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{{Area infobox
| name = The Azim Steppe
| type = zone
| within = Othard (region)
| aetheryte1 = [[Reunion]];32.9,28.0
| aetheryte2 = [[The Dawn Throne]];23.0,22.2
| aetheryte3 = [[Dhoro Iloh]];6.8,23.5
| description = The plains of the Azim Steppe stretch far and wide to sustain these nomadic peoples and their way of life. A vast expanse of grassland that stretches across the far reaches of northern Othard, the Azim Steppe is said to be the ancestral home of the Au Ra, and remains to this day the home of the nomadic Xaela clan. Devout worshipers of the Dawn Father and the Dusk Mother -- Azim and Nhaama -- the Xaela are known for their unique set of beliefs. They are divided into fifty different tribes, all of which are very territorial and are engaged in a constant and fierce battle for land.
| weather = clear skies, fair skies, clouds, rain, clouds, gales, fog, wind
| map = The azim steppe map.jpg
| levels =
| connections = [[The Ruby Sea]] (SE) <br> [[Yanxia]] (S)
| loading-screen =
| screenshot =
| sstext =
| release = stormblood
}}
'''The Azim Steppe''' is a zone in [[Othard]] populated almost exclusively by the nomadic [[Xaela]] clan. Many of the individual Xaela tribes choose to compete in [[the Naadam]], a ceremonial battle for rulership over the Steppe. This rulership, currently held by the Oronir tribe, lasts until the next Tsagaan Sar (Lunar New Year). When the rules of the Naadam are not in effect, the tribes maintain their own independence and conflict often arises between them.
Most foreign visitors come to the settlement of [[Reunion]], guarded by the Qestir tribe. It remains a neutral spot for traders from all over the realm to sell their wares.
{{TOC limit|3}}
==Locations==
{{location table header|The Azim Steppe|showLevel=false}}
|-
| {{map icon|settlement}} [[Reunion]]
|
: {{map icon|aetheryte}} Reunion
: {{map icon|chocobokeep}} Porter
|-
| [[The Sea of Blades]]
|
: {{map icon|landmark}} [[Ragill's Reckoning]]
: {{map icon|landmark}} [[Kahkol Iloh]]
: {{map icon|settlement}} [[Mol Iloh]]
: {{map icon|chocobokeep}} Porter
: {{map icon|landmark}} [[The Wound]]
: {{map icon|landmark}} [[The Path of the Craven]]
|-
| [[Azim Khaat]]
|
: {{map icon|landmark}} [[The Bridge of High Rule Warriors]]
|-
| {{map icon|settlement}} [[The Dawn Throne]]
|
: {{map icon|aetheryte}} The Dawn Throne
: {{map icon|chocobokeep}} Porter
|-
| [[Onsal Hakair]]
|
: {{map icon|landmark}} [[The House of the Crooked Coin]]
: {{map icon|landmark}} [[Moonrise]]
: {{map icon|landmark}} [[Chakha Zoh]]
: {{map icon|landmark}} [[Ceol Aen]]
: {{map icon|landmark}} [[Bardam's Mettle (landmark)|Bardam's Mettle]]
: {{map icon|dungeon}} [[Bardam's Mettle]]
: {{map icon|trial}} [[The Great Hunt]]
|-
| [[The Towering Still]]
|
: {{map icon|landmark}} [[The Uyagir Caves]]
: {{map icon|landmark}} [[The Hundred-and-one Revelations]]
: {{map icon|landmark}} [[Qerel Iloh]]
|-
| {{map icon|settlement}} [[Dhoro Iloh]]
|
: {{map icon|aetheryte}} Dhoro Iloh
|-
| [[Nhaama's Retreat]]
|
: {{map icon|landmark}} [[The Dusk Throne]]
: {{map icon|landmark}} [[Dotharl Khaa]]
|-
|}
==Activities==
'''[[The Azim Steppe Sidequests]]'''
'''[[The Azim Steppe FATEs]]'''
'''[[Namazu Daily Quests]]'''
==Shops & Services==
{{merchant list|The Azim Steppe}}
==[[Aether Currents]]==
{{:The Azim Steppe AC}}
==Enemies==
===Normal===
* [[Baras]]
* [[Buzzfly]]
* [[Chaochu]]
* [[Fire Sprite]]
* [[Halgai]]
* [[Khun Chuluu]]
* [[Mammoth (Mob)|Mammoth]]
* [[Manzasiri]]
* [[Matamata (Enemy)|Matamata]]
* [[Matanga (mob)|Matanga]]
* [[Muu Shuwuu (Mob)|Muu Shuwuu]]
* [[Purbol]]
* [[Steppe Anala]]
* [[Steppe Dhole]]
* [[Steppe Dzo]]
* [[Steppe Gedan]]
* [[Water Sprite]]
* [[Wind Sprite]]
===B Rank===
*[[Aswang]]
* [[Kurma]]
===A Rank===
* [[Girimekhala]]
* [[Sum]]
===S Rank===
* [[Orghana]]
==Vistas==
{{see also|Sightseeing Log}}
Players can unlock [[#Stormblood Vistas|Stormblood sightseeing logs]] by speaking to [[Ulger Ironheart]] in [[Rhalgr's Reach]] (X:10.5, Y:13). Players must be a [[Disciple of War]] or [[Disciple of Magic]] level 60 or higher to obtain credit for these sightseeing logs. Vistas are small blue glowing orbs at which players need to [[Lookout|/lookout]] or use another emote.
{{#lsth:Sightseeing Log|The Azim Steppe}}
==Achievements==
This zone is associated with the following [[achievements]]:
{| {{STDT| mech1 sortable align-left}}
{{achievement table header}}
{{achievement table row|Mapping the Realm: The Azim Steppe}}
{{achievement table row|Freebird: The Azim Steppe}}
|}
==Images==
<gallery mode=packed>
Azim steppe1.jpg
azim steppe2.jpg
azim steppe3.png
azim steppe4.jpg
azim steppe5.png
</gallery><br>
==Lore==
==Lore==
Home to the Xaelic tribes of the Auri. The plains of the Azim Steppe stretch far and wide to sustain these nomadic peoples and their way of life.
The vast plains of northern Othard are home to countless tribes of nomadic Kaela. Despite conquering their neighbors to the south, the Garlean Empire has yet to demonstrate any interest in subjugating the Steppe.
 
