Kaldinen

Kaldinen is the name given to the vast icy expanse at the northernmost point in Coryphiel. It is widely accepted as its own continent and is the latest to feel the presence of Tyrranean explorers.

Kaldinen is a freezing cold tundra of snow and Ice making it home to bizarre landscapes and unique creatures.

Kaldinen is home to The Kaldish People, The Frozen Crown of Whytehold, Nothindrian Colonies, several Elven groups, The Troll Empire of Tungl-Knott and The Eternity Construct C’taloc.

## History

Kaldinen was an area wreathed with mystery for the longest time, brave explorers would explore beyond the mountains only to be met with a seeming barren wasteland of snow unfolding before them. During this time the region was referred to as The Frozen North.

The land however was far from quiet, a strain of humanity survived in the north and adapted to withstand the elements. These are the Kaldish, a Hunter gatherer peoples that roam Kaldinen in ever moving camps. They have few major settlements however are known to gather in large numbers at certain times. The Kaldish are considered more primitive than most human groups, as they are unindustrial and unurbanised.

It wasn’t until 20.75 when an expedition was planned by each major Tyrannean faction to reach the northernmost point of the world; This became known as The Great Race, and it revealed many of the mysteries of the Frozen North, including establishing relations with the Kaldish people. The Kingdom of Whytehold was the first to create settlements in the area.

## Geography

Kaldinen is yet to be fully mapped however it has several regions that are divided by unexplained phenomena.

For the most part Kaldinen is dominated by snow and ice, with occasional woodland and thick grasslands.

Despite being very cold Kaldinen is also prone to Geothermal activity all over the continent, creating occasional havens among the tundra.

Kaldinen is home to large deposits of untapped Star-Metal, which is one of the main reasons other nations have been interested in establishing colonies and charting the area.

#### C'Taloc's Grace

Kaldinen is a harsh place to live, but C'Taloc is grateful to their protectors, and sometimes extends their power to aid the inhabitants of their land. This results in occasional small areas of relative warmth and abundant growth, usually sequestered in valleys or thick woodland. This is caused by a mix of geothermal activity, geography, and C'Taloc's weather magic.

For some inhabitants, these sites of respite are essential to their survival, and many of the large tribes of the region will race to be the first to control the area.

C'Taloc's grace is benevolent, but temporary, and usually lasts less than a season.

## Regions

### Volkreich

The region of Kaldinen claimed, and named, by the Kingdom of Whytehold, located in a Southern part of the continent. The Whyteholders have a single settlement here, the Frozen Crown, and maintain good relations with the surrounding Kaldish tribes. The region is dotted with volcanoes, both active and dormant, which serves as a natural barricade for the Whyteholder stronghold, from the harsh winter storms and the creatures who would invade.

### Wikwitjev

A Western region of Kaldinen primarily controlled by the Kaldish Wikwit tribe, one of the largest tribes on the continent. Due to their location, the Wikwit are able to trade with the Whyteholders of the Frozen Crown, the Nothindrians of the Bay of Kashvi, the Javaara tribes, the Elves of Caerland, and the Trolls of Tungl-Knott, Being a hub between such varied nations grants this tribe a variety of resources, and the ability to build a couple of permanent settlements, the most notable being Konjak.

### Bay of Kashvi

The Bay of Kashvi is a large bay on the Western coast of Kaldinen, which borders the northern regions of Hirokir. It has been partially claimed by Nothindrian settlers.

Named by the Nothindrian explorers who first arrived here, and who originally saw nothing of value in the icy lands. Returning at a later date, they discovered deposits of Star-Metal, and quickly set up mines, and established relations with the native Kaldish to discover more about the region.

### The Frozen Forest

The frozen forest is a dense woodland that dominates the southwestern stretch of Kaldinen, this wood grows tall and dense with pines some said to reach the clouds. The canopy is thick with brush as such the floor of the forest never sees sunlight leading to many stories of the monsters that skulk through the area.

This being said, the Kaldish avoid the forest whenever possible, so maybe there’s some truth to the stories.

