Atmora Organization in Naneth | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Atmora

The first country officially established on Naneth and the first region of the world to be inhabited by creatures, Atmora is known as the birthplace of all mortal life. In the north, Atmora is a frozen land of tundra plains, ice shelves and pine forests. To the south, the climate begins to warm, giving way to rolling plains of grass, before finally transitioning into the The Red Wastes of the The Quaan Empire. Atmora has been engulfed in a centuries long war with the Quaan, with no end to the violence in sight. Regardless, Atmora stands as a solid nation, built on the blood and hardships of previous generations. Always they look to continue the progress of humans in Naneth, striving for dominance over the other races.  
 

Society

  During the Age of Fire, the region now known as Atmora was a diverse region, home to humans, dwarves, and elves. During these days, the races worked alongside each other, striving to build a better world and banish the evils that plagued Naneth's lands. Now, in the Age of Renewal, that has all changed as Atmora has become increasingly dominated by humans, a fact that has begun to push against non-humans culture. The population of Atmora is battle-hardened and hardworking. Life in Atmora is not an easy prospect.   Atmora certainly lacks in the education department compared to other countries. Atmora's young are preoccupied with replacing their parents in the trades, military workforce or the army. Combat training and hard work takes the place of a general education, although there are exceptions. Joining the The Uhara Sanctum as a squire, would an education, as would joining a temple or priest convent.  
Culture
  The human dominated population of Atmora possess very traditional customs, most being passed down from generation to generation, rarely changing as time progresses. Atmorans place great importance on their elders and past ancestors. Funerals and death rites are important to Atmoran culture. Great funerals and extravagant celebrations of life are held when one passes on from this world. Those that die in battle are celebrated as heroes, just as those that came and fought before them. Compared to the other races in the region, Atmoran humans are very superstitious and place great importance in religious rituals and ceremonies. Torm is known as the primary deity of Atmora's humans, though Sandrum, Armok and even Bekur, to a lesser extent, are officially recognized.   The dwarves and elves of this region, or at least those that remain, posses beautifully rich and storied cultures, though are often muted from displaying this. Due to recent tensions in the region, specifically in large cities where Torm worship is extremely prevalent, these races have worked to keep undue attention from themselves. Nevertheless, this is the region that dwarves and elves were first birthed into the world, and as such, Atmora holds great importance. Though suppressed in many ways, these races still honour their history and worship their gods.  
Relations
  Atmora in recent years has become somewhat closed off from the rest of Naneth in terms of strong military alliances. However, this does not seem to have much of an effect on trade, of which Royal's Bay still flows abundantly. Atmora's increasingly aggressive ideologies have put them at odds with Astora and Meridian, both of which openly promote cultures and values that a portion of Atmora's human population may consider heretical. Furthermore, Astora remains a country born of an Atmoran rebellion, a fact that Atmora's royal line has not forgotten.   Atmora possesses a special relationship with the The Quaan Empire to the south. These two nations have been at war with one another for almost 500 years, and currently, there are no signs of that changing. These regions have been warring since before the mists, during the Age of Fire. During these ancient times, The Alliance of humans, dwarves and elves constantly faced threats from Tiamat and her dark forces in the south. Eventually this culminated in the War of Fire, an event that led directly to the release of the mists and the end of an age.  
Festivals
  Festival of Bloodletting: Every few years, when the crown, or Nall-Ur calls for it, Atmora will have a Festival of Bloodletting. This is usually a time of reflection and worship to Torm and the royal line. Participants will offer blood sacrifices to Torm, or pledge themselves to a holy cause. In exchange, the citizens of Atmora pray for a change of fortunes within the country. These festivals tend to run whenever the military is facing shortages of soldiers, or when civil unrest grows.   The Celebration of Renewal: The Festival of Renewal is a traditional celebration among Atmoran citizens. It celebrates the anniversary of exiting the caves of the Teeth and the beginning of the Age of Renewal. It is one of the few times that the humans of Atmora seem to get along with non-humans, especially dwarves.  
 

