Creature:Knobi

=Koldenwelt Nobi=



Appearance
Essentially human, but with larger eyes. Thats about the only difference in looks, really. They are somewhat stronger, with much better eyesight. They can come in all the colors humans come in (Brown, Black, Pink-ish, White, Yellow-ish, ext...), with all the eye colors humans have (Blue, Brown, Green, ext...) as well have Grey, Red, Yellow, Purple, Violet, and Gold. Nobi do not have any body hair except on their heads and faces, and sometimes their arms and legs, but never their chests, pits, or other areas.

Nobi females live to be between 35-40 years old. Nobi males live to be 30-35 years old.

Reproduction
The Nobi reproduce by coupling and mating male to female. Thats all you need to know on that part of it. The females remain pregnant for between 5 and 6 months, and then give birth to 4-9 kits. They kits are blind and deaf, but can smell. They snuggle up to their mom and suckle. After a few days, they move onto the mothers back, and the mother can once again walk and run. They will not let go of the mothers back until they become 5 moths old, and even then they will not let go unless someone tempts them off. The way its usually done is by leaving some tasty treat on a nearby table and then letting the kits realize on their own time that the moms not going to move to get if for them. They have to go and get it themselves, and, being adventurous and bold from the start, they don't go back. Once off, they will never again cling to their mothers back for such a long period of time, even if mom would let them. Once they have left their mothers side, they are not kits anymore, they are children now, and can go anywhere within the town. There are laws preventing the harm of children, and so long as they don't leave the town or colony walls, they are completely safe. While Nobi have many more children then Verinobi, they hold them just as sacred, if a child is in danger the who colony will defend it. Usually by biting and scratching and punching the offender into submission. Or use their Kaka (as they call it) to defend the child.

Once the children are allowed to travel around the town, they form their own hierarchies and groups. These are childish things, which usually collapse by the time they grow to be in their teens. As they grow older, they become more mature, mentally, but they also lose their ability to befriend everyone they meet. They form preferences for certain kinds of people, and some are always forgotten. These become bullied and eventually they grow up and adapt, fitting in with the rest. The ones that don't... well, they usually end up on the bottom of society.

A male Nobi become sexually mature between the ages of 13 and 16. A female Nobi becomes sexually mature between the ages of 11 and 14 years old. Females are stronger then males, and tend to be larger by about 6 inches.

Children's Hierarchy
Among the ever changing ranks of the children, groups generally form, as a kind of self defense against other groups.
 * Leaders- Leaders are the ones with natural charisma and a nack for making good decisions. They are looked to when something goes wrong, and usually figure out a solution for it.
 * Followers-Followers are the people who listen to the Leaders, the ones who just want to fit in. They often do things that the leaders say, even if its not entirely right to do.
 * Outcasts- Outcasts are the ones who act differently from the rest. They usually have some kind of mental or physical defect, or are disliked because of their parentage or past. Children are usually stupid and mean, and always need someone to tease. Outcasts are the ones they pick, and its always because they are different.
 * Blame Takers- Blame Takers are outcasts who are willing to take the blame when something is broken, like if a window breaks when the children are playing some game or another, a Blame Taker will accept the punishment even if they had nothing to do with it. The parents are often completely unaware that the Blame Taker is doing this, and usually never find out.
 * Friendlies- Friendlies are the ones who befriend outcasts and Blame Takers, caring nothing for their own interests. They are often more mature then Followers or Leaders, and are always more mature then bullies. Sometimes they are even leaders who want to help the outcasts. Oftentimes, they have had some kind of bad event in their past and don't fit in with the Followers and Leaders, so they befriend the Outcasts instead. They are the kind of people that become heroes.
 * Bullies- Bullies are the worst kind of leaders. They use their power over others to single out and bully people because they are different. Bullies are looked down on in all levels of Nobi society, but somehow they just keep popping up.

Adults Hierarchy
The adults hierarchy is smiler to that of the children's, but with less bullies, and less physical violence. They use words and behavior to show who's boss, not physical threats. Besides that, its pretty much the same.

Use of The Source
The Nobi use the Source without even knowing what it is. They use it in an elemental form, with Fire, Water, Earth, and Wind as the main elements. Combining elements oftentimes leads to stronger uses for this power, but always takes more then one mage.


