Nomad Clans of the Frigid Wastes

# NOMAD CLANS

## **Regional Definition**

The Frigid Wastes are a section of arid yet cold land that covers the border regions between Carpathia, Central Driegvale, and Falthrom along with some of the Thelmara border. The temperature is often in flux due to the convergance of both the heat of Carpathia and the frost of Falthrom colliding in but there are a series of underground lakes and other sources of water or food as it does also border Central Driegvale. Overall, the Frigid Wastes are not an overly inviting region that often requires either experience or desperation to survive in.

### Sub-differences

* As one moves further across the Falthrom the temperature drops and one can actually start seeing vegetation grow as it is the Enclave. The conditions adopt a more suitable cold climate.
* Meanwhile heading west into Carpathia the temperature steadily climbs and the landscape devolves even more into the great sea of sand where many other Nomads who submitted to the Empire or just prefer not to live in the wastes travel. ￼
* To the southeast, is where the lands start to give way to dry steppes. Then grasslands. Then the fertile lands of Central Driegvale. Many Clans make sure to include this part on their travels due to the abundance of food and water compared to the others. ￼

## Known And Mentioned Clans

### Clan Groupings

The Nomads who make up these particular rogue clans can be divided into three separate groupings that are largely based upon their origin and reason for living in the Frigide Wastes. The groupings largely have little impact to most, but it is worthy of note and can explain some beliefs, abilities, and actions.

1. First are the proper Nomads who largely came in from Carpathia, who have lived in the deserts since the start yet refused to properly join the Empire of Carpathia. They largely have the native Carpathian characteristics though in some cases weakened, changed, or mutated due to their time spent away from the others.
2. Second are the Bandit-Born who fled Falthrom following the defeat of the Bandit Lord by Athanos North-Wind, mainly composed of the more clever or rebellious of the Bandit Lord's followers and lieutenants. The Bandit-Born do often lack the Northfolk gifts and instead rely on any number of unique advantages, powers, or knowledge passed down from the time of the Bandits.
3. Thirdly are the Arrivals. Largely composed of those who passed into Felgrimor and ended up in Driegvale, many Arrivals either started in the wastes or came from Central Driegvale. As such it is hard to tell just what powers or abilities they possess. ￼

### The Clans

#### *The Odonif Clan (Bandit Born)*

*“Following the Blue Star through evil and good.”*

Symbol: The Blue Star

The dogmen Odonifs fled Falthrom in an organized retreat under Othelo Odonif, terror monger of the Bandit Lord who kept bandits in line, to be reorganized in the Frigid Wastes.  Due to their strong founding the Odonif Clan has set themselves up as scavengers and smugglers who use their tight relations to form a more organized fighting force among the Clans.  Rivals of the Goldeyes, close to their fellow exiles the Blaksires and the undead Rathia Clan. Currently led by Calor 'Scatter' Kalon Odonif as absolute hereditary leader.

#### *The Blaksire Clan (Bandit Born)*

*“From their blackened hearts, they sire the future.”*

Symbol: A crimson sun, on a black banner.

The Blaksires, along with the Odonifs, entered the Frigid Wastes following the downfall of the Bandit Lord.  Unlike the Odonifs who rallied under Othelo Odonif, the Blaksires engaged in a bloody leadership dispute that saw an uneasy truce develop between the various sub clans.  The disputes flair up whenever a leader is offed or appears weak enough, leaving the Blaksires constantly shifting allegiances and trying to play everyone off each other.  Including themselves. That does mean the Blaksires are perfect for fencing and shifting goods, whenever they aren't killing each other. Recently Redros Blaksire has taken the helm due to Falthrom responses to an incident of raiding.

#### *The Rathia Band (Nomads)*

*“The undead know no rest amidst the sands and cold.”*

Symbol: Gold Crossed Sickles

Info: Founded by Lord Hexan of Rathia, a mummy awoken by her slumber after some period of time, the Rathia Band has attempted to maintain a higher standard than other clans as per Hexan’s supposed noble position.  And they have become well known as one of the more reliable large clans ready to help travelers through the sands for the right price.  But the mummies and skeletons and even ghouls, do scare some away along with the mortals many refer to as ‘death cultists’ for following an actual mummy lord.  Close relations with the Odonif and Blaksire clans.

#### *The Goldeyes Clan (Bandit Born)*

*“They see only what their greed allows.”*

Symbol: A golden eye in a ring of silver

The Goldeye Clan are proper raiders and maruraders frequently targeting the Enclave in Falthrom though at times venturing into Central Driegvale.  The Goldeyes draw into their clan all manner of outlaws and exiles to forge a tradition of robbery and wealth, under the helm of the richest one which currently is the gold golem known as Midas.  That does not stop them from being hired out by other clans or for long distance hits, making them a necessary if despised clan. Just be careful as stealing from others is not just allowed; It is encouraged.

#### *The Darksands Clan (Arrival)*

*“Do not ask the zealots what they guard, only ask what would happen if they didn’t.”*

Symbol: An upside-down gray pyramid on a dark blue background

The Darksands formed after, unknown to the Dark Elves, their planet exploded and killed everyone present.  This group of Dark Elves were lucky(or unlucky) enough to be sent straight into the Frigid Wastes where they found a mysterious tomb tainted with Void-energy.  The Elves who had previously dabbled in dark magics knew what sort of threat it could pose and so swore themselves to guard the tomb both from within and without.  It became known as the Dark Vault, with the Darksands settling around it as it became both a momunent of worship and an all-consuming fear. The following decades saw them gather up a few minor human and goblin tribes to augment their number though most clans see them as isolationist zealots under their theocratic Guardian Council good for little more than their void deposits.  As of yet, the Darksands also serve as a source of unrefined Wisprs and Shards that trickle out via other clans though there have been nomad whispers the Darksands are starting to understand how to refine it.

#### *The Alacon Kingdom (Nomads)*

*“The shores are home to the sons of lost Alacon.  With the tide, they retreat.  With the tide, they emerge.”*

Symbol: Three white sharks forming a circle around a white crown, on a blue background

The Alacon Kingdom derives itself from the founder Alacon Tzac who had journeyed into Thelmara as part of a couple dozen strong expedition.  As the only survivor, Alacon was able to rally together his own group of followers like some cult leader when he returned.  From there he and his direct descendants (the Kings) have led this group on their small fleet of icebreakers.  It has been whispered that the mutated-Alacons actually live beneath the waves in an underwater city, following the ancient warnings of Alacon the Mad/Alacon I Tzac.  Regardless the Alacons are a clan of the sea who often have an irritation to being far from it. The Alacon Kingdom is viewed as strange but reliable traders in rarer material and food of the sea to other clans and have little hostile relations with others. Their current King, King Alacon VI Tzac, has actually been in talks to send envoys to Falthrom and Carpathia. But if she truely intends for it, is little known as she like so many previous kings receive bizarre visions and has extensive quirks.