Duskfar

Environment
A menagerie of different plants are native to Duskfar. Most of the foliage is eucalyptus trees and simple grass. There are many different kinds of trees within the region including mana bean, apple, almonds, acacia, orange, and bushwillow. There are also many varieties of flowers and herbs that are sporadically grown about, and many of them have special benefits in alchemy.

Funky Cornel is a red flower that typically grows where Gnolls camp for an extended period of time, and is known to cause psychadelic effects when ingested. Corrupt Berry grows on bushes within the plains, and these are becoming increasingly rare as alchemists transplant this tree for personal use. This lazily named berry is useful when creating basic poisons, and can be used as a component for more powerful poisons. Fire Fluxfoot is useful in creating potions of fire breathing, and typically grows in the hottest regions along the mountains. This is just a short selection of alchemical ingredients within the region, there are plenty more options to explore.

Inhabitants
There are many different creatures and races of humanoids within the Duskfar savanna. Many of the creatures native to the plains are typical savanna creatures; there are giraffes, elephants, impala, warthogs, hyenas, armadillos, and much more. Notable creatures that are not typically found in a savanna environment tend to be from a desert environment, as they occasionally travel over from The Wastes when necessary for survival.

The Duskfar savanna is a common hunting ground, with many materials commonly sought after. The elephants have either ebony or ivory tusks, two luxuries that attract lots of attention, while the rhinocerouses in the region have an odd characteristic; they have horns made of mithril. Nobody is quite certain why they have metallic horns, but this has drastically lowered their numbers in the wild. Dire armadillos inhabit the region, and their plating is highly sought after as a nonmetal replacement for armor, if one can escape with it.

Many humanoid races originated from the plains as well, including Bearkin, Centaurs, Gnoll, Tabaxi, and Lizardfolk. These races may have evolved from the animals native to the land. These races tend to protect their lesser evolved brethren, but they rarely intervene for other animals. Gnoll, Lizardfolk, and Centaurs tend to interfere with the plans of any travelers through the region, while Tabaxi, and Bearkin tend to allow them passage until the travelers are shown to be hurting their brethren. Most of these races will typically attack their barbaric neighbors on sight, as they are rarely on a peace mission. These barbaric races include the native Gnoll, Centaurs, and Lizardfolk, as well as the Orcs and Goblinoids to the south. Dwarves are also within the Duskfar region, built into the western mountains, in a kingdom known as Khondorth.