Nocthian Caldera: Difference between revisions

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* The Wolf's Head are a mixed tribe, mostly goblin warg riders. They have been convinced by both Byssia and Wyrmhold to allow a trade post on their lands in exchange for binding promises not to invade or meddle.
* The Wolf's Head are a mixed tribe, mostly goblin warg riders. They have been convinced by both Byssia and Wyrmhold to allow a trade post on their lands in exchange for binding promises not to invade or meddle.
* The Wurm's Breath are another mixed tribe. Transit through their lands is the most risky part of the trek between the two major nations' territories. They do not like outsiders and require payment...and don't always honor it.
* The Wurm's Breath are another mixed tribe. Transit through their lands is the most risky part of the trek between the two major nations' territories. They do not like outsiders and require payment...and don't always honor it.
* The Jaruud are a jazuu tribe, one of the more settled such tribes. They've taken over an old Nocthian city (or the ruins thereof) and will trade. They are growing fast enough to make their neighbors a bit worried, especially as they can't expand through the Fens and are hemmed in by other tribes.
* The [[Jaruud]] are a jazuu tribe, one of the more settled such tribes. They've taken over an old Nocthian city (or the ruins thereof) and will trade. They are growing fast enough to make their neighbors a bit worried, especially as they can't expand through the Fens and are hemmed in by other tribes.
* The Red Ice are a mixed nation forged out of several smaller tribal alliances, formerly led by Zorg, a frost giant dating back to the Winter War. Zorg was killed and much of the fighting-capable force of the nation were either killed or captured at the [[Battle of Medvyed]]. This leaves the fate of the Red Ice rather uncertain.
* The Red Ice are a mixed nation forged out of several smaller tribal alliances, formerly led by Zorg, a frost giant dating back to the Winter War. Zorg was killed and much of the fighting-capable force of the nation were either killed or captured at the [[Battle of Medvyed]]. This leaves the fate of the Red Ice rather uncertain.
* Not much is known about the Scalefoot. Recent intelligence suggests that they bear allegiance to a dragon of some kind.
* Not much is known about the Scalefoot. Recent intelligence suggests that they bear allegiance to a dragon of some kind.
* The Sigani are known only through the rantings of the [[Deep Mind]] (War, specifically). Said to be "fearsome, dangerous, and advanced. Not to be messed with lightly."
* The [[Sigani]] are known only through the rantings of the [[Deep Mind]] (War, specifically). Said to be "fearsome, dangerous, and advanced. Not to be messed with lightly."
* The Kijat are a mixed jazuu-goblin tribe. The Shrikenest fear them but don't know too much.
* The Kijat are a mixed jazuu-goblin tribe. The Shrikenest fear them but don't know too much.
* The Feil Bas are almost entirely unknown. War (of the [[Deep Mind]]) claims that they're "demonic remnants of an age swept aside" but refuses (or is unable) to clarify what it means.
* The Feil Bas are almost entirely unknown. War (of the [[Deep Mind]]) claims that they're "demonic remnants of an age swept aside" but refuses (or is unable) to clarify what it means.

Latest revision as of 21:20, 6 September 2024

The Nocthian Caldera dominates the landscape of the western quarter of the Noefran continent. The remnants of an ancient, extinct super-volcano, the caldera floor is approximately 500 miles in diameter, with an average altitude of 5000-7000 feet. Strong elemental influences keep the climate inside the caldera habitable, although it is known for heavy snow during the winter.