===The Sea of Blades===
Some posit that this part of the Steppe was named for its rolling fields of grass. Others claim that the name is in reference to the countless battles fought between tribes over lands prized for grazing.
 
====Reunion====
Once a united people, the Xacla were divided into over fifty disparate tribes, but by gathering here they may be as one again. Such was the hope of the Qestir when they founded this hub of trade. Nowadays, in addition to all the peoples of the Steppe, merchants from foreign lands may be seen here as well.
 
====Ragill's Reckoning====
Long ago, Ragill of the Qestir believed that the best way to protect Reunion was with a great stone wall. However, well before work on the wall could be completed, the market was attacked, and many lives were lost. In response, the Qestir revised their plans and set about constructing a more modest wall that encompassed a smaller area and took advantage of Reunion’s natural defenses.
 
====Kahkol Iloh====
Shortly after this settlement of the Kahkol was destroyed by the Buduga, the weakened tribe suffered further hardship when its remaining population was decimated by disease. Ironically, some of the scattered survivors are said to be living among the Buduga.
 
====Mol Iloh====
The current home of the Mol, one of the many Xaela tribes that roam the Azim Steppe. Being nomads, their stay here is but temporary, and the turn of the seasons will see them strike camp in search of greener pastures for their livestock. Though quite sturdy when erected, the yurts are designed for ease of relocation.
 
