Jump to content

Sionel Shrub-Steppe: Difference between revisions

From Taerel Worldbuilding Wiki
m (via JWB)
 
(No difference)

Latest revision as of 13:25, 20 May 2026

Place
Place Name:
Sionel Shrub-Steppe
Biome:
Shrub-Steppe
Size:
3000 km2
Continent:
Unknown
Subcontinent
Unknown

History

Historical Overview

History by Age

Stone Age: Before 1E 0

Copper Age: 1E 1-1E 2200

Bronze Age: 1E 2200-1E 4400

Iron Age: 2E 0-2E 700

Ancient Age: 2E 700-2E 2200

Middle Ages: 3E 0-3E 2050

Early Modern Age: 3E 2050-3E 2600

Industrial Age: 3E 2600-3E 2700

Machine Age: 3E 2700-3E 2800

Atomic Age: 3E 2800-3E 2850

Space Age: 3E 2850-3E 2875

Information Age: 3E 2875-3E 2900

Genetic Age: 3E 2950-3E 3000

Awakening Age: 3E 3000-3E 3415

Twilight Age: 4E 0-4E 500

Geography

The Shrub-Steppes is a vast swath of flatland located at the northern edges of the temperate zones of the planet. Because of this, the region is subject to cold climate all year round, with permafrost-covered wastelands present in its more northern borders. In this place, springs are short, summers and autumns unrecognizable from the other, and winters the longest season of all, usually lasting almost half the year. The ground, being subject to freezing temperatures, has always been cracked and rock-hard in consistency. Water is scarce in this region, much like a desert. What little sources are found are usually in the form of deep wells, or frozen mountain springs located to the north.

Due to this, and the aforementioned pattern of seasons that the land experiences, agriculture is all but impossible to develop in Sionel. One other key characteristic of the region is that the land elevation deviates very little across the steppes; the sky and the ground meeting at a perfect parallel at the horizon is a constant sight throughout Sionel. This often has a disorienting effect on travelers - stories of tribesmen coming across delirious and lost outsiders have been circulated through rumors such that it is already common knowledge to brave the steppes only with a guide present. Despite its hostile environment, the steppes are also home to some breathtaking natural phenomena.


The most commonly seen of these wonders is something the locals call ice sand: in reality, grains of soil that have developed crystalline properties from long exposure to the frozen elements. These break apart easily and are carried by the local air currents; with the right conditions, ambient light is distorted by these granules, resulting into illusion-like phenomena known as steppe mirages. Alternatively, as these particles reach sufficient altitudes, they create rainbow-like lights, akin to the aurora observable at the extremities of the planet. A popular subject of Koscian lore aside, this phenomenon also goes by the term “Guiding Lights” by the locals.

As this natural event relies heavily on wind currents (which have stable patterns for the most part), the Koscians have used these to get their bearings while traveling, usually following the lights towards watering holes along the route, and other similar landmarks. Another natural marvel are the so called Whistling Mountains. Though nowhere as large as actual mountains, these rock formations - found at the northern and western edges, where the terrain meets the mountain ranges - can tower hundreds of meters into the sky. The “whistling” moniker comes from the sound these formations create when air currents blow through them. Interestingly, the pitch of these “whistles” changes with the season; from bird-like chirps during the warmer seasons, to an eerie, almost wail-like quality during winter.


These hold a cultural significance for the Koscians. The tribes gather during the spring to hold the Sun Advent Festival, while legends abound of the border between the land of the living and those of the spirits be at its thinnest in the winter, thus “explaining” the change in pitch.


Plants

The region’s harsh conditions prevent trees of any kind to take root; the ground is generally too hard for any large root to penetrate, and the lack of water means that more care-intensive plants will die from lack of nutrition. This is not to say that the steppes are completely barren. Plant life exists in Sionel in the form of grasses, shrubs, and cacti; all of which have evolved parts specifically adapted to the challenges posed by the sub-arctic temperatures: short stature to protect themselves against the harsh wind; thin, hair like roots to seep through the frozen ground with minimal resistance, and specialized bark that absorbs liquid present in the air through condensation.

The local flora can also grow relatively fast, being able to reach maturity within weeks of planting. This trait fits perfectly with the ecosystem, with both tribes and herds roaming from place to place in search of pasture. The most common of these flora is a dirt-colored shrub the locals call kanyik, aptly named for its tough and prickly exterior. While it would be considered a weed in any other area because of its alarming rate of growth, this plant is the staple for grazing animals in the steppe. Despite its physical characteristics, the Needlebranch is packed with nutrients and could be consumed by both animals and kin'toni (albeit in a distilled form such as tea).



