Skelach Shrub-Steppe: Difference between revisions
m (via JWB) |
(No difference)
|
Latest revision as of 13:25, 20 May 2026
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
“Skelach is the most bland place you’ll ever have to travel through.” Such sentiments were often uttered about the shrub-steppe region by those who were headed elsewhere. All they saw was the shrub and sparse grass covered flat lands and never thought to explore further. They assumed it would be more of the same, and the local tribes let them think that. It was better in their mind that the outsiders not care enough to explore their home. They knew what exploration by the outsiders often led to and were content to allow them to continue being ignorant. In the mind of the local tribes, the arrogance and laziness of the outsiders was all that spared their own way of life from certain destruction.
Resting in the eastern side of the middle of the temperate zone of the continent, Skelach is right next to the western rock face of the eastern mountain range with forests to the north, hills to the south, and a wild grassland to the west. And most paths usually taken in the area stick to the south and western areas to get through the eastern pass of the mountains and avoid the presumed harder paths to the northeastern sections of the region. Because of this and the lack of noticeable landmarks, those just travelling through have no understanding of what is actually in the northeastern sections. In a sheltered section of the rock face there is a series of caves and a waterfall covering the entrances.
The waterfall heads into an overhead opening of a cavern where there is an underground river. This particular area is capable of sustaining crops and the waters are safe and slightly warmer than the rest of the area, giving the locals a place to wash and relax from the rigours of the day. The site became sacred to them and as time when on they grew more and more protective of the area. The different tribes were slightly nomadic with stationary tent villages dispersed around the region but equidistant to the sacred site, and members roaming the territory for hunting, trading, and to keep an eye on any outsiders to make sure the didn’t get too close to the sacred site. And then the unthinkable happened.
The vast and mighty Xerea Empire, the would be conquerors of the world, fell in an attack from within their imperial capital. Millions of refugees dispersed into the world in hopes of escaping a similar fate. Many of them began camping in the shrub-steppe as they journeyed to find safety. The local tribes stretched themselves thin to try to guide the people away from their home and on to places where they might find shelter. However some of the travellers did stumble upon the waterfall and river, and decided that such comforts altered their image of Skelach enough that it was worthy to be settled by them. This angered the tribes, and in the ensuing chaos the remaining forces were turned by the kin'toni who settled in the caves behind the waterfall.
Plants
The region of Skelach is mainly covered in shrubs and sparse tufts of grass over rough flat terrain stretching across ninety-eight percent of the entire region with the one different section being the area of the waterfall, the caves, and the cavern of the underground river. There the vegetation was slightly more amenable and could grow actual crops. The local tribes made that area their main living area and treated the waterfall and river as especially sacred because of the reprieve it provided. They used the richer soil to grow enough crops to easily survive despite the low chance of rain in the area.
The rest of the region was so flat and mundane compared to the other regions that most who travelled through it didn’t even attempt to explore because they figured it was just more of the same. Meanwhile the local tribes, knowing the existence of the richer section of the region, had a different and more invested understanding of the region and its vegetation. They explored the myriad of uses for the plants that did grow through the majority of the land. Several of their more textile products were even traded for resources that they desperately needed.
One of the most common varieties of shrubs in the region is the the aithdor or the aith. While not much to look at, the medium sized shrub is best recognised by its pale green foliage and loose clustering shape. This shape allows the wind to send the dead shrubs rolling away, giving the shrub its playful name. However the local tribes know that there is far more to this simple shrub than the outsiders would ever guess. It is often used as a medicinal ingredient to treat a number of ailments from a simple cold to something as serious as seizures.
While the tribes do offer medical concoctions with the ground up shrub as the primary ingredient in trade, they do not let the others know of its purely local origins. Instead they let the arrogant outsiders believe they acquired the ingredients elsewhere. Another common shrub in the region is the dayuek. This short flowering shrub is recognised by its tiny five petaled pale blue flower that covers the entire plant. While this wild flower is enjoyed by passing flower enthusiasts, they never stop to admire them because of their own idea of the blandness of the region as a whole.
Thus the flower is something to be admired while still on the move. To the tribes in the region, the sourbrush is one of the plants they use to make dyes and also in their textiles. But the more to benefit from the shrub is the local herbivores who enjoy the positive health aspects of ingesting the plant. These benefits are solely available to the wildlife and include things like stronger joints and easier digestion, while also providing much needed nutrients that are not food in other regional plants.
Animals
The shrub-steppe of Skelach, while considered boring to all buy the local tribes, is home to a large variety of wildlife. Particularly small and medium creatures that either graze on the vegetation or on hunt the grazers and any other creature they could find. Many of the creatures tend to either burrow into the ground or move in herds. The local tribes often led the herds away from the main paths in order to protect them from the likely fate of being hunted for sport or out of boredom. Those that burrow or are carnivorous tend to be harder to control or tame.
The only imported animals are the domesticated akir that the locals use to help them with the herds as well as with hunting and patrolling the territory. It was a common sight to see a member of the tribe watching the travellers from a distance while a large akir sat next to them and watched as well. A few times these akirs were noticed preventing a dangerous animal from attacking the outsiders who were not paying attention to their surroundings. After the fall and the subsequent spread of the kin'toni plague, the area housed a myriad of displaced domesticated animals that the refugees had brought with them.
While many of these either died from starvation or were hunted by the others, a few managed to survive and lightly impact the wildlife population with the creation of new crossbreeds. One of the common burrowing animals that makes the region their home is the Skelach akirvaikr. This herbivorous burrowing rodent is known for having muddy brown coarse fur, slightly bucked teeth, and stubby hind legs. These adorable creatures live off of the plants in the area and before the kin'toni plague was unleashed, they also panhandled food from the more kindhearted travellers they could find.
Despite their shorter hind legs the akirvaikr is quite agile and capable of escaping many dire situations and get into their burrow holes. However this doesn’t always lead to safety as there are creatures that will enter burrow holes to lie in wait and attack an incoming critter. In situations where they can’t easily escape, the akirvaikr will use its teeth and front claws to defend itself and hopefully create an opening for it to escape. The most common breed of akir to be found in Skelach is the naathakir.
This large but usually friendly akir is known for its curly brown and white coat of fur, its large muscular frame, and bear-like snout. They help guide the herds of grazing animals through the region and will protect the herd from predators and possible accidents. They are trained to be able to identify and react to any potential danger. Some have been known to extend their protective measures to everyone they see. They have protected the travellers as they make their way through the region unaware of the danger they may encounter.
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 | Engocha Kin'toni Clan |
| Unknown | Unknown | Unknown |
| Unknown |
|
Unknown |
| Unknown | Unknown | Unknown |
This article is written by Xoishtar. Copyright 2026 Xoishtar. All rights reserved.