Fleshing out a region that is still weirdly un-fleshed-out.
On the southern steppe you may encounter:
Nomad Houses
A 'house', 'family', or 'clan' - terms the nomads use interchangeably. Northern nomad houses are universally mobile horse riding pastoralists, and they ride in extended family groupings. The largest houses are very large, some up to ten or fifteen thousand, but they only very rarely ride together to preserve grazing land. More usually, a group of nomads will be between fifty and two hundred, made up of groups of close family, and presided over by an influential patriarch or matriarch. Every nomad rider has personal loyalty to their immediate kin group, and to their larger house, and warriors, traders, and diplomats will wear the flag-capes of both to signal their political and diplomatic positioning to others.
Houses are known by the livestock that they keep; either cattle, dogs, or horses. All nomads ride horses, but not all are 'horse houses'. Nomad marriages are typically arranged between houses of different kinds, and each has their associated stereotyped character: cattle people are wealthy, proud, hospitable, and warlike; dog people are practical, clever, aloof, obsessive, sometimes underhanded, make bad enemies; horse people are charming, mercantile, physically attractive, gregarious, sly, and impossible to lie to.
The nomad houses administer their territories and sometimes engage in limited feuds and border conflicts, but the steppe is currently in a period of relative stability, plenty, and peace. Many Baronials hold ancestral memories of terrible wars against their neighbours, but in the present day trade and cultural exchange are flourishing.
A nomad house will be composed of between fifty and two hundred adult riders, all of whom are capable fighters and especially practiced with the bow. They will be lead by family heads, who each have personal ties of allegiance (often via marriage) to the patriarch or matriarch of the house. The house head will be wealthy, and will keep a retinue of picked troops, who form an armoured and professional corps of fighters around which the rest of the house can organise in times of trouble. If the house produces any Errants, they will typically be outfitted by the largesse of the house head, and more often than not this means that only errants of aristocratic heritage are gifted the star weapons that they are so closely associated with.
Nomad Rider
HD1, medium cross-hilted straight sword and composite bow, 50/50 unarmoured or light armour, sun goggles, movement: as human, disposition: typically clear-thinking, light hearted, gregarious, and claustrophobic.
Will personally own two horses, and have access to more via the family's herd.
1 in 3 Riders will be accompanied by a Steppe Hound, who are considered part of the family.
Steppe Hound
HD1, bite as medium weapon, unarmoured, speed: twice human, disposition: well-trained and well-loved companion animal. Will guard the bodies of downed Nomads to the death.
If a Hound moves and attack on the same turn their target must test STR or be knocked prone.
Nomad House Troops
As Nomad Rider, but HD1+1 and wearing medium armour. House troops are elites, and used to preferential treatment. They are easy to offend, and have a keenly developed sense of personal and house dignity. They wear the flag capes of their houses and kin groups, just like errants do.
Patriarch/Matriarch
As Nomad Rider but with between 2 and 4 HD, depending on seniority. Patriarchs and matriarchs are rulers of their territories, and administer these by personal fiat. They are used to being deferred to, and treated with complete obedience and respect. Patriarchs and matriarchs often quested as errants in their youth - 50/50 that they still have access a single star weapon that they used back then. It is considered a mark of prestige and shrewd political acumen to own star weapons that you no longer need to use.
House Champions
Sometimes, a young errant will not get wisdom on their travels, or will find and preach a wisdom that is incompatible with the expectations of steppe adults: marriage, family, husbandry, and trade. These individuals are treated with a wary type of respect in their clans, and given the title 'champion'. They symbolically 'marry death', a ceremony that involves being buried in the earth for a day and a night, and are often outfitted with more star weapons, at great expense, by the family head. Steppe champions are extremely dangerous personal fighters, and typically become fixers, instructors, and war advisors (and even assassins) to their houses.
Champions occupy a strange social position at the fringes of their society, and are significantly freed from many of the usual expectations of propriety. Young steppe fighters, from many different houses, are routinely apprenticed to famous champions to learn marksmanship, swordplay, and strategy, and the friendships, crushes, and rivalries of these formative years often go on to define the character of each fresh generation. Enough fall in love with their tutors that social customs and allowances have developed around the relation - something between Greek pederasty and The Secret History - and this is seen as an appropriate, pre-marital sexual and romantic tutelage that unfolds comfortably outside the normal channels.
Stat House Champions as Patriarch/Matriarchs, who additionally carry d3 star weapons. They are unbreakable, and roll to hit at +1 over what their HD would indicate. Champions are often highly eccentric, superstitious, and fey-minded. They might crossdress, or wear expensive and eye-catching foreign clothing and cosmetics. They are generally treated more like ghosts or spirits than people by the rest of their house, and most of them are used to this and not given to socialising much. A House Champion will nearly always have a companion animal, with even chances of a dog (use the Hound entry above), cat, or raptor bird.
Cats are HD1, have claws as light weapons, unarmoured, speed: twice human, disposition: catty. They move silently, can disappear in grass or shadow, and deal an additional d8 damage from ambush.