 * Wind + Water = Ice/Snow
 * Water + Earth = Mud
 * Earth + Wind = Dust
 * Fire + Earth = Lava
 * Fire + Wind = Lightning
 * Fire + Water = Dud

You can also combine combinations to create much more powerful things, but they are hard to control and take at least 6 mages to use. They aren't used often, and they don't always work well, but when they do the Nobi always remember it.


 * Lava + Dust + Lightning = Volcanic Ash
 * Ice + Lightning + Dust = Storm
 * Water + Wind + Lightning = Winter Storm
 * Lava + Ice = Explosion/Dud/Suicide Bomber (does not count as an actual use)

History on Koldenwelt
For the main history of Koldenwelt, go here

Old Age
In the Old Age, the Nobi built up their civilization. It endured from its founding at 2,000 BNA until 400 BNA, when the Nobi were driven to near extinction by a strange disease that came from a distant land. It is unknown where this disease came from, but it devastated the entire Nobi species. This was at about 400 BNA.

The Vyre
Summary: A strange and exotic disease that spread to us though trade and mutation. Wiped out 75-80% of our population, destroyed our civilization, and forced us into the highlands. Hunted us down no matter where we ran, and even in the highlands it wasn't safe, just safer. Cold temps slow the disease, predators kill infected quickly.

Flight from Pain
Summary: With our cities overrun by the Vyre and those who carry it, we were forced to flee. There were only 4 thousand of us left, from what had once been almost 60 thousand in 18 small cities. We fled with our horses and balloons and our ships. We took our entire civilization with us, and fled across the Eastern Highlands, westward and downstream, until we sensed the massive Ice-earth power essence to the south of us. We then headed down there, leaving behind our ships, but taking smaller versions of our current trains with us. We also kept as many balloons as possible, as they could flee a ground based attack with ease. It took up 3 years to complete the journey from home to the Highlands, but we did it. After we arrived in the Highlands we swiftly learned to adapt to the laws of the land, and moved to the center, where we founded Ironforge as our new capitol.

The Everwinter Highlands
Once in the Everwinter Highlands, we fled toward the center, where we could sense a mighty Fire-Earth power source. This Fire-Earth power source turned out to be a truly giant volcano, what would be called a "super volcano" by most people. It was there we built our new civilization, hidden from the world within the Everwinter Highlands, defended by Fire, Earth, Water and Air. We named the location "Ironforge", and there we make great siege machines and masterly crafted blades and weapons. With the power of chaos always hunting us, but also making it impossible to wage a war on others, we dropped of the map, forgotten and believed dead. That was not the case, but it turned out to be our savior. Had we not dropped off the map... well, it would have been a major challenge just to survive. The Everwinter Highlands are full of resources and fertile lands. Had we not remained hidden, we would most likely have been destroyed.

We hid, and in our hiding we grew strong. We built Ironforge up into a mighty city, we mostly tamed the Vyre, we spread throughout the Everwinter Highlands and placed cities on every active volcano in them, and we created a vast network of underground and on ground roadways and trade routs. Most of the roads and trade routs were underground, but some were above it, including the famous "Sky's Edge" road, which runs along the very edge of the Highlands, overlooking the vast Western Forests and allowing us to see all the way to the Eastern Plains. It's called "Sky's Edge" because it's on the edge of the sky, you can look down an see clouds drifting below you from that road.

As our infrastructure, population, and strength grew, the Vyre started to become a problem. You see, our cities were not safe. In the bad parts of them, you could be mugged and killed for a few coins. Prostitution, gangs, mafia underworlds, all of those could be found in out major cities, and in large supply. In fact, many people in our cities back then never got to see the sun. The deeper you were, the safer you were, mostly because deeper equals warming, and in the Highlands it can get to 50 below, and colder. This was not a good time for us, we had no real "law", just a bunch of gang leaders who told others what to do. As time went on, more and more people started to try and fight this, from 2 or 3 to 2 or 3 hundred, then thousands. Eventually, the Mafia Gangs and assassins and thugs were killed or rendered harmless, and we started to improve our health care and poverty rates. But even so, millions died in those underground slums and allys and wars. Millions died criminals, or worse. It was an underworld to break the spirit, and it did so for many hundreds of years.