====The Wound====
At the base of this deep canyon is one of many rivers which flow into the One River. Xaela legend tells that the great rift was formed long, long ago, before the first Au Ra was created, by the chaos brought about by a terrible battle between the Dawn Father and the Dusk Mother.
 
====The Path of the Craven====
This bridge which once extended across the Wound has yet to be restored since it fell into disrepair and collapsed. Before, it served as a simple test for would-be warriors of the Steppe, who must be brave enough to tame and ride a yol. Those who crossed without trouble were deemed worthy, whereas those who hesitated or turned back were found wanting.
 
===Azim Khaat===
Travelers to the Steppe soon learn that many khaal, or rivers, flow to the great khaat—lake—at its center beneath the Dawn Throne, which was also named for the sun deity.
 
====The Dawn Throne====
A grand monument marking the sacred site where Azim, god of the sun, is said to have created a corporeal form of himself and become the Dawn Father. Tended and improved over the years by the Steppe’s most powerful tribes, it now rests upon the waters of Azim Khaat and is crowned by a magnificent palace.
 
====The Bridge of the High Rule Warriors====
This modest bridge which leads to the Dawn Throne was named for the most esteemed brothers of the Oronir. In the event the fortress is attacked, they are to be the first to descend from the heights above to meet the enemy in battle.
 
===Onsal Hakair===
Many khaal flow from the mountains north of the Steppe, and so many tribes are drawn to this region that they might take advantage of the fresh water as they graze their herds.
 
====The House of the Crooked Coin====
In a celestial struggle ‘twixt Azim and Nhaama, a sliver of her essence was sent tumbling to the earth below. This divine fragment hidden within a mountain cave is said to retain her power, which was harnessed once in the past to avert a terrible calamity.
 
====Moonrise====
This path through the northern mountains leads unto the sacred site which houses a fragment of the Dusk Mother’s divinity. Though unclear, it is assumed by many that the ascent takes its name from one of the stories relating to this relic.
 
====Chakha Zoh====
Resting within this shrine are the bones of a revered Xaela woman who fearlessly faced a monstrous dragon in order to protect her people. It is customary for tribes that triumph at the Naadam to come here to make an offering.
 
====Ceol Aen====
A cluster of ancient stone pillars located near Bardam’s Mettle, upon each of which the songs of the peoples of the Steppe are graven. Although the pillars' placement may appear haphazard, when the wind blows through them, they are said to come alive with melodies from ages past.
 
====Bardam's Mettle====
In order to be recognized as warriors of the Steppe, all Kaela must follow in the footsteps of Bardam the Brave, hero of eld, and prove their worth by taming a yol.
 
===The Towering Still===
The winds of the Steppe break upon these towering cliffs, which extend across the western edge of the region. In truth, the Azim Steppe extends far beyond this mountain range, though few outsiders have journeyed beyond and laid eyes on the lands, much less met the tribes which call them home.
 
====The Uyagir Caves====
The former home of the Uyagir is said to have been created by the winds of the Steppe, which bored holes into the rock and formed the cave system. At present, a race of oliphant-like beings named Matanga have claimed them as their abode.
 
====The Hundred-and-one Revelations====
As the Uyagir themselves tell it, they live within the cave to make amends for the sins of their forebears, who in their hubris strove to subjugate all creation. As punishment, the gods unleashed a plague of enormous beetles upon them. That their children might never forget, their ancestors moved into the cave, and upon its walls painted murals telling of their misdeeds.
 
====Qerel IIoh====
The nature of the tragedy which befell the Qerel is unclear, but some claim that their settlement was destroyed by a group of exiles who declared themselves the Chaghan. Regardless of its veracity, the tale serves as an example of the harsh fates which may befall any given Xaela tribe.
 
====Dhoro Iloh====
None know for certain why the Dhoro abandoned this settlement, for the tribe continues to make every effort to avoid outside contact. In recent times, however, the plateau has shown signs of unusual activity...
 