Raptor Birds have 1hp, talons beak as light weapons, unarmoured, flight: as hawk, disposition: proud, swift hunters. They perch on the shoulder when not 'in use'.
Finally, a House Champion has a 50/50 chance of being accompanied by 2d4 Youngbloods - use the the Steppe Rider stats above. If a Youngblood is killed in battle, d3-1 other Youngbloods (determined randomly) had a crush on them, and will now fight to the death. If the Champion is killed, this is instead d6 Youngbloods.
Reapers
They call themselves Reapers because they think it sounds intimidating - most people just call them bandits, or scalping, murdering bastards. Reapers are a border phenomenon; Baronials who have grown up near the nomad territories, and who have adopted some of their ways, and developed a strange hybrid culture focused on terror raiding and banditry. Reapers are still recognisably Baronials; they wear tattered and faded finery in the fashions of the capital, and make use of firearms and heavy armour where the nomads would use bows. They ride steppe horses, and ride very well, which is rare in the Barony proper, where heavy infantry are the socially-lauded troop type. Reapers are a perennial thorn in the side of both societies, and the nomads will often work with more settled Baronials to root them out and kill them.
Reapers have developed a style of raiding that is significantly focused on terror and psychological warfare. They are famous for scalping, mutilating, and torturing captured foes, and for dumping the remains in uncovered mass graves about the border. Reaper bands are widely reviled, but successful groups can become powerful regional players, and there are often unspoken agreements between these successful raider-captains and their neighbours. Reapers make excellent deniable assets if you want to persecute your neighbours without playing hand too obviously.
There are many romantic and bawdy tales of young Baronials fleeing poverty, debt, or the law by joining bands of Reapers, making masses of coin murdering on the steppe, and retuning home in triumph. The moral instruction in these tales tends to depend on the location of the Baronials telling them - more romantic further north, and less (and more concerned with illustrating the inevitability of their capture and execution) in the south.
Reapers
HD1, medium sabre or warhammer, light armour, sun goggles, movement: human, disposition: mad max raiders. Reapers ride good quality steppe horses, and will usually own two of them each. 1 in 3 carry a pistol, musket, or blunderbuss.
Reapers who roll max HP are Baronial ex-mercenaries: they have HD1+1, are dressed in heavy armour, carry shields, and always hold firearms.
All Reapers wear as much jewellery and expensive clothing as they can, and if the PCs loot their bodies after a confrontation they will find d4*10s worth of finery and cosmetics on each corpse. These goods are worth double in the north of the Barony, as long as you can convince the seller that they are authentic 'Reaper wear'.
Smiths and Smith Houses
Smithing is a sacred profession for the nomads, and smiths are an exception to all of their usual customs. The Star Smiths are the most famous and celebrated, but all metalworking is stems from their art, brings its practitioners into contact with the divine.
Nomad swords are some of the best in the world - the characteristic long, straight blade and cross guard are markers of quality throughout the world. Most nomad swords are simply well made medium straight swords, but a masterwork made from a celebrated smith might be treated as a +1 sword. Smiths never sell these weapons for money - you will need to get into nonspecific and potentially lifelong debt with them, or cause them to become so to you, to get access to them.
All smiths live in a Smith House, which is traditionally built atop a mine or the site of a meteor impact. A Smith House is at once a fortification, holy site, demilitarised zone, and gaming house for other nomads, and smiths usually become vastly more wealthy from the patronage of their houses than the selling of their worked goods. Nomad maps note only three types of fixture dotted through the within the broad political territories: watering holes and rivers, burial grounds, including those of past civilisations, and Smith Houses.
A typical Smith House will look, to a Baronial, like an extremely wealthy walled town. Mostly they are built in local, un-mortared stone - some import timber framing as a signifier of their status. Some Houses are built up enough within their walls that they become a single, massive, continuous building, subdivided into vast guest halls, gaming rooms, kitchens, forges, waterways, gardens, and kitchens. The wealthier the smith, the more prestigious their House - the houses of the Star Smiths are great and beautiful fortifications that rival those of the Baronial Petty Nobility.
All smiths require access to a flowing waterway, and good quality fuel. Established Houses will already have both in ready supply, but should one of the other be compromised, a smith will pay extremely handsomely to have access reestablished.
Smiths also keep apprentices; young nomads whose eyes are said to reflect the stars. Unlike the holy people of the ice clans in the south, this does not appear to be literally true, and refers to a specific sort of ungrounded and astral inclination in thought. Apprentice smiths work with mechanisms and firearms, competing to produce 'graduation pieces', and be selected for dream tutelage by the Star Smiths. If called on to defend the House, apprentices can do surprising damage with their strange contraptions.
Stat smiths as commoners who possess a nearly supernatural facility with the metal that they work. Star Smiths are typically found seated in front of pools of still water, deep in dreaming meditation. They cannot be awoken from these trances, to the point that you can kill them, carve them up, etc. without a response. Killing a Star Smith with earn you the particular ire of a specific Star Person.
