Nonny Geographic Location in Ghemjana | World Anvil
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Nonny (NON-ee)

Background

  Nonny is unique in its governance and society, being a federation of what most realms would deem as "monsters". The evolution of this kingdom has seen beasts, aberrations, and other creatures come together in a symbiotic association, embracing each other's strengths and forging a nation with its own set of traditions, values, and cultures.  

Governance

    The federation of Nonny operates under a hierarchy of kingship:   High King: The paramount leader, responsible for ensuring the harmonious functioning of the kingdom. The High King is chosen every decade during the "Moot", a grand assembly of all kings in Nonny. Title and Significance: The title of "High King" was established after the Battle of Luminance to solidify the unity among the races of Nonny. The High King acts as a mediator, ensuring that the voices of all races are heard and that their interests are represented.   Selection Process: Every 10 years, all the Under Kings gather for the Confluence Moot. During this gathering, a new High King is elected from among their ranks. The election is based on merit, achievements, and the respect garnered within the federation. It's not just about power or influence but the ability to lead and unite the diverse races.   Duties and Responsibilities: Mediation: Given the diverse nature of Nonny's inhabitants, disputes are inevitable. The High King acts as the chief mediator, ensuring that conflicts are resolved amicably. Representation: The High King represents Nonny in diplomatic relations with neighboring territories and kingdoms. Guardian of Heritage: They ensure that traditions, such as the festivals of Nonny, are preserved and celebrated. Commander-in-chief: In times of war or external threats, the High King leads the federation's combined forces.   Current High King: The current High King, Oberon Cammerax Windflyer, is a youthful and visionary Drow in his early 200s. He has luminous silver eyes that contrast sharply with his deep obsidian skin. Oberon is a devout follower of Eilistraee, the Drow Goddess of Dance and Moonlight. This worship has endowed him with a sense of harmony and beauty, making him a beacon of hope and change in Nonny. With his gentle yet firm leadership style, he has been instrumental in fostering cooperation and mutual respect among the federation's diverse inhabitants. His passion for dance often finds him leading moonlit ceremonies in honor of his beloved goddess, bringing together all races in shared revelry.   Challenges: Being the High King of such a diverse federation is not without its challenges. Balancing the interests of different races, managing scarce resources, and keeping external threats at bay requires wisdom, strength, and a deep understanding of Nonny's intricate dynamics.   The High King's position, though demanding, is a testament to Nonny's commitment to unity and coexistence. Through his leadership, Oberon aims to ensure that Nonny remains a bastion of hope, tolerance, and unity in a world fraught with strife.   Under Kings: Leaders of smaller territories within Nonny, each ruling their domain and maintaining their legions of vassals. They represent their territories in the Moot and partake in the election of the High King.   Thargol Stonebreaker
  • Race: Hill Giant
  • Age: 80 (young for his kind)
  • Abilities: Tremendous strength, ability to manipulate earth and stones.
  • Attitude: Impulsive, passionate about his people's rights, and keen on establishing dominance.
  Elandra Moonshadow
  • Race: Drow
  • Age: 480
  • Abilities: Skilled in shadow magic and can blend seamlessly into darkness.
  • Attitude: Calculative, secretive, and a natural diplomat, often playing the role of peacemaker.
  Glim Silvervein
  • Race: Deep Gnome
  • Age: 740
  • Abilities: Ability to move through solid rock, skilled in gem enchantments.
  • Attitude: Curious, crafty, and holds a deep respect for the earth's treasures.
  Zorga Fleshrender
  • Race: Ogre
  • Age: 35
  • Abilities: Brute force combined with unexpected agility.
  • Attitude: Loud, proud, and often misunderstood due to his straightforward nature.
  Grik'tash Flame-Eyes
  • Race: Hobgoblin
  • Age: 50
  • Abilities: A tactical genius with a command over fire spells.
  • Attitude: Strict, disciplined, and values order above all.
  Mira Silverface
  • Race: Changeling
  • Age: 29
  • Abilities: Can change her appearance at will, skilled in mimicry and deception.
  • Attitude: Adaptable, observant, and always seems to be one step ahead.
  Blibdool Underseer
  • Race: Kuo-Toa
  • Age: 60
  • Abilities: Can manipulate water currents and has a deep connection to marine life.
  • Attitude: Eccentric, unpredictable, and deeply spiritual.
  Kragan Feathercaller
  • Race: Harpy
  • Age: 27
  • Abilities: Enchanting voice that can mesmerize anyone who hears it.
  • Attitude: Free-spirited, whimsical, and often seen as flighty by her peers.
  Nak'tul Bonegrinder
  • Race: Minotaur
  • Age: 40
  • Abilities: A master of the labyrinthine magics, adept with the greataxe.
  • Attitude: Stoic, thoughtful, and surprisingly philosophical.
  Rilix Quickshadow
  • Race: Goblin
  • Age: 20
  • Abilities: Extremely agile, master of traps, and stealth techniques.
  • Attitude: Clever, mischievous, and always looking for the next big score.
  Eryndor Starweaver
  • Race: Eladrin Elf
  • Age: 500
  • Abilities: Mastery over the arcane arts, specifically those connected to the Feywild.
  • Attitude: Wise, patient, and often melancholic, longing for the beauty of the Feywild.
  Ghorza Ironbelly
  • Race: Orc
  • Age: 45
  • Abilities: Shamanistic magic connected to spirits of the ancestors.
  • Attitude: Fierce, honorable, and deeply protective of her tribe's traditions.
  These Under Kings, with their unique abilities and perspectives, ensure that Nonny is governed with a diverse representation, balancing the interests and needs of all races.  

