized by hot summers and cold winters. It is sometimes jokingly called the Spiked Steppes as well for the giant Land Urchins (not to be confused with hedgehogs) that are found here, large rolling balls of spikes that form an environmental hazard all of their own.  
The steppe is home to large, grazing herbivores such as the Aurochs. They are often herded by the civilized species that occupy these lands, the most abundant of which are the Khalag, a nomadic Orcish people who inhabit most of the central plains.   There are also several independent villages and city-states comprised of a variety of species, mostly humans. These cities are mostly situated around trading routes and they trade foreign items with the Orcs for hides and meat. One of the more powerful factions is the Ryvallen Confederacy, a group of loosely allied sovereign city-states where magical might makes right and undead are simply another a free labor source.    

Unique Landmarks

Most of the region is dominated by the central plains, a steppe and savannah land that stretches from the borders of Middenland to Argor's Bulwark in the northeast. Beyond this however, the Eastern Steppes is a varied region, and home to some genuinely unique geographical features that inspire awe and in some cases, fear.    

The Burnished Hills

In the north-west of the Eastern Steppes lies a small hilly region that is nowadays known as the Burnished Hills. Five hundred years ago the ancient dragon Xindrunoth went mad for reasons unknown to most men and started to rampage through this region. Eventually he was put down, but not before having turned much of the silica sand in these hills into desert glass with his fiery breath.  

Geographical Features

The Burnished Hills is located at the edge of the Eastern Steppes where it borders on The Pale Mountains and The Broken Plains. The desert glass that can be found in these hills is similar to impactite, but over time it has eroded into smaller fragments. When the winds whip up, this can create storms of glass shards which make the region hazardous for most creatures. This is the main reason why many races have not yet occupied the region to mine the plentiful mineral veins found here.  

Flora and Fauna

There is very little vegetation in the hills above ground except for certain species of giant cacti. However rainfall shapes these plains and the occasional flash flood polishes channels, forming subterranean caverns that are not entirely dark due to them largely consisting of desert glass. The humid environment in these caverns creates bedrocks where certain heat resistant plants can grow with the glassy caverns acting as natural greenhouses. This has allowed the Xyrth'rak, the only intelligent species in the region, to grow their own crops and survive. Aside from the Xyrth'rak, this region is also home to Prismatic Greatworms who absorb nutrients from the minerals and crystal sands. These Greatworms are however omnivores and a threat to anyone entering these hills. There are also plenty of Crystal Elementals that can be found in this region, but they tend to be harmless.    

The Spine of the World

In the western part of the Eastern Steppes, next to the Burnished Hills and to the north of the Ryvallen Confederacy lies a region known as the Bonelands or the Spine of the World. It has earned its name because of the gargantuan skeleton of a serpent-like being that rises centrally in the region and reaches all the way to the northern coast where it dives back into the seabed. Because of its asymmetry, it is easy to follow it toward the coast.  

Geographical Features

The skeleton is large enough that the different parts of it are of influence on the geography and life around it. The Khalag steppe tribes have many myths and traditions regarding the Spine and its origin.
They often create large carvings depicting great leaders or important battles into the massive bone surface. This creates an imposing and somewhat frightening sight of violence and intimidating gazes.   Most well-known is the chest cavity which touches down on the steppe. It is called 'The Cage', and some of the Khalag tribes that roam here use it as a proving ground, or a ground for duels to challenge for the position of Khalar. Another interesting feature is 'The Highrise', where the spine first comes up out of the land in the middle of the steppes. For some reason hills and mountains have grown along the giant piece of bone, reaching higher and higher into the sky.  

Flora and Fauna

Most of the plant- and wildlife around the Spine is the same as in the rest of the steppes. But there is something haunting and ethereal about it, and where it touches down on the land there are an unusual amount of occurences of ghosts and other undead. Some people theorize that occasionally the Spine will shed some of its bone that forms into Ghouls or Skeletons.  

Garuda Canyons

To the southeasteast of the New Khalag Empire, between them and the Commonwealth of Furan lies a vast landscape of canyons and hills dotted with shadowy holes and scattered with bones of those who underestimate its savage denizens. It is also sometimes referred to as the Aurora Hills for the beautiful cliff faces that can be found here, but that name is rarely used.  