Apprentices sare statted as Nomad Riders without any equipment save their graduation piece. A Graduation piece is a +1 pistol, musket, or blunderbuss with one of the following:
- Repeating. Can be fired up to three times per attack action, with a -1 to hit per shot already taken that turn.
- Silenced. Makes a soft thwwppp sound when fired. The noise won't draw attention.
- Sighted. If the firer does not move this turn, the star weapon rolls to hit at +1. If they spend a whole turn aiming with it, and don't move on their next turn, then it receives +4 to hit and a +1 expanded crit range that turn.
In addition: Ghost Stories
Ox Men, Horse Men, Dog Men
N.B. 'Men' here is simply what they are known as, there are plenty of female Ox, Dog, and Horse Men.
Tall, thin giants who hunt the peripheries and burial grounds of the nomad clans. They are said to live where horses cannot go: in stinking sumps, amidst sharp stony shale cliffs, in caves and pits. They have long fingers and skin like stone. They eat people; especially they eat lost people, or riders who rode their horses to death, or the wounded from battlefields. They are always watching and waiting for the moment to come loping out of the darkness grinning with the pleasure of imagining the meal to come.
The nomads call them ghosts or spirits or demons or ghouls.
Steppe Ghost
HD4, x2 long fingered, grasping hands as heavy weapons (If both hit, you are additionally grappled, and take an additional d6 strangulation damage per turn you remain so), armour: as chain, speed: twice human, disposition: lazy, smiling, calculating, utterly without pity.
Ox Men are proud, bullying, bellicose. They have golden horns growing from their foreheads, and erect golden phalluses between their legs, including females. They are unbreakable, and deal fear damage equal to regular damage when they attack. Any currency that has been owned by an Ox Man is tainted and cursed: you roll on the death and dismemberment table with disadvantage while you carry it, and can only be rid of it by spending it.
Dog Men are sly and cruel. They run and stalk in total silence, but the alert can always hear the wet sounds that their mouths make as they salivate at though of devouring you. A Dog Man can eat a human corpse in thirty seconds, and will heal to full HP if allowed to do so. They always appear in groups of at least 2d2. Their shit is a deadly poison, and smells so bad that it can stun you if you have less than 10 CON; CON save resists.
Horse Men are social and personable, though no less dangerous or sociopathic - you can bargain with horse men if you have something they want. They will appear, rarely, leading bands of desperate outlaws in terrible campaigns of wanton slaughter and abandon, they even occasionally come to administer small human settlements. Horse Men can run all day, as fast as their namesake can gallop, without tiring. They also deal quadruple damage instead of double on crits, which represents them kicking your head smoov off.
Deep Time Nightmares
The further into the steppe interior that you travel, the older and stranger become its hauntings.
Oliphant Men
Oliphants were an ancient race who fought against the Bird Kings, and who refused alliance with early humans, considering them weak and pitiable. They were exterminated in totality by their foes, and their bones can now be found packing out whole strata of the chemical burials.
Oliphant Men are terrible to look upon, crowned with both wisdom and kingly wrath. They are HD6, and fight with huge bronze spears (gigantic weapons) which can fire beams of light by reflecting the light of the sun (as longbow +1, only works in bright sunlight). When they speak, humans hear it as a Command, and must save CHAR to resist the compulsion to obey.
Oliphant Men must be actively disinterred from their chemical burials. They have the disposition of mummies.
Bird Men
Whence came they? And how were they made? None now know. The most feared and bloodthirsty spirits of the steppe, and terrible to look upon. Tall, thin, proud, vengeful. It is not known if they are birds-become-men, or men who have taken some aspect of death into themselves, and changed. Bird Men fight with ripping talons (as 2x heavy weapons) in place of hands, and terrible great beaks shod in bronze, long and thin like that of a heron. The beak will only ever be used to kill humans, and counts as a vorpal gigantic weapon. If it kills someone, their soul is sucked and slurped messily out of their skull.
Bird Men appear saturated with gore and the leavings of carrion. If you meet their eyes you must save CHAR or be paralysed with terror. Each is utterly, inexpressibly insane. They each wear d3*100s worth of hammered bronze jewellery about their neck and face. If you run from them they will always catch you. Behind them you can hear the din and clash and roar of terrible battle, and smell its stench. There are swamps in the deeper steppe where the very earth still reeks with poisoned blood and offal from the ancient battles against the Lords of the Universe.
Bird Men are said to haunt these places.
Serpent Men
Serpent Men look like people. You will know what they are when they grasp you and you feel their hideous, bone-snapping strength. Then you will really see them.
Serpent Men know things about you and the people that you love, and will shout the most hideous obscenities, and the most private intimacies. This is unbelievably demoralising for most people - unless your ears are stopped up with wax or similar you take d10 fear damage each turn you fight a Serpent Man.
The words of a Serpent Man expose you to a random disease. This is true whether you hear them directly, or read their writing, or listen to a recording or an echo: the words of a Serpent Man always carry contagion.