After finally breaking free of the underworld curse, we started to focus our energies into feeding the large population of the Highlands. We built vast farms, created hunting grounds, and tapped into coal powered steam engines. Of course, we never needed coal for our cities, those were powered by volcanic heat and the immense turbines that the volcano's spun. The Highlands was powered by electricity, which was powered by wind and fire. Ironforge itself has vast turbines all across the super-volcano, which power the cities lighting and heating systems. Yes, it's advanced, but it's also non-mobile, you can't move a volcano. In any case, as we gave our cities power, the small towns, the farms and hunting villages and road systems, they all asked for power as well. It took another 200 years before the entire Highlands was powered, but we did it, because to fail was not an option.

Travis the Mad
Travis the Mad was a brilliant person, but completely insane by the time he died. He is the creator or Ironforge, the Seal at the Great Forge, and of the Grand Design, details of which are sketchy at best. He was the guy who managed to convince the rest of the Nobi to leave their home and journey to the Highlands, which is what truly earned him a place in history. He is said to have gone insane after creating the Seal at the Great Forge, but that he was always a little touched to the head. Listened to what his dreams told him, and apparently they were often correct.

Zeppelins
As we dug for coal and oil and other earth-bound resources, we found a strange kind of gas, noticeable only because it would explode if exposed to flame or spark. It seemed to be seeping out from under the ground beneath us, so we dug for it, because we figured we could use it as a weapon or maybe as a fuel source since it burned. As we searched for it and tried to figure out ways to keep it from escaping us, a group of scientists figured out that it was "lighter then air" so to speak, and then combined that with the "hot air rises" rule that allowed our balloons to float. They then decided to try this gas and see what happened. It worked better then they could ever have anticipated, lifting the balloon high off the ground, far higher then hot air had ever done. So then they got ambitious, and started building bigger and bigger balloons, eventually blimps and zeppelins up to 100ft long! And this strange gas could lift those with ease, allowing for faster trade then anything else we had, mainly because they didn't need to go around most mountains or river. They were also safe from land predators which would attack food trading caravans and supply trains for armies, as well as the armies themselves. It's no wonder the Nobi started using them so quickly, considering what the other options were.

With our empire secure and our populations safe and warm and fed, we turned our eye to the rest of the world. We knew that we couldn't hide forever, that someday someone would find us, or we would finally overpopulate the Highlands, so we started to work on our military. It was an easy thing to do. We had forts and walls and armies, to keep the Vyre from getting in, it was just a matter of moving them quickly and efficiently from place to place. Surprisingly, the answer as to how came from an orphaned genius. He was called Travis, or "Traveler" in the old tongue, and he loved to travel. It was he who created the first zeppelin, he who first flew from one end of the Highlands to another. And it was his descendant, Sivart, who would use this great invention to wage war with the world, to create the fastest armies to be found on land or sea.

The World
Sivart the Warmaster, as he is so often called, was the Nobi who unified the council of Masters, and became the Warmaster, the first new "Master" to be added. After hm came a great many others, like the "Foodmaster" and the "Trainmaster", but Sivart was the first. Sivart intends to take back our ancestral lands and create a new empire far greater then any seen before or any that will be seen afterwards. He intends to spread the Councils power, his power, to every inch of Koldenwelt. He plans for war...

Relations
The Nobi are currently trading partners with the Tragnon Kingdom, who reside in the Northern Mountains. The Nobi Zeppelins can be seen by ground-bound species crossing much of the Western Forests to reach the Tragnon kingdom in their mountain cities.

The Nobi are also Trading Partners with the Marmoreal. Nobi Zeppelins can be seen traveling to and from the island nation throughout the Western Forests. Along with the Marmoreal, the Nobi again trade with the Klaxxa civilization. They both have similar levels of tech, having met in the past.

The Nobi are preparing for war with the nearby nations and factions, and intend to eventually take over all of Koldenwelt, but they can take their time, and will do so. But, soon, their armies will be known throughout the world...

