Nord Geographic Location in Alphatia | World Anvil
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Nord

The northern isle is an island of contrasts. On the southern side the climate is temperate protected by the large range of hills. It is heavily farmed except in the lower river regions where deltas exist. The north-western corner of the island is heavily dominated by deciduous forests turning to pine forests in the lower hill regions this forest is controlled by a court of elves, which exist in an uneasy alliance with the dwarves who dominate the mountain range. Both communities have existed since before the creation of Alphatia, treaties now exist allowing the two groups to exist under their own laws if they don't side against Alphatia in any actions outside their abodes. The north-eastern corner without the protection of the forest has become a wind swept grass tundra reaching into the lower regions of the hilly country.

Geography

Notable Sites: The Dwarven capital of Baztek located at the centre of the mountain range and the Elven palace, Elihail, found at the centre of the forest of Athel are examples of the perfection of their races crafts having been built over many thousands of years. In the eastern mountain range also exist the ruins of a major Scion temple uninhabited for many hundreds of years holding secrets and dangers that draw many adventurers to the range. The northern plains of Nord have been taken over by the Hobgoblin empire, the creatures building a number of settlements across this windswept expanse. Finally, the great swamp on the southern point of the island is home to many pirate groups, undead hideouts and the dreaded Carnival.   History: Nord has been the centre of many battles between the Seven Kingdoms and Alphatia, both believing it to be a key island in the Alphatian collection. Through this, the Nord Tuomi has grown and proposed always ready to change sides as the government is altered. The power and control the Cavalcante family, the dominant family of the Tuomi, has over trade and the guilds of the Nord have allowed them to retain control even when challenged by other forces. They have strong alliances with the Ornhini Resistance and Baztek Dwarf nation through the family allowing marriage between elves and themselves and the mining that occurs in the mountains. Recently that alliance has been tested as Ornhini refugees from the ongoing skirmishes of the elven nations and fey have brought many wounded soldiers to the shores of Firenze. They have made sure both groups are well protected from outside and each other considering them to be useful allies. On occasions, members of the Tuomi have sought shelter in one community or the other.   Cultural Notes: Like Arran many of the original inhabitants of the North Isle were from the Iron Isles, settling and mixing with the Gypsy population of which the Cavalcante family can draw a direct descendency. The need for warm clothes is lessened here, with only the most severe winters causing the advent of snow. Still woollen, leather and fur clothing have become very popular being made into both practical and elegant clothing. Bargello (ornate woollen scrollwork designs) clothing is popular among the locals and is a famous export of the island.   The cities of Nord share more in common with Merkezi, in architecture and customs, and with the exception of the fishermen who are out all day lunch is a time for socialising in the cities and towns. Bards should note though that performing is frowned upon during the day and are more an evening event at a taverna or meeting hall. The meeting halls, developed by Iron Isle immigrants, are a place to meet and do trade and have become popular among the population and as places of music, drinking and games. These large halls can hold about 200 people and during festival times are packed.

Fauna & Flora

Nord can be split biologically into four sections. The farming lands of the south and south-east find the fertile volcanic soils produce strong crops and healthy livestock. The north-west is dominated by huge oak and pine forests, these form the bastion of the River Kingdom of the Elenhos. This forest is home to many temperate woodland creatures although other humanoid races are rare. The north-east is a grassy plain with wind swept spinifex and tough bull grass common. Across this grassland, many herds of horse and imported deer roam hunted mostly by fantastic creatures such as the Bullette and Ankheg. The mountain range is home to the Baztek nation of Dwarfs. They compete for the flesh of the mountain goats with a large number of aerial predators. The southern tip of the isle is a festering bayou and swamp, filled with giant strangely warped trees and vines, noises of wildlife can be heard from its depths but few creatures are seen.   The waters around Nord are rich with ocean life. The deep water channels to the East and West of the island bring fish of all sizes. The more protected bay of Firenze has become a floating farm for the locals with kelp forests, oyster and shellfish cages dotted across it. These are intermixed with fishing boats from the towns on its coast. The northern waters are rumoured to include an Alu'Tel'Quessir city, certainly the sealife in the area is more intelligent and responds to farming and fishing attempts made in these waters.

Natural Resources

Trading, Agriculture by Scandicci and Bagno, Fishing by Bagno, Sesto and Firenze, mining by Scandicci and the dwarves. In the capital also exists the school of Cavalcante. Scandicci is famous for its armorers with much of its metal going to the production of armour; the rest is shipped to the other islands. Arran receives a large amount for its smiths.

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