One of the many plants that is unique to this area is walithvar, a specimen that resembles a tattered sheet of cloth. In truth, it is something akin to moss, albeit one that doesn’t require a surface to latch on, instead carried around by the strong steppe winds. A special adaptation to airborne sustenance is what makes this feat possible - the entirety of the plant acts as a sponge for minerals and water, and at times even blood from animal carcasses, hence its name. Another plant endemic to the region is a beloved favorite of both tribesmen and travelers - the subspecies of cactus affably known as daa'leth. As the name suggests, the plant’s main characteristic is its ability to condense and store water within its empty central chamber.

Better still, its bark retains this property for a time even when plucked or cut-off from its main body. Koscians have long since taken advantage of this, mostly by placing bits of canteen bark around the mouths of open sacks to fill it up with water as they roam around. Foreign encroachment via mercantile groups have also had an effect with steppe flora by introducing and propagating hybrids for supply reasons. As the trek to a given mining site are often beset by threats both natural and civilized, there became a need to be more self-sufficient in order to avoid overly relying on supply lines. One of the earlier generations of these merchants addressed this by breeding kanyik with a local vegetable. Today, bakaar is officially the first hybrid plant introduced in the steppes, and the only one so far that has been cultivated en-masse successfully.


Animals

Somewhat counterintuitive of its barren environment, the steppes are actually home to a number of herd-oriented animals. These species have evolved in such a way that not only are their physical characteristics (thick fur, slow metabolism) changed, but also their mentality - most of these animals have developed strict societal behavior that puts the pack above the individual. Perhaps the most revered of these animals are the mogur, quadrupedal canines that function as the biome’s alpha hunters. Long have the Koscians romanticized these creatures that they themselves refer to their own people as the children of Mogrii, their chief deity who often takes the form of the said predator.

These intelligent hunters move almost like one organism, looking to separate weaker members of a prey’s pack on the hunt, while using their numbers to deter resistance as the rest move in for the kill. Indeed, their movements and maneuvers resemble and are as effective as army tactics so much that Koscian hunters have successfully adopted them as their own, in both game and warfare. On the other hand, the Karaktai are reviled for their scavenging, by both local and animal alike. These black, avian bipeds carry with them a notoriety for heralding impending doom - most likely because of a “sense” they have for creatures on the brink of death (as well as for their feasting on the remains that follow). Natural cowards, these creatures nevertheless invoke a feeling of dread with them because of this behavior.


Much less grounded in myths, but just as (or arguably, more) important as the mogur are the uigrys - large, furry beasts of burden that serve as the workhorses (among many other roles) of the Koscians. As mentioned, these creatures are what makes the Koscians’ nomadic life possible, pulling along carts and even whole yurts behind them with seeming ease. On top of that are their milk - a staple of Koscian diet - and their sturdy fur, which the locals use primarily for their clothing, armor, tools-making, and even as construction material (the strands from an Uigrys makes for durable and water-resistant fibers and ropes.) It is not an exaggeration to attribute a Koscian tribe’s survival with that of their uigyr herd; such is how much their lifestyle is dependent on these creatures.

Outside of the aforementioned, most other creatures present in this biome come in the form of critters, small creatures that make their home under the soil. As extensive research is unavailable because of political instability, most accounts of these creatures are only available through sightings and the occasional carcass found by miners as they excavate. Finally, the strangest of all the fauna are stories by tribesmen of creatures sleeping beneath the earth, that could shake the land as they stirred with the slightest of movements. Accounts vary, from shelled creatures or serpentine ones whose ends could not be seen. Whichever they are, their immense size is the common characteristic, but the fact that they are only known through anecdotes put their supposed existence in question.

Historical Timeline of Ages

Age Name Dates Controller
Stone Age Before 1E 0 Unknown
Copper Age 1E 1–1E 2200 Unknown
Bronze Age 1E 2200–1E 4400 Unknown
Iron Age 2E 0–2E 700 Unknown
Ancient Age 2E 700–2E 2200 Unknown
Middle Age 3E 0–3E 2050 Unknown
Early Modern Age 3E 2050–3E 2600 Unknown
Industrial Age 3E 2600–3E 2700 Unknown
Machine Age 3E 2700–3E 2800 Unknown
Atomic Age 3E 2800–3E 2850 Unknown
Space Age 3E 2850–3E 2875 Unknown
Information Age 3E 2875–3E 2900 Unknown
Genetic Age 3E 2950–3E 3000 Unknown
Awakening Age 3E 3000–3E 3415 Unknown
Twilight Age 4E 0–4E 500 Koscia Tribal Zu'Aan
Place

This article is written by tomabird. Copyright 2026 tomabird. All rights reserved.