Culture
Due to the bitter cold temperatures in the highlands, the Nobi have no concept of "Personal Space". To them, the closer you are to others the warmer you'll be and warm=good. They have also developed a number of strange ways and habits that are related to their dangerous environment.

Totems
The Nobi have many strange ways, among them their belief in 'Totems'. They believe that each person gets an animal totem that represents their innermost spirit. Oftentimes they do act similarly to their totem spirit, but that could be related to their knowing what the totem is. There are a few plant totems as well.


 * Cave Bear Totem- You have a big heart, and want to protect all those precious to you. You can have bad days, but those are rarer then the good ones.
 * Cave Lion Totem- You have a strong heart, will protect your friends, and will always crush your enemies.
 * Winter Wolf Totem- You work well with others, but can be viscous and self serving as well.
 * Snow Leopard Totem- You are a loner, you don't really like being near others, and you rarely spend time doing "fun" activities.
 * Snow Rabbits Totem- You are an overactive, hyper person. You make friends easily, are the life of the party, and try to fit in as much as possible.
 * Highlander Totem- You are obstinate and somewhat self centered, but loyal to your friends. Your also very perceptive.
 * Clydesdale Totem- You are a strong person who often leads others though a difficult situation. Everyone looks up to you, and wants to be your friend.
 * Winter Deer Totem- You are shy and quiet, with a tendency to run and hide instead of doing dangerous or nerve-wracking things, like going outside your comfort zone.
 * Ice Goat Totem- You are obstinate to the point of rude, you refuse to back down no matter what, and aren't afraid to live alone.
 * Mammoth Totem- You are a friendly person, but tend to be quiet and thoughtful. You can, however, move a mountain with time, so to speak.
 * Longhorn Cattle Totem- You go with the flow. Your greatest goal in life is to be normal and happy. Contentedness is as good a goal as any,
 * Winter Bison Totem- You stand strong against all things, using determination and willpower to survive the sad things, and a happy-go-lucky attitude for everything good.
 * Drani Totem- Having this totem means that you are better at defense, that you are a gentle spirit but capable of being mean and nasty if your friends or family are in danger.
 * Warner Eagle Totem- You are proud and strong, with a good brain and an understanding of the need to sometimes do harsh things to help those around you.
 * Homely Pine Totem- You are a friendly and welcoming person, willing to help all those who need it.
 * HinNat Flower Totem- You have a coldhearted and somewhat cruel personality on top, but on the inside you are a friendly and helpful person.
 * RutOpin Bush Totem- You openly help people and never ask for anything in return. Others look at you for help and reassurance, and you never ask for anything in return. You give, but never ask to receive.
 * NatNit Vine Totem- You have a tendency to be aggressive and somewhat mean, but only to those close to you. On the outside you seem nice and friendly and caring, but inside you are selfish and mean. (most people with this totem hide that they have it, and few ever get this one)

Coming of Age
In order to come of age, a Nobi must prove they can survive on their own. They can do this between the age of 16 and 20. At 20, they get kicked out by their parents, never to return, whether or not they proved themselves capable of surviving on their own. The younger they prove their worth, the more pride they bring the family, and themselves, but if they try to soon they usually end up heading home feeling stupid, but losing no honor. Only their pride is injured. The way they prove they can live on their own is by trying to leave and seeing how they do. The ones that are respected most aren't always the ones who try when they turn 16. The ones who are able to judge their limits and wait for them to overcome those limits, those are the ones most respected.

Marriage
In the Everwinter Highlands, there are more females then males, because the female Nobi are the stronger of the two. The Females are the ones more common in armies, with the males taking on more 'bookish' jobs. Since the females outnumber the males so greatly, a male Nobi can have up to 5 wives, occasionally more. Oftentimes the wives are siblings or have been friends for much of their lives, and get along really well. The Male has to convince the female to chose him, not the other way around.

Male/Female Differences
Since the females are stronger and longer lived, daughters are favored among the Nobi. They also get the more "brute force" and "militarian" kinds of jobs, while the males generally get 'bookish' jobs. But males can be in the army just as females can, and females are just as smart as males. Besides the females being stronger, both sides are pretty equal. Oh, but the females are considered more important because they can only reproduce so often, males can do so whenever, and as much as they want, and as such are more expendable. Males have been known to die saving females of any age from dangers. So have females for males, but less often.

