Wolf Nomads
The Wolf Nomads, properly known as the the Wegwiur, is a nation of nomadic horsemen that inhabit the Bitter Plains. The Wegwiur live of the land, foraging for food and hunting the local wild life. There is only one permanent city, Eru-Tovar, where small homesteads manage large grazing lands or small fields of potatoes or cabbage.
The Wegwiur travel the Bitter Plains hunting the game and forging for plants that considers the strange region their home. Many odd occurrences have been reported inside the bitter plains, by both the Wegwiur and travels that have journeyed to the region. The Wegwiur do not keep dogs, instead they often travel alongside packs of wolves, whom seem to consider the Wegwiur a close sort of kin, according to explorers who have witnessed the two groups travel as one.
Long-Fang Armory: the Long-Fang Riders are a group of elite skirmishers and Cavalry instructors.
Historical Preservation Society: The local HPS Hall is unique, in that it is a house grown inside, around, and above a large tree on the eastern side of town.
Government
Loosely allied nomadic tribes who have pledged loyalty to the Fearless Wolf Leader; the hereditary first born son of the ruling clan has first claim to attempt the trial of the wolf and if successful become the new Fearless Wolf Leader.Strange Phenomena
A pack of mist wolves visit the area each spring and autumn, keeping the nomads safe from Fiends and Undead.Guilds and Factions
Culture
Rite of Passage
At age 12 to 15 each Wolf Nomad must lead a pack to hunt (in the old days they would hunt alone, but the world has become a darker place). They do not have to make a kill, but most find food or wound an enemy. If strangers come to the Wolf Nomads and wish to trade or speak to the leaders but seem suspicious they are often required to undertake the Rite to prove their good intent.Shifters
Descended from natural and cursed Werewolves, Shifters are among the Wolf Nomads, often taking the Ambusher roles in patrols. They are not treated any differently to Human Wolf Nomads or refugees from the Rovers of the Barrens.Religion
The Wolf Nomads revere the being called Fenrec, known to them as Mama-Wolf or the Black Wolf. The myths of the Wolf Nomads state that the wolf mothered the founders of Eru-Tovar, Gesh and Isth when they were but children, allowing them to suckle from her three teats. It is believed that these three teats were the wellsprings of courage, honor, and pride.Beware the Marshes
Many Wolf Nomad tales revolve around people losing their life, mind or soul in the Cold Marshes to the north of Eru Tovar. Boggles, snow spiders, undead of all kinds, and oozes all infest the Cold Marshes. There is also a legendary five-headed cryo-hydra who the locals call Congelador, that calls the Cold Marshes its home and hunting grounds.History
The wolf nomads are decedents of The Ten Thousands which sailed from distant lands around 220 of the First Era. After the death of Papa-Khan, the nomads entered a civil war, with the Hippo nomads heading north and splitting from The Ten Thousand and the Wolf Nomads came to be ruled by a ruler known as the tarkhan. Since then, the tarkhans have ruled according to the decrees set forth in the Great Yassa of Ogobanuk, which describes the traditions of illusion, leadership, and the proper way of nomadic life.
The Wolf Nomads have opposed many fiendish cults since they first appeared on the borders of their lands. The most prominent cults being the Cult of Iuz. This cult once controlled the Howling Hills, a sacred burial site for the Wolf Nomads, and where Ogobanuk himself is entombed. The Wolf Nomads defeated the last major Cult of Iuz at the Battle of Black Water c. 5000 of the First Era. After the war, the leader Tang the Horrific pushed for war with the Hippo nomads of the north. His campaigns would gain the Wolf Nomads more territory than what they knew what to do with.
After the Green Scourge much of their lands were lost, and the Wolf Nomads retreated to the Bitter Plains, home of their one city Eru-Tovar and the Howling Hills. The nomads are not saddened with this loss of land, for the kingdoms have that risen in their stead have all struck peace with the Nomads, allowing them to travel along ancestral roads and trails to ancient holy sites for the Wolf.
Military
Religion
Druidism and worship of Ferenc, Lord of the Hunt.
Foreign Relations
Agriculture & Industry
Bonus Resources
Bonus resources are the most frequently found type of resource, and they are the most versatile in a strategic sense. They provide food, production, or money, benefiting a nearby city, and they can be improved for even greater benefits.- Bison (animal husbandry) (pasture) (+1 culture with pasture and Way of the Open Sky Beliefs)
- Copper (+2 money) (mining) (mine)
- Deer (+1 production) (animal husbandry) (camp) (+1 food and +1 production with camp and God of the Hunt Pantheon)
- Fish (+1 food) (celestial navigation) (fishing boats) (+1 production with camp and God of the Hunt Pantheon)
- Sheep (+1 food) (animal husbandry) pasture) (+1 culture with pasture and Way of the Open Sky Beliefs)
- Stone (+1 production) (masonry) (quarry) (+2 faith with quarry and Stone Circles Pantheon)
- Wheat (+1 food) (pottery) (farm) (+1 food with water mill)
Luxury Resources
Luxury resources are commodities highly prized by Citizens, and their availability helps increase Citizen happiness by granting Amenities. Most Luxury Resources are provided by the land, and you can access them by improving a hex/tile that contains the resource or even founding a settlement on it (provided you've access to the technology necessary to improve it). Some, however, are exclusive products of specific city-states and may only be obtained via them. Yet others are the lifework of Great Merchants, who you will need to attract to your settlements in order to access the resource.- Diamonds (+3 money) (mine)
- Furs (+1 food, +1 money) (camp) (+1 food and +1 production with camp and God of the Hunt Pantheon)
- Mercury (+1 Science) (mine)
- Silver (+3 money) (mine)
Artifacts/Archaeology
Archaeology deals with Artifacts that are extracted from Antiquity Sites and Shipwrecks using Archaeologists and then taken to Archaeological Museums. These Artifacts can be kept for Culture and tourism bonuses, or traded with other civilizations.- Antiquity Site (Ancient Era)(Classical Era)(Medieval Era) (may be excavated by Archaeologists to produce Artifacts.)
Strategic Resources
Strategic resources re those that are important from a military standpoint. They also provide some bonuses, but more importantly, when the relevant hex/tile improvement is built on them, they provide access to vital materials which allow you to build important military units.- Horses (+1 production, +1 food) (pasture)
- Iron (+1 science) (mine)
- Ley Line (gives major bonus yields to all nearby resources)
- Lumber (+1 production) (lumber mill)
Infrastructure
The Dark-Lort Path is the only major road in the entire territory. Outside of that there are animal and nomad trails.
Type
Geopolitical, Nomadic tribe
Capital
Predecessor Organization
Leader
Leader Title
Government System
Tribalism
Economic System
Traditional
Official State Religion
Deities
Location
Official Languages
Related Ranks & Titles
Controlled Territories
Notable Members
Related Species
Related Ethnicities
Comments