Novorosk
31% Firbolgs, 22% Goliaths, 16% Orcs, 6% Goblins, 3% Hobgoblins, 3% Bugbears, 3% Half-Orcs, 3% Dwarves (Mountain Dwarves), 2% Humans, 1% Other Races
Novorosk is a nation of begrudging borders drawn by the collection of clans who call The Novorosk Wilds their home to protect each other.
The Wilds of Novorosk
Novorosk was only recently called a nation, when The Rimeward Contract created a coalition to form a border around Novorosk. Within the nation, there are five clans who call the land home. They live in tentative peace with the expectation that if Dalthraine pushes into their borders, they'll need to present a united front to keep them out. Mostly, they stay out of each other's business.
The Crookhallow Kin. The Crookhallow goblins live deep in the mountains further north than the dwarves. They have a vast subterranean city called Crookhallow which has stood for generations. They delve deep into the mountain, constantly burrowing further and sustaining themselves on bioluminescent mushrooms and the meat of vicious beasts that live in the Underdark.
The Frostbreakers. The Frostbreakers are a proud clan of mountain dwarves who survive the bitter cold of the Novorosk Wilds by barricading themselves in mountain homes for most of the year. During the summer, they farm, and during the winter, they hunt the white stags and snowshoe hares that dig for food in the blanket snow.
The Mateia Coalition. The Mateia are a group that came together years ago when a group of orcish refugees and other fugitives from Dalthraine coalesced with a nomadic clan of firbolgs. They're the most diverse of the Novoroskian peoples.
The Skälda. The Skälda are made up of goliaths and humans who live high in the mountains. This group's most dangerous rivals are the white dragons which make their homes in the peaks of the Rimeward Mountains. Someone who slays a dragon in the Skälda clan is given a title, and a feast is thrown for their victory. .
The Silvani. The Silvani are a small clan of nomadic firbolgs. They travel in the south, well-equipped for the cold of the surface that some of Novorosk's people are less resilient to. They're known for being particularly inviting, and when people travel unequipped into Novorosk, they're happy to share their camps with passing travelers.
The Rimeward Contract
Centuries ago, the Novorosk Wilds were being starved out by Dalthrainian invaders who correctly assumed that if they kept the herds from traveling, they'd hurt the disparate clan in Novorosk. The southern clans began to raid Irithal's northern settlements out of desperation. To defend both of them, Irithal proposed The Rimeward Contract. Irithal and the Novoroskian clans each sent a representative to draw a border for Novorosk, and they combined their militaries to drive out the invaders in both nations. After the borders were reinforced, Novorosk opened their borders to Irithal, allowing the two relatively weak nations to exchange goods, knowledge, and soldiers. Most of the time, they don't work together on a government or military level, but the contract allows people to move freely between Novorosk and Irithal, although they must have a writ to settle permanently.
Pictured: Travel through Novorosk
Demonym. Novoroskian
Languages. Giant, Goblin
Government. Novorosk isn't actually a nation until it needs to be. The clans are each governed in their own manner, relying on elders when judgement is needed or simply communally living.
Demographics. Novorosk has a widely varied but heterogenous population. Mostly, the population's demographics are separated by the groups of people they associate with.
Military and Defense. Because of The Rimeward Contract, Novorosk and Irithal's defenses are more or less synonymous. When one of them is threatened at their borders, both populations send reinforcements. Novoroskian warriors tend to be scouts and specialized forces since they each have different fighting styles. Sometimes, young people will travel south from Novorosk to become griffon riders.
Economy. Novorosk doesn't have currency, but sometimes the clans barter with each other. There are adventurers from Irithal who travel north to collect oddities and resources from Novorosk, although it's a bit of a gamble as to whether they'll actually find anything worth braving the cold for. The most reliable profit is in trading with the Skälda for dragon scales and teeth.
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