Language
The Koldenwelt Nobi speak "Nobian", which is a variation of the Old Tongue of the Elves. They use the Old Tongue to speak in diplomatic situations, though they are beginning to change to the language of "Kolden", used in the Western Forests. They still speak and write in their native language of Nobian for the most part.

Traits of the Nobian language is that the written language is very swirly. It has flowing letters that seem to blend into a picture with time. The best of the writers are able to create a truly amazing image using the shapes of the words, as well as what they say. This is literal, the way the words are shaped is in such a way that a positive paragraph creates a positive image out of the black and white portions of the words and sentences. The spoken language is like a never ending song, using all sorts of tones and notes, it sounds like singing from a distance, though once you get closer you can see that there is a different song for each conversation, each sentence, each word. The Nobi have always loved art, and every aspect of their culture shows this.

Architecture
The Nobi love beauty, but their ideas of beauty in physical form are the opposite of their ideas of spoken or written beauty. They prefer large, blocky structures, and like open areas as much as possible. They are, after all, from a vast and open plain-lands. While individual buildings may be nice and orderly, their cities are far from it. Streets intersect at strange angles, sometimes having streets a multiple levels bridge each other and having stairs or elevators to move people up and down them. The cities from above are a confusing tangle of 20-30 stories of streets and buildings. They change over time, with side streets and alleyways popping up out of no where, and then vanishing under new buildings and houses. Only the main streets will remain unchanged for many years, and even then they can be blocked by a slow closing in by houses. That's just natural evolution in the process, and no one wants to stop it. Many cities of the Nobi have a magic-powered map that alters itself as the city changes, and almost as many have maps that show people the best way to their destination one at every street corner in Ironforge itself, which is a complex and confusing system of tunnels, large open chambers filled with buildings, as well as thousands, tens of thousands, of individual houses coming right out of the tunnels. Nobi Cities are honeycombed with tiny streets, small bridges from house to house over main tunnel ways and streets. They look for all the world like a chaotic and confusing cobweb, in every way, even 3-D.

The Nobi do, however, have a few notable preferences in their city designs. First, they like there to be at least 4 streets that are main streets, which, in their minds, should never change. They also like to have a set of circles that connect those main streets to each other, with the main streets ending at a central circle, inside of which the government buildings are held, usually defended by a solid wall of stone between 20 and 200ft thick, depending on the size of the city and on its importance. Ironforge, for example, have 173ft thick solid stone walls around the Capitol Section of the city, with another set of 82ft thick walls inside those. It is inside that inner barrier that the "Great Forge" is located.

The Great Forge
Home to the Council of Masters, the Great Forge is an old piece of machinery. It is what controls the entire of Ironforge's machinery and systems, it is what keeps the volcanos rage capped and tamed. The Great Forge itself is a massive metal construct, with a giant column of magma flowing up through the center to the rest of the city. This column is held up by a powerful Seal from when the Nobi first arrived. The Seal itself is what holds back the volcanos fury, all one has to do is remove or destroy the seal to release this power.

Seals
The Nobi have a number of strange ways in which they use the Source. Seals are by far the strangest. Each seal is unique, there will never be another identical to it. These seals can do certain things, determined the the one who wrote it. For example, the Seal at the Great Forge is built to hold and direct the fires of the Ironforge Supervolcano. That is what it does, it cannot do anything else. Each seal can do one thing, and only one thing. And each seal is unique to the job, you cannot make to identical seals, that has been proven many times by people trying to do just that. In order to create a seal, the one writing it must pour their entire being into the seal, their entire soul. Oftentimes, this kills the creator, though "Travis the Mad" was said to have created several in his life before disappearing, proving that it is not required that you die to create a seal. Theories on this are that those who cannot put their entire soul into the seal are killed when they cannot pay it's preferred price.