Geographical Features

Beneath these beautiful hills however hides an expansive web of caves and labyrinthine tunnels. Many of these also twist and turn or go up vertically, requiring feats of acrobatics or flight to even traverse. There are thousands of different entrances into this cavern system. Some of these are at ground level, but many are also up high where only the Garuda themselves can reach. The tunnels and caverns consist mostly of sandstone with some granite mixed in and there is an abundance of coal seams and veins of iron ore. Despite the resources, few have dared brave these tunnels to mine the resources due to the threat of the Garuda and the difficulty of mapping the place. The tunnel system is confusing to say the least and those who have managed to penetrate it to some extent and return could only find the way back by marking their trail using chalk, and even then they could find no structural pattern or logic to it.  

Flora and Fauna

There is little vegetation here except for cacti and certain drought-resistant shrubs. The hills are dominated by the Garuda, vulture-human hybrids with avian heads and feet, and dark black wings. Their beaks are tough and razor-sharp, capable of tearing through rock and armor. This allows them to cut their way through the hills and sever the limbs of prey. Their claws are lined with small barbs that allow them to hold onto prey, and carry them away as they take flight.   While they do have a language, it consists mostly of screeches and is so warped as to be unintelligible to other species. They possess a basic, animalistic form of intelligence and theirs is a 'society' that is based entirely on strength. They see no use for treasure and instead care only for their basic needs such as food, fucking and a malicious desire for dominance. They delight in striking fear in the hearts of anyone foolish enough to pass through their terrain. They are by no means brave however and they will quickly flee when outmatched. They can glide on thermals for hours on end, stalking their designated prey. When they swoop down they attack in a flurry of claws and beak, and when pushed to the limit will projectile vomit their stomach's contents along with a type of gastric acid unique to them to ward off the adversary.    

The Restless Marshes

South of the Argor's Bulwark lies an area of salt marsh commonly referred to as the Restless or Living Marshes. Especially during the rain season, the flat desert of clay and salt fills with standing water, turning it into a damp, dangerous marsh. The area is under firm control of a powerful, undead hag, making it a dangerous area to live in or venture through.  

Geographical Features

From Argor's Bulwark come several rivers that flow down into the marshes here and feed into it. Many believe that these rivers are even being manipulated by the hag to keep the land in its current state. And indeed, the rivers do emanate a kind of hopelessness to all who gaze upon it, for which they are called the Gloomy Creeks. Bubbling pools of methane and sulfur dominate the land as a result of decomposing cordgrasses. While the area is wholly swampland, there are many areas where the land reaches above the surface of the marsh. These are dotted with small villages, but nothing resembling a city. The people here are wary of outsiders and pragmatic. Any attempt to deal with Granny Spitespinner, the hag who rules this area, have been unsuccessful and thus they have been forced to make pacts with her to ensure their own survival. These people have developed specialized skills to survive in the dangerous marshes. The Bogweavers are shamans, druids and sorcerers who specialize in concealing illusions to allow for safe travel, while the Murkstalkers are a group of mobile warriors who are exceptionally familiar with the marshes and can move through them at a breakneck pace while keeping a sure footing. In a central location within the marshes, hidden among twisted groves by powerful illusions, stands a bleak castle where the hag resides. Anyone nearby is sure to have nightmares which are intruded upon by the hag or rudely interrupted by her banshee maidservants. The castle is in a perpetual state of disrepair, yet despite the dampness it is lined with candles that somehow always remain lit.  

Flora and Fauna

Like most salt marshes, it is covered in tall grasses that provide cover for a variety of animals. There is a variety of marine fish, birds, insects and reptiles. This last group includes things like Basilisks and Giant Crocodiles that make the region dangerous for humanoids as well. Closer towards Granny Spitespinner's castle the real threats can be found however. Legions of undead, from drowned skeletons to zombiefied animals to howling banshees. Among her most trusted and most powerful servants are two of the former apex predators of the region, now merely undead thralls. One is a corrupted shadow dragon known as Ythgrimm, the other an elder Fog Giant called Tvotr Sunbreaker.
Alternative Name(s)
Spiked Steppes
Type
Savannah
Included Organizations

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