Map

Nocthian Caldera, 250 AC

Regions

Wyrmhold Reborn
Part of the expansion of Wyrmhold into its ancestral territories, this includes the ruins of Old Wyrmhold (still not entirely cleaned out from the undead presence) as well as the surrounding jazuu and barbegazi tribal groups. The largest settlement there is at Adron's Folly.
New Nocthia
Byssia has expanded through the Tunnel of the Ancestors into the southern region, with an eye to reclaim the whole caldera for Nocthis. Their expansion has been slower, in large part due to more hostile surrounding tribes. New Nocthia is also the name of the largest settlement there.
Wolf's Head
a tribal alliance of barbegazi and jazuu, these are heavily hostile to invaders.
Lake Kyol
a lake composed of runoff. Extremely cold. Home to dangerous creatures. Dominated by the Four Feathers tribe, who are loosely allied with Wyrmhold.
Ogre Plains
Broad plains in the western portion, occupied mostly by giant-kin.
Beker Forest
Covering the western edge and extending down the Midnight Pass into the Frozen Coast, these are heavily occupied by jazuu tribes. They have little contact with outsiders, but are relatively unfriendly and xenophobic.
Cursed Fens
the swampy area surrounding Mt Nyx is still twisted by the influence of Broken Order. Strange creatures prowl here and the area is considered taboo to the local tribes.
Mt Nyx
The central secondary volcano rising from the floor of the caldera. Extensively tunneled, first by the Nocthians during the 3rd Age, then expanded by barbegazi tribes during the occupation by the Hungering Frost. Many treasures still exist here and in the surrounding ruins of Nighthold. But access is extremely dangerous.

Tribal/Political Divisions

Annotated political map
Annotated political map

Tribes, Nations and alliances

  • Wyrmhold claims the ancestral dragonborn kingdom in the north-east portion. Most of the population lives near Adron's Folly in the southern area, adjacent to Sheepdip territory.
  • The Sheepdip goblin tribal alliance is one of the longest-standing allies of Wyrmhold in the caldera. They allied themselves right after the end of the winter war, mostly out of fear of their larger, more aggressive neighbors. As their name suggests, they're known for sheep.
  • The Four Feathers goblin tribal alliance is a more recent ally, having formally allied themselves only a decade or so ago. Ranged around the shores (especially the eastern shore) of Lake Kyol, they're still not very comfortable with outsiders although they trade much in fish as well as artifacts recovered from the lake.
  • The Shrikenest goblin tribal alliance is the most recent ally, having allied themselves after the Battle of Medvyed in mid-late summer 251 AC. Small and fearful of their neighbors (especially the Kiljat to the north), they look to Wyrmhold for defense.
  • Byssia claims the southern central area, although their official borders are much further out than their actual zone of control near the Tunnel of the Ancestors and New Nocthia (located at its northern mouth). Their March Wardens patrol the hills out to the Oronar range and often assist with that alliance. They have cordial, although not friendly, dealings with their non-allied neighbors.
  • The Oronar are a proud mixed-race group allied fairly tightly with Byssia. They are one of the more "traditional" of the tribal groups, still holding fast to their (imagined) runic traditions of their ancestors.
  • The Fenfoot are a small, weak goblin tribe loosely allied with Byssia. They are nervous between the aggressive Wolf's Head and Jaruud tribes, as well as the unsettling swamps of the Cursed Fens.
  • The Mountainbreak are a jazuu tribal alliance reborn. Proudly neutral, they will trade with all comers but will not be intimidated by any.
  • The Wolf's Head are a mixed tribe, mostly goblin warg riders. They have been convinced by both Byssia and Wyrmhold to allow a trade post on their lands in exchange for binding promises not to invade or meddle.
  • The Wurm's Breath are another mixed tribe. Transit through their lands is the most risky part of the trek between the two major nations' territories. They do not like outsiders and require payment...and don't always honor it.
  • The Jaruud are a jazuu tribe, one of the more settled such tribes. They've taken over an old Nocthian city (or the ruins thereof) and will trade. They are growing fast enough to make their neighbors a bit worried, especially as they can't expand through the Fens and are hemmed in by other tribes.
  • The Red Ice are a mixed nation forged out of several smaller tribal alliances, formerly led by Zorg, a frost giant dating back to the Winter War. Zorg was killed and much of the fighting-capable force of the nation were either killed or captured at the Battle of Medvyed. This leaves the fate of the Red Ice rather uncertain.
  • Not much is known about the Scalefoot. Recent intelligence suggests that they bear allegiance to a dragon of some kind.
  • The Sigani are known only through the rantings of the Deep Mind (War, specifically). Said to be "fearsome, dangerous, and advanced. Not to be messed with lightly."
  • The Kijat are a mixed jazuu-goblin tribe. The Shrikenest fear them but don't know too much.
  • The Feil Bas are almost entirely unknown. War (of the Deep Mind) claims that they're "demonic remnants of an age swept aside" but refuses (or is unable) to clarify what it means.