Some notable seals are:
 * The Seal at Ironforge, created by "Travis the Mad"
 * Ironforge itself, which is said to be built as an ever changing seal of defense, made and designed by "Travis the Mad"
 * "Grand Design", which is assumed to be a seal of some sort created by "Travis the Mad"
 * The Seal of FireIce, created by Pait, a young warrior from the past. She was said to be exceptionally powerful with seals, and skilled at the use of the sword as well.
 * Seal in Fali. Fali is a small town off the the east of the main highlands. It contains the Seal in Fali, which has never been touched, not since it was placed. It's creator is unknown, but since "Travis the Mad" speaks of it with reverence in his writings we can only assume that it is powerful or important, and do not wish to alter or damage it.

The Highlands
The Everwinter Highlands are a cold and harsh place to live. The average winter highs are usually 20 below, oftentimes more. Winter storms can develop in mere minutes, and can grow cold enough to freeze blood. Everything that lives in the Highlands bows to the winter, regardless of what it is or where it lives. The Nobi are no different.

The Highlands are a volcanic region as well, lifted up by mighty tectonic plates colliding deep below them, and in places ripped apart when plates have started to pull apart again. They are known for the volcanos and earthquakes, which are very common.

The Highlands have large amounts of resources like coal, oil, lumber, helium, hydrogen, and many other minerals and fuel sources. The Nobi have only tapped into the volcanic energies and the helium/hydrogen deposits, with some oil wells for lamps. Besides that, they have only a minimal lumber industry, they prefer stone to wood. They do have many mines for coal to help power their machines and forges, though the volcanic heat is used more often.

Infrastructure
The Nobi have built a rather complex infrastructure in the Highlands. They have developed a train system in the Central Mountains, which takes people from Ironforge out to the other great cities. In the Central Mountains, this rail systems connects all the larger towns and villages, along with many of the smaller villages. Roadways were constructed, flowing with the landscape instead of cutting through it. Bridges were built to cross valleys, and towns grew up at crossroads and river-crossings.

The cities were built with the intent to take up as little space as possible, and to be easily defended from the Vyre and other creatures of the highlands. As such, all the cities have either walls with spikes pointing outward, or are built underground. Mostly underground.

When zeppelins were created 34 years ago, the cities added zeppelin towers, hangars, and landing fields, and the trading between villages and cities sped up considerably. After many years of expansion after this, the Nobi were unified both politically and infrastructurlely. With railways connecting the major cities (ending in "Forge") and roads connecting most of the smaller ones and zeppelins connecting everything to everything, the infrastructure of the Highlands was complete.

Military
The Nobi are a warrior people by necessity. They have always waged war with the Vyre, and have always struggled to survive in their wintery environment. They, though suffering and adaptation, have become some of the strongest and most advanced military in all of Koldenwelt, though their military has yet to be tested against the other species of Koldenwelt.

Soldiers

 * Warriors- Basic Warriors, they use various weapons like swords, maces, clubs, knives, the like; to kill as efficiently as possible. They are the main forces in the Nobi Armies.
 * Archers- Basic Archers, they use longbows and crossbows as their main weapons. They rarely miss their target, and are exceptionally skilled at mass firings, which can decimate enemy forces.
 * Dralor- Dralor are the Nobi equivalent of knights. They ride on a species of Highland Horse, small and strong, similar to a pony. These horses are called "Highlanders" and have great stamina.
 * Sa'Kage- Sa'Kage are archers that ride Highlanders. They are the best of the best, known for their accuracy and adaptability, as well as their ability to disappear into almost any environment.
 * Cave Lions- Cave Lions are called this because they were able to defeat and tame a Cave Lion. This is a very difficult thing to do, but it is possible. Needless to say, very few survive, and they always bear the scars of the battle. They ride on the back of a Cave Lion.
 * Mages- Mages of all sorts work with out armies, as everything from healers to warriors to even some that are Cave Lions. They are very good at killing enemies, and can deal great damage in short amounts of time.

War Machines

 * Zeppelins- Zeppelins can be used to transport troops and as airborne weapons platforms. Vulnerable to attack.
 * Siege Engine- Siege engines can take out walls and are best used against cities and structures. Vulnerable to attack.
 * Catapult- Best used to toss large numbers of stone and occasionally the bodies of defeated warriors at enemies, to demoralize and kill them. Vulnerable to attack.