===Nhaama's Retreat===
As one journeys further southwest, he will find the grasslands gradually give way to sand and desert. Though many tribes would avoid such lands, the Bairon, Mierqid, and Torgud favor them over more hospitable climes.
 
====The Dusk Throne====
A grand monument marking the sacred site where Nhaama, goddess of the moon, is said to have created a corporeal form of herself and become the Dusk Mother. The sands of time, however, have ever disdained the works of men, and for all its prodigious size, the desert is threatening to swallow it up.
 
====Dotharl Kha====
In the language of the Steppe, “khaa” means a spring, and the Dotharl tribe has laid claim to this particular one. It is a rare oasis in the deathly dry climes of the Nhaama Desert, and travelers are strongly advised to replenish their water supplies ere they continue on.
<ref>[[Encyclopaedia Eorzea: Volume II]], page 99-100</ref>
 
===The People of the Steppe===
While there are few tribes which wield as much influence as the Oronir and Dotharl, the Azim Steppe is home to countless people with unique traditions that set them apart from one another.
<ref>[[Encyclopaedia Eorzea: Volume II]], page 111</ref>


==References==
<references />


==Aether Currents==
{{Zone nav}}
(x16, y14) (x27, y12) (x36, y17) (x13, y21) (x23, y20) (x6, y28) (x23, y29) (x40, y30) (x15, y34) (x8, y35)
<br> [[File:Azim Steppe Aether Current.png]]

Latest revision as of 07:25, 24 September 2023

The Azim Steppe

Clear Skies.png Fair Skies.png Clouds.png Rain.png Clouds.png Gales.png Fog.png Wind.png

The azim steppe map.jpg
Map of The Azim Steppe

Type
Zone
Zone
Othard
(Hydaelyn)
Connects to
The Ruby Sea (SE)
Yanxia (S)
Aetherytes
Reunion (X:32.9, Y:28.0)
The Dawn Throne (X:23.0, Y:22.2)
Dhoro Iloh (X:6.8, Y:23.5)

The plains of the Azim Steppe stretch far and wide to sustain these nomadic peoples and their way of life. A vast expanse of grassland that stretches across the far reaches of northern Othard, the Azim Steppe is said to be the ancestral home of the Au Ra, and remains to this day the home of the nomadic Xaela clan. Devout worshipers of the Dawn Father and the Dusk Mother -- Azim and Nhaama -- the Xaela are known for their unique set of beliefs. They are divided into fifty different tribes, all of which are very territorial and are engaged in a constant and fierce battle for land.

— In-game description

The Azim Steppe is a zone in Othard. The Azim Steppe is a zone in Othard populated almost exclusively by the nomadic Xaela clan. Many of the individual Xaela tribes choose to compete in the Naadam, a ceremonial battle for rulership over the Steppe. This rulership, currently held by the Oronir tribe, lasts until the next Tsagaan Sar (Lunar New Year). When the rules of the Naadam are not in effect, the tribes maintain their own independence and conflict often arises between them.

Most foreign visitors come to the settlement of Reunion, guarded by the Qestir tribe. It remains a neutral spot for traders from all over the realm to sell their wares.