### The High Sea

The northeast of Kaldinen appears to be a vast frozen ocean. No plants grow here however it’s said to be teaming with life under the Ice. The Kaldish use the ocean for ice fishing.

Sporadically the calm of this land is known to break, as the geothermal vents all over Kaldinen occasionally defrost large portions of the ocean causing waves to crash down and reform before freezing over again.

### The Sundered Sky

In the north west of Kalheim is a region so cold a weather phenomenon has shaped the landscape, clouds don’t form here rather sheets of rain water freeze solid before falling to earth with colossal glass shards. Most shatter on impact however some have landed to permafrost and stand as monuments to their dramatic creation.

### The Northern Blockade

Surrounding the north, like fortifications of an ancient war fought by gods, is a mountain range protecting the northernmost point of Coryphiel. The mountains are riddled with caves that can offer haven to those traveling in a storm however almost always guide people back out.

While humans struggle more simple minded creatures such as the trolls are able to navigate their way through these tunnels with comparable ease. These caves have been found to contain hot springs as well as fruit bearing plants.

## Nations

### The Kaldish Tribes

The Kaldish is a generalized term used by Tyrranean scholars when in reality there are many tribes with different cultures and backgrounds all over Kaldinen. There are a few unifying traits across all Kaldish tribes, they are generally nomadic and they revere the Eternity Construct C'Taloc.

Although lacking technology the Kaldish are well equipped to deal with their environment possessing a rural understanding of magic, a unique form of combustion technology with Crystal Fire and contraptions that help them traverse the landscape.

Their infrastructure however mostly consists of tents and simple huts, however large sleighs that act as mobile structures have been observed.

The Kaldish are known to bond with some of the strange creatures of Kaldinen, including domesticating Orcans and Smilodons.

#### Relationship with C'Taloc

Supposedly, the Kaldish people are the protectors of C'Taloc, and it is their responsibility to keep the Eternity Construct safe from malicious intent.

The Kaldish people have therefore built up a symbiotic relationship with the mysterious entity. They are inscribed with marks of which protect them from the extremes of the cold, and they receive prophetic visions from C'Taloc regarding the patterns of the weather, warning them of coming storms, and letting them know when warmth will return.

#### Hostilities

The Kaldish people have fragile relationships with the fellow denizens of Kaldinen. They are frequently in combat with the Elves of the region, and the Trolls of Tungl-Knott. Hostilities are most common when these factions must fight over control of an area of C'Taloc's Grace.

#### Settlements

The Kaldish rarely have permanent settlements, due to their nomadic nature. However, some of the larger tribes have been able to prosper in places where resources are more abundant or reliable, or in places where they can rely on trade from other nations. The most notable of these is the Wikwit town of Konjak.

### Tungl-Knott

The oldest kingdom in Kaldinen was an empire of Frost Trolls, led by whichever troll was the biggest and the strongest. Tungl-Knott is the largest Troglodyte nation in Coryphiel.

They bullied the local people for many years due to their naturally higher aggression when compared to the Kaldish. After the events of The Great Race saw the troll capital destroyed remnants of the empire still exist, lurking in the mountains splintered but operating under clear leadership.

Despite not being particularly bright, the frost trolls were able to forge weapons from permafrost and construct solid buildings, a skill seen nowhere else in Kaldinen.

The frost trolls had also tamed large creatures such as Mammoths and Karkadons.

### The Frozen Crown

After The Great Race The mighty city of Frozen Crown began construction and never stopped. This vast stone citadel sits nestled in the south of Kaldinen, on the slope of an active volcano, and is a monument to Whytehold's endurance. This huge building is many floors tall and is surrounded by encampments of its settlers. Currently the frozen crown aims to research Kaldinen and harvest any resources for the Kingdom of Whytehold.

### Nothindrian Colonies

The Nothindrians have established trade post colonies on the Western coast of Kaldinen and actively engage in trade with the Kaldish people. The largest of these colonies is the town of Zelenka.