Before they moved
Before the Nobi moved they had a moderately advanced tech system. High levels of irrigation, larger fishing ships and fleets, iron and steel weapons and tools, domesticated food sources, and large cities.
 * Irrigation and Dams- The Nobi have always been good at using water to help them. They can build large dams and make complex irrigation systems to water their plants and cities.
 * Lighting and Heating- Coal and oil lamps can be found, as well as beeswax candles. Nobi like light, it is good for them.
 * Medicinal Methodes- Healers can heal but the Nobi also have skilled surgeons (for their tech level), and have a great deal of medicinal abilities.
 * Sewer Systems- Complex sewer systems to make sure that the wastes are take far away from the cities and farms. Usually dumped into large ponds of sewage where it slowly decomposes.
 * basic hot-air balloons, using coal and some kinds of gas, as well as fire mages, to lift them up and down. It was a small step from there to full sized zeppelins.

After they moved
The Nobi, because of the harsh Highland conditions, have more advanced tech then most of the species on Koldenwalt. They are a tier 4 civ by this tier scale
 * Thermosteam plants- take water and the hot fires of nearby volcanos to create superheated steam which can then turn turbines and create electrical power, or can be used as a pressurized power source. AKA, used to push elevators up and down, or to turn turbines that then pull things around.
 * Zeppelins- Used as a form of transport that is safe from the Vyre and other threats of ground based travel. Not the fastest way to travel, but safer then ground travel.
 * Turbines- Used to generate electricity or to turn gears and/or pulley systems.
 * Electricity- The Nobi are currently experimenting with electricity. Still experimental.
 * Medicinal Methodes- have increased greatly since before the Vyre. Drugs and medicines have become more effective, and there are many new ways to fix damaged bodies.

Government
The Nobi government is a council of sorts. There is a "Master" for each major industry in the Highlands, as well as a Warmaster, Earthmaster, Windmaster, Watermaster, and Firemaster. The "Council of Masters" takes care of all the day-to-day working of the Highlands. The Council of Masters was officially created by Sivart when he added himself to it and broke the "Elemental Masters" hold over the Highlands.

Current Masters

 * Warmaster Sivart- The Warmaster controls the militarian forces of the Highlands. In the end, he makes all military decisions, and has the power to override all but the Healthmaster, Guardmaster, and Foodmaster. Sivart is the founder of the Council of Masters and is the current Head of the Council.
 * Firemaster Xandu- The Firemaster is the master of all fire-based functions and is the head of the Fire Sages.
 * Foodmaster Raij- The Foodmaster, working with the Trademaster, makes sure that all foods reach their destination and everyone gets fed. He can override everyone except the Healthmaster.
 * Earthmaster Drelm- Rules over the Earth Sages and helps maintain the infrastructure of the Highlands.
 * Watermaster Saror- Rules over the Water Sages and takes care of healing, hydroelectric systems, and other plumbing systems. Works with the Healthmaster often.
 * Windmaster Toir- Rules over the Wind Sages and works with the Skymaster to run the zeppelin systems and routs in the Highlands.
 * Trasport Master Banli- The Transport Master takes care of all forms of transporting people from place to place. This mainly consists of the train systems, which use steam and electricity to run. Works with the Trademaster often.
 * Woodmaster Elena-The Woodmaster makes sure that the forests of the Highlands are no over-logged or over-hunted. They work with the Trademaster and Transport Master often.
 * Trademaster Doll- The Trademaster takes care of making sure that everything gets from point A to point B as quickly as possible. They also work with the Transport Master and WIndmaster often.
 * Snowmaster Atria- The Snowmaster is in charge of making sure that no one gets left outside at night, and makes sure that no one is caught in a winter storm, which spells certain death. Only the Healthmaster can override the Snowmaster, and even then they need a good argument for it.
 * Skymaster Clyps- Takes care of all the zeppelin systems and routs in the Highlands, as well as any beyond the Highlands.
 * Citymaser Vero- The Citymaster takes care of the cities, maintaining them and keeping the citizens happy and safe.
 * Guardmaster Falk- The Guardmaster is the guy who makes sure that the Highlands and its cities stay safe from external and internal threats. He runs the police forces, and can override any of the other Masters, except the Healthmaster.
 * Deathmaster Pal- The Deathmaster takes care of things like Assassinations and other less 'courages' things. They kill off anyone who looks to be threatening the major systems of the Highlands. Works with the Warmaster often. Also works with the prison systems and other things that most would avoid.
 * Gravemaster Gnasher- The Gravemaster takes care of the dead. They cremate the dead, hold ceremonies for them, and make sure the bodies are properly disposed of. THis is an important job as dead bodies can hide all sorts of nasty secrets and diseases, and need to be disposed of in a safe manner.
 * Healthmaster Zalda- The Healthmaster makes sure that disease and injuries are taken care of even as they break out. They make sure that the cities stay clean, working with the Citymaster, and make sure that those same cities stay safe, working with the Guardmaster. The Healthmaster can override any other Master on the council, as they have the most important job of keeping the Cities disease free.