Traditions

  The Moot: Held every 10 years, it's a grand summit where all the kings come together, debate, discuss the state of Nonny, and elect a new High King. It’s a festival of sorts, where various races showcase their strength, intelligence, and unique talents.   Crystal Festival: Following the thunderstorm every 21 days, a night-long festival is held where glowing crystals illuminate the night. Songs, dances, and tales of ancient times are the highlights of this festival.  

Economy

  The glowing crystals, apart from being a source of wonder, are also Nonny's chief export. Alchemists, mages, and scholars from far and wide pay handsomely for these, hoping to unlock their secrets.  

Challenges

  Despite its unity, Nonny does face its share of challenges. Inter-race skirmishes, territorial disputes, and the mystery of the glowing crystals keep the High King and the Under Kings on their toes.   In a world where the term "monster" is often used to vilify, Nonny stands as a beacon of unity, proving that even the most disparate of beings can come together to create something beautiful.

Geography

The undulating hills of Nonny, sprinkled with dense patches of forests, are punctuated by striking crystal formations. These crystals, rising tall and majestic, are a characteristic feature of Nonny's landscapes. The subterranean realm is also quite vast, with numerous cave systems weaving a maze beneath the surface.

Ecosystem

Notable Races and Creatures:

    Bugbears: Often serving as scouts or rangers given their natural stealth capabilities.   Kobolds: Ingenious trap makers, they often secure and protect cave systems and treasure troves.   Lizardfolk: Revered as master swimmers and fishers, they thrive around the water bodies in Nonny.   Nothics: The strange and mysterious seers, they're often consulted by kings and lords for their insight and vision.   Owlbears: These fearsome creatures, tamed by the inhabitants, often serve as guardians of the territories.   Trolls: With their regenerative abilities, trolls are vital in the kingdom's defense and serve as formidable warriors.   Drow: These dark elves, once dwellers of the subterranean, have ventured to the surface in Nonny. With a natural proclivity for arcane arts and stealth, they often hold influential positions within the federation, acting as diplomats, mages, and sometimes even Under Kings. Their presence in Nonny has provided a unique opportunity for surface dwellers to understand and integrate with the often misunderstood Drow.   Deep Gnomes (Svirfneblin): Masters of illusion and experts in the underground terrains, the Deep Gnomes are primarily miners and artisans in Nonny. They are known to extract precious minerals and gems and are also credited for the architectural marvels of the underground cities in Nonny.   Goblins: Agile and cunning, the goblins of Nonny play versatile roles. From being traders to tinkers to expert navigators of the vast cave systems, their adaptability is unparalleled. They've carved a niche for themselves in the local markets with their knack for crafting intricate tools and gadgets.   Hobgoblins: Disciplined and militaristic, hobgoblins serve as the backbone of Nonny's defenses. They're often entrusted with training militias and have a well-deserved reputation for their strategic minds. Many forts and defense structures in Nonny bear the mark of hobgoblin engineering.   Ogres: The hulking giants, while not the sharpest tools in the shed, play a crucial role in Nonny's labor-intensive tasks. They're often seen assisting in construction, transportation, and sometimes even serve as bodyguards for the elite. Their physical prowess, combined with their generally amicable nature, makes them beloved figures in Nonny's tapestry.   These additional races further enrich the diversity of Nonny, providing a broader range of skills, cultures, and perspectives to the federation. Together, they emphasize the unity in diversity that Nonny represents in the world of Hestoria.

Localized Phenomena

Every 21 days, the skies above Nonny become tempestuous. High-powered thunderstorms rage, and with them, lightning bolts strike the crystals, charging them with a mysterious power. These illuminated crystals not only serve as a radiant spectacle but have also drawn the attention of many scholars, who remain perplexed by the phenomenon.

Natural Resources

Natural Resources

    Timber: The vast forests of Nonny provide a plethora of timber varieties, ranging from common oaks to rare silverbarks, suitable for construction, crafting, and trade.   Minerals: The hills and caves of Nonny are rich in minerals like iron, copper, and silver, which are vital for the creation of tools, weapons, and jewelry.   Luminous Fungi: Unique to the glow-infused grounds of Nonny, these fungi are not only a source of sustenance but also have alchemical properties.   Magical Crystals: While they serve a central role in many of Nonny's festivals and traditions, these crystals are also mined for their innate magical properties, and when refined, can power arcane constructs or be used in enchanting.   Freshwater: The various lakes and rivers, especially the Aman River, provide freshwater, essential for the survival and agriculture of Nonny's inhabitants.   Herbs and Medicinal Plants: The diverse flora of Nonny's forests and hills contain numerous plants with healing and alchemical properties.  