Locations

Area Points of Interest
Settlement icon.png
Reunion
Aetheryte (map icon).png
Reunion
Chocobokeep (map icon).png
Porter
The Sea of Blades
Landmark (map icon).png
Ragill's Reckoning
Landmark (map icon).png
Kahkol Iloh
Settlement icon.png
Mol Iloh
Chocobokeep (map icon).png
Porter
Landmark (map icon).png
The Wound
Landmark (map icon).png
The Path of the Craven
Azim Khaat
Landmark (map icon).png
The Bridge of High Rule Warriors
Settlement icon.png
The Dawn Throne
Aetheryte (map icon).png
The Dawn Throne
Chocobokeep (map icon).png
Porter
Onsal Hakair
Landmark (map icon).png
The House of the Crooked Coin
Landmark (map icon).png
Moonrise
Landmark (map icon).png
Chakha Zoh
Landmark (map icon).png
Ceol Aen
Landmark (map icon).png
Bardam's Mettle
Dungeon (map icon).png
Bardam's Mettle
Trial (map icon).png
The Great Hunt
The Towering Still
Landmark (map icon).png
The Uyagir Caves
Landmark (map icon).png
The Hundred-and-one Revelations
Landmark (map icon).png
Qerel Iloh
Settlement icon.png
Dhoro Iloh
Aetheryte (map icon).png
Dhoro Iloh
Nhaama's Retreat
Landmark (map icon).png
The Dusk Throne
Landmark (map icon).png
Dotharl Khaa

Activities

The Azim Steppe Sidequests

The Azim Steppe FATEs

Namazu Daily Quests

Shops & Services

Merchant Name Merchant Location
Merchant (map icon).png
Dotharli Merchant & Mender
(X:11.8, Y:33.5)
Merchant (map icon).png
Gyosho
(X:5.8, Y:23.4)
Merchant (map icon).png
Mol Merchant & Mender
(X:31.2, Y:11.3)
Merchant (map icon).png
Oroniri Merchant
(X:23.4, Y:21.9)
Merchant (map icon).png
Steppe Cook
(X:32.3, Y:29.1)
Merchant (map icon).png
Traveling Apothecary
(X:32.3, Y:27.8)
Merchant (map icon).png
Traveling Battlecraft Supplier
(X:32.9, Y:27.5)
Merchant (map icon).png
Traveling Jeweler
(X:32.9, Y:27.9)
Merchant (map icon).png
Traveling Material Supplier
(X:32.7, Y:29)
Merchant (map icon).png
Traveling Merchant
(X:32.5, Y:28.9)
Merchant (map icon).png
Traveling Tool Supplier
(X:32.9, Y:29)

Aether Currents

Field:

Coordinates Description Number Map #
(x32.8, y30.2, z-0.3) Just outside Reunion southern entrance 1
(x26.1, y11.2, z0.9) Climb up cliff side and fall to lower ledge 2
(x23.5, y20.4, z1.1) Edge of The Dawn Throne (available after Main Scenario QuestThe Children of Azim) 3 10
(x7.5, y34.6, z0.0) Southern edge of map 4 7
A map showing the locations of aether currents in The Azim Steppe

Quests:

Quest Level Coordinates Additional Information
Feature QuestMauci of the Seven Worries 66 (x12.7, y34.4, z0.0) Unlocks after completing Stormblood MSQ Main Scenario QuestThe Undying Ones
Feature QuestForty Years and Counting 66 (x23.0, y23.3, z1.1) Unlocks after completing Stormblood MSQ Main Scenario QuestFor Love of the Moon
Feature QuestSheep Snatcher 65 (x28.2, y14.8, z0.2) Unlocks after completing Stormblood MSQ Main Scenario QuestThe Heart of Nations
Feature QuestWords Are Very Unnecessary 65 (x32.9, y28.3, z-0.3) Unlocks after completing Stormblood MSQ Main Scenario QuestA Season for War
Main Scenario QuestGlory to the Khagan 66 (x31.2, y12.1, z0.3) Stormblood MSQ

[Go back to top of page]

Enemies

Normal

B Rank

A Rank

S Rank

Vistas

See also: Sightseeing Log

Players can unlock Stormblood sightseeing logs by speaking to Ulger Ironheart in Rhalgr's Reach (X:10.5, Y:13). Players must be a Disciple of War or Disciple of Magic level 60 or higher to obtain credit for these sightseeing logs. Vistas are small blue glowing orbs at which players need to /lookout or use another emote.