Fire Sages
The Fire Sages are masters at use fire based powers, and generally take on jobs as smiths. They are also the only ones capable of running the Great Forge, as well as its lesser forges across the Highlands, so, in a way, they control the heating and power systems of the Highlands.

Wind Sages
Wind Sages are the rarest, but also the most powerful. They can manipulate winds and other air currents, and as such control the zeppelin system, under the Skymaster's direction. They are the most humble of the Sages.

Water Sages
Water Sages tend to get jobs as healers, water-gatherers, or hydroelectric engineers. They are also able to manipulate Ice and can be useful in a winter storm to build an Ice barrier to protect those within from the storm. They are the most bold of the Sages.

Earth Sages
The Earth Sages are the guys who built cities like Ironforge and Westforge. They are the ones who maintain these cities, under the Citymaster, and they are by far the most common of the Sages.

Cities
Cities always have a "forge" on the end, all of our settlements do, because we have always depended on the volcanos heat to create energy, the volcanos are our forge, and we are the smith.

Ironforge
Ironforge is the capitol of our empire. It sits on (or in) the vast Ironforge Supervolcano, which is 26 miles in diameter. The city itself is 34 miles in diameter, and houses a population of 23 million. It is 400 ft deep, except at the Great Forge itself, which is 450 feet deep at the deepest. Ironforge is the largest of our cities, containing 79 turbines and 23 thermosteam plants. Ironforge has many alleys, and you could get lost within its depths, but the city is safe for people of all ages, due to the hard work of the City Guard. Ironforge is a center of trade and learning for the entire Highlands, losing it would be a devastating blow the the Nobi. As such, they have it defended by a mighty wall, the City Guard, a small army, and the volcano itself, which can be directed and controlled to cause eruptions anywhere on the surface.

Westforge
Westforge is a city of 23 thousand, placed inside a volcanic mountain called "Llaro". It is a major tourist attraction due to its great view of the Western Forests, and its proximity to the only real pass out of the Highlands, as well as the one we entered by. It has 21 turbines and 2 thermosteam plants.

Eastforge
Eastforge is a city of 12 thousand, and is located on the slopes of Mount Vernin, an active volcano that has yet to be fully tamed. It is the smallest of the great cities, with no turbines and no thermosteam power plants yet. It does have a large hydroelectric power plant that supplies its needs.

Northforge
Northforge, largest of the cities, excepting Ironforge. It has no turbines and 63 thermosteam plants, due to it being placed, not at a volcano, but at a large fault zone where the Highlands are splitting in half, which allows them to tap into the deep powers there.

Southforge
Southforge is an average city with 12 turbines and 7 thermosteam plants. It's not that interesting a place, actually.

Skyforge
Skyforge is the highest city in the Highlands, a full 2 miles above the surrounding landscape. It has 23 thermosteam plants, and 3 turbines. From the top of Skyforge you can see for 50+ miles in every direction, on a clear day.

Iceforge
Iceforge is buried under a large glacier that, long ago, covered over a large volcano in the making. It has no turbines and 43 thermosteam plants. Well known for its hot springs.

By themselves
"We will take over the world, someday."

- Sivart

"We will never be defeated, only set back."

- Sivart

"Holy my god, I'm still alive! And it flys! It actually flys!"

- Travis the Mad