Arcane Resources

    Glowing Harvest Fruits: These magically-infused fruits sprout during the Glow Harvest Festival and possess both nutritional and magical benefits.   Enchanted Gemstones: Deep within Nonny's cave systems, gemstones imbued with magical properties can be found. These gems are coveted by spellcasters for their ability to amplify and channel arcane energies.   Underdark Artifacts: Crafted by the Drow and Deep Gnomes, these artifacts, ranging from weapons to arcane scrolls, are infused with deep magic from the heart of the earth.   Storm-Infused Crystals: Struck by the regular thunderstorms, these crystals absorb the raw elemental energy, becoming potent sources of electrical and arcane power.   Mystic Springs: Scattered across Nonny are springs believed to be touched by ancient magic. Their waters are sought after for rituals, potions, and rejuvenation.   Runic Stones: Often found near the crystal formations, these stones are engraved with ancient runes. When activated, they can serve various purposes, from warding off enemies to aiding in divination.   Together, these resources form the backbone of Nonny's economy and cultural heritage, symbolizing the land's innate connection with both the natural and the arcane.

History

Over a millennium ago, the lands of Nonny were untamed and untouched, inhabited primarily by underground dwelling races like the Drow and Deep Gnomes. These subterranean denizens led peaceful, insular lives, mining precious minerals and crafting artifacts in the heart of the land. Above ground, the vast forests and hills remained uncharted, with occasional travelers speaking of glowing crystals and mysterious storms. Approximately 750 years ago, word of the magical resources within Nonny spread beyond its borders. This drew the attention of power-hungry empires and plunderers eager to exploit the treasures hidden below. As invaders poured into Nonny, the Drow, Deep Gnomes, and the emerging races of goblins, hobgoblins, and ogres formed a reluctant alliance to defend their homeland. This period, known as the 'Age of Strife', was marked by conflict, shifting allegiances, and a shared resolve to protect the magical essence of Nonny.   The turning point arrived 500 years ago with the Battle of Luminance, where Nonny's federation of 'monsters' banded together to fend off their oppressors. Harnessing the power of the glowing crystals during one of the region's signature thunderstorms, the allied forces turned the tide, securing a decisive victory. This historic win led to the establishment of the federation, the election process for the High King, and the tradition of the Confluence Moot. The 'Age of Unity' began, symbolizing the spirit of camaraderie and cooperation among the diverse inhabitants of Nonny.   In the centuries that followed, Nonny has seen an era of prosperity and cultural exchange. The festivals of Glow Harvest and Liberation of Luminance have become cornerstones of Nonnian identity, celebrating their rich heritage, unity, and freedom. Today, the federation stands as a beacon of hope and a testament to the strength that can be found in diversity. Nonny's history serves as a poignant reminder of resilience, collaboration, and the unwavering spirit of its people.

Tourism

Valthorn:  A fortified city known for its luminescent crystal mines. It's the largest city in Nonny and a central hub for trade. Population: 7,500   Nyxshade:  An underground town predominantly inhabited by drow and deep gnomes. Famous for its bioluminescent fungi farms. Population: 6,200   Stonehearth:  Nestled in the hills, it's a stronghold primarily of dwarves and is known for its exquisite metalwork. Population: 5,300   Glimmercave:  A vast underground system of caverns which has evolved into a town, with thriving markets and workshops focusing on gem-cutting. Population: 4,800   Ogrefort:  As the name suggests, a stronghold built by and for ogres. It also welcomes other races and has a bustling market for exotic goods. Population: 3,700   Thundertop:  Located at the peak of a hill, this town witnesses the full force of the regular thunderstorms. It's the primary source of the enigmatic glowing crystals. Population: 3,200   Goblin’s Nook:  A lively town set in the woods, it's mainly inhabited by goblins and hobgoblins but is open to all. They host grand festivals, drawing visitors from all over Nonny. Population: 2,500   Mirehaven:  Built on the edge of a swamp, it's a serene town with boardwalks and stilt houses. It's a center for herbal medicine and alchemy. Population: 1,500   Eldertree:  Named after a centuries-old tree around which the town is built. Known for its wooden crafts and a library carved inside the vast tree trunk. Population: 900   Dolphin's Rest:  A quaint coastal village on the shores of the Dragon Sea, known for its picturesque beaches and regular sightings of playful dolphins. A favored spot for fisherfolk and those seeking tranquility. Population: 400   Whisperwind:  A secluded hamlet deep within the forest, known for its tranquility and a famous retreat for mages and scholars seeking peace. Population: 200   The variety of settlements showcases the vast array of environments and lifestyles within Nonny.
Alternative Name(s)
The Land of the Dead, The Monster Land, The Kingdom of Unity
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