# Zone Name Coordinate Emote Comment
40 Ceol Aen The Azim Steppe (X:14.2, Y:9.8, Z:1.1) Lookout.png  Lookout On top of a rock pillar. Needs flying.
41 Dotharl Khaa The Azim Steppe (X:12.2, Y:32.0, Z:0.3) Lookout.png  Lookout On top of a rock formation. Needs flying.
42 The Dusk Throne The Azim Steppe (X:19.8, Y:33.7, Z:0.7) Lookout.png  Lookout On the head of the statue. Needs Flying.
43 Reunion The Azim Steppe (X:34.5, Y:31.9, Z:0.2) Lookout.png  Lookout On top of a cliff. Needs flying.
44 Chakha Zoh The Azim Steppe (X:20.0, Y:12.6, Z:1.0) Pray.png  Pray On top of the tower. Needs flying.
45 The Dawn Throne The Azim Steppe (X:22.6, Y:21.2, Z:1.7) Lookout.png  Lookout On top of the tower. Needs flying.
61 Mol Iloh The Azim Steppe (X:31.3, Y:11.5, Z:0.6) Lookout.png  Lookout On top of arch on the Mol tribe hut
62 Moai Statue The Azim Steppe (X:21.8, Y:20.3, Z:-0.5) Lookout.png  Lookout Underwater under The Dawn Throne

Achievements

This zone is associated with the following achievements:

Name Points Task Reward Patch
Mapping the realm the azim steppe icon1.png  Mapping the Realm: The Azim Steppe 10 Discover every location within the Azim Steppe. - 4.0
Freebird the azim steppe icon1.png  Freebird: The Azim Steppe 5 Attune with all the aether currents in the Azim Steppe. - 4.0

Images


Lore

The vast plains of northern Othard are home to countless tribes of nomadic Kaela. Despite conquering their neighbors to the south, the Garlean Empire has yet to demonstrate any interest in subjugating the Steppe.

The Sea of Blades

Some posit that this part of the Steppe was named for its rolling fields of grass. Others claim that the name is in reference to the countless battles fought between tribes over lands prized for grazing.

Reunion

Once a united people, the Xacla were divided into over fifty disparate tribes, but by gathering here they may be as one again. Such was the hope of the Qestir when they founded this hub of trade. Nowadays, in addition to all the peoples of the Steppe, merchants from foreign lands may be seen here as well.

Ragill's Reckoning

Long ago, Ragill of the Qestir believed that the best way to protect Reunion was with a great stone wall. However, well before work on the wall could be completed, the market was attacked, and many lives were lost. In response, the Qestir revised their plans and set about constructing a more modest wall that encompassed a smaller area and took advantage of Reunion’s natural defenses.

Kahkol Iloh

Shortly after this settlement of the Kahkol was destroyed by the Buduga, the weakened tribe suffered further hardship when its remaining population was decimated by disease. Ironically, some of the scattered survivors are said to be living among the Buduga.

Mol Iloh

The current home of the Mol, one of the many Xaela tribes that roam the Azim Steppe. Being nomads, their stay here is but temporary, and the turn of the seasons will see them strike camp in search of greener pastures for their livestock. Though quite sturdy when erected, the yurts are designed for ease of relocation.

The Wound

At the base of this deep canyon is one of many rivers which flow into the One River. Xaela legend tells that the great rift was formed long, long ago, before the first Au Ra was created, by the chaos brought about by a terrible battle between the Dawn Father and the Dusk Mother.

The Path of the Craven

This bridge which once extended across the Wound has yet to be restored since it fell into disrepair and collapsed. Before, it served as a simple test for would-be warriors of the Steppe, who must be brave enough to tame and ride a yol. Those who crossed without trouble were deemed worthy, whereas those who hesitated or turned back were found wanting.

Azim Khaat

Travelers to the Steppe soon learn that many khaal, or rivers, flow to the great khaat—lake—at its center beneath the Dawn Throne, which was also named for the sun deity.

The Dawn Throne

A grand monument marking the sacred site where Azim, god of the sun, is said to have created a corporeal form of himself and become the Dawn Father. Tended and improved over the years by the Steppe’s most powerful tribes, it now rests upon the waters of Azim Khaat and is crowned by a magnificent palace.

The Bridge of the High Rule Warriors

This modest bridge which leads to the Dawn Throne was named for the most esteemed brothers of the Oronir. In the event the fortress is attacked, they are to be the first to descend from the heights above to meet the enemy in battle.

Onsal Hakair

Many khaal flow from the mountains north of the Steppe, and so many tribes are drawn to this region that they might take advantage of the fresh water as they graze their herds.

The House of the Crooked Coin

In a celestial struggle ‘twixt Azim and Nhaama, a sliver of her essence was sent tumbling to the earth below. This divine fragment hidden within a mountain cave is said to retain her power, which was harnessed once in the past to avert a terrible calamity.

Moonrise

This path through the northern mountains leads unto the sacred site which houses a fragment of the Dusk Mother’s divinity. Though unclear, it is assumed by many that the ascent takes its name from one of the stories relating to this relic.

Chakha Zoh

Resting within this shrine are the bones of a revered Xaela woman who fearlessly faced a monstrous dragon in order to protect her people. It is customary for tribes that triumph at the Naadam to come here to make an offering.

Ceol Aen

A cluster of ancient stone pillars located near Bardam’s Mettle, upon each of which the songs of the peoples of the Steppe are graven. Although the pillars' placement may appear haphazard, when the wind blows through them, they are said to come alive with melodies from ages past.

Bardam's Mettle

In order to be recognized as warriors of the Steppe, all Kaela must follow in the footsteps of Bardam the Brave, hero of eld, and prove their worth by taming a yol.

The Towering Still

The winds of the Steppe break upon these towering cliffs, which extend across the western edge of the region. In truth, the Azim Steppe extends far beyond this mountain range, though few outsiders have journeyed beyond and laid eyes on the lands, much less met the tribes which call them home.

The Uyagir Caves

The former home of the Uyagir is said to have been created by the winds of the Steppe, which bored holes into the rock and formed the cave system. At present, a race of oliphant-like beings named Matanga have claimed them as their abode.

The Hundred-and-one Revelations

As the Uyagir themselves tell it, they live within the cave to make amends for the sins of their forebears, who in their hubris strove to subjugate all creation. As punishment, the gods unleashed a plague of enormous beetles upon them. That their children might never forget, their ancestors moved into the cave, and upon its walls painted murals telling of their misdeeds.

Qerel IIoh

The nature of the tragedy which befell the Qerel is unclear, but some claim that their settlement was destroyed by a group of exiles who declared themselves the Chaghan. Regardless of its veracity, the tale serves as an example of the harsh fates which may befall any given Xaela tribe.

Dhoro Iloh

None know for certain why the Dhoro abandoned this settlement, for the tribe continues to make every effort to avoid outside contact. In recent times, however, the plateau has shown signs of unusual activity...

Nhaama's Retreat

As one journeys further southwest, he will find the grasslands gradually give way to sand and desert. Though many tribes would avoid such lands, the Bairon, Mierqid, and Torgud favor them over more hospitable climes.

The Dusk Throne

A grand monument marking the sacred site where Nhaama, goddess of the moon, is said to have created a corporeal form of herself and become the Dusk Mother. The sands of time, however, have ever disdained the works of men, and for all its prodigious size, the desert is threatening to swallow it up.

Dotharl Kha

In the language of the Steppe, “khaa” means a spring, and the Dotharl tribe has laid claim to this particular one. It is a rare oasis in the deathly dry climes of the Nhaama Desert, and travelers are strongly advised to replenish their water supplies ere they continue on. [1]

The People of the Steppe

While there are few tribes which wield as much influence as the Oronir and Dotharl, the Azim Steppe is home to countless people with unique traditions that set them apart from one another. [2]

References