Religion

  Atmora is dominated by the complete and unimpeded worship of Torm, the creator of humans and pride of The Eres. Every major city and settlement in Atmora features a temple or shrine to the Loyal Fury. Important decisions are made based on the teachings of Torm, with divine orders coming from the holy tower of Nall-Ur. In the east stands Krysset, an entire city dedicated to the worship of Torm. It features some of the largest temples in the world, and an entire religious branch of the military within it's walls; The Inquisition .   Further north, on Naneth's Tip, lies the mysterious tower of Nall-Ur. It was discovered in the early days of the Age of Renewal, and is now inhabited by the wisest and most senior members of Atmora's priests. It is said that from Nall-Ur, the priests receive teachings from Torm himself, deciphering them and passing them onto Krysset, where The Inquisition and the rest of the country attempts to follow the lessons they've been gifted.   As the age progresses, it becomes more difficult to find worshipers of other gods within Atmora. Though the worship of gods such as Eldath and Silvanus is not legally outlawed, it is viewed by some as a heretical act. The Inquisition's ideologies that state Torm as the singular true god of Atmora has taken hold in Krysset and other large cities across Atmora. Many believe that this organization has begun to act against those that would declare otherwise, though these rumours remain unfounded.  

Government

  Beginning with the Age of Renewal, Atmora has formally recognized a monarchy. The seat of power and royal line dwells in Aramoor at The Crown, a massive palace in the heart of the city. In the 600 years since the mists receded, two lines of royal families have ruled, with the current line of royalty belonging to the Warmaw family, with King Hemon Warmaw currently residing over the throne.   During the Age of Fire, Aramoor was presided over by the wisest heroes and elders of the region, regardless of race. This position changed quite often, as the War of Fire claimed many lives.  

Economy

  The economy in Atmora was in a constant state of fluctuation. This is due to the ongoing war with the Quaan Empire as jobs and work became available depending on how the war effort is faring. Over the years, Atmora has entered times of retreat, and times of advancement, the economy usually changing with the tide of the war. In prospering times, many would be employed by the country itself, working to create new war machines, building fortifications, creating resources for the ever growing military. During times of strife, most hardworking citizens would be pressed into the military, especially if the Quaan began raids into Atmora. As the war continues, more coin is spent upon the effort, a reality that has pressed the country into financial depressions more than once.   Atmora is a region of few exports. The climate allows for little variety in the type of resources produced. The northern regions are mostly frozen year round, while the southern lands become arid, making the land difficult to work. However, the people of the Venerath Plains have worked the land for generations, putting together fair yields of crop and livestock each year. Pine timber from the Pinetrost Woods, and precious minerals and ores from within The Teeth have become Atmora's greatest producers. Though all of these trades pale in comparison to Atmora's weapon trade, an industry that the population has become acutely skilled in because of centuries of war. With iron and steel provided by The Teeth, Atmoran weapons are common arms of high make, equaled and surpassed by only the great dwarven smiths of Naneth. Weapon supplies cost a premium from Atmora.  

Military

  Atmora retains a large standing army at all times, ready to defend against invaders from the south, or to push lines forward into the The Red Wastes. In times of particularly aggressive engagements, Atmora will draft it's citizens into service. In fact, many Atmorans will find themselves serving in some capacity during their lives. Due to the fluctuation corresponding to the tide of war, Atmora's military is not as well organized or equipped as a country like Astora. Adding to this, is the absence of non-human races within the military, as only humans are trusted to fight on Atmora's behalf. Nevertheless, Atmora has faced centuries of war, transforming generations of citizens into ferocious, battle-hardened, veterans. No other country on Naneth has faced more evil and darkness, and this has become Atmora's militaristic identity.  
Infantry
  The heart and soul of Atmora's armies, it's infantry marches in vast numbers, pushing into the Red Wastes, or defending the borders from Orcish incursions. Most of the infantry is clad in chain or studded leather, wielding swords, axes, maces, or anything that suits an individuals needs. Occasionally, especially in pressing times, members of the infantry may be counted on to provide their own equipment. Atmora's divisions of infantry typically stand posted along the southern front, reinforcing fortresses and outposts such as Oorlog, Langloff and Grog. Smaller garrisons remain in Atmora's large cities, though even they can ship out at a moment's notice, if reinforcements are needed in the south.  
Calvary
  Atmora's cavalry occupies only a small portion of their overall military force. Ride-able mounts such as horses, are an increasingly rare creature to be found in Atmora, as most native species have been lost over the years, due to the war reaching past it's fifth century. Atmora's climate makes it quite difficult to raise specimens powerful enough for military service, as famine and freezing temperatures commonly sweep the region. Most horses found within the cavalry division are actually Astoran bred. They are raised in the warmer, western country, then shipped across Royal's Bay to be pressed into service. Because of this, Atmora relies very little on strategies that require cavalry assistance, relying heavily on it's infantry instead.  
Support
  Atmora's southern cities are filled with catapults, trebuchets, and ballista. Here, they line the battlements, always ready to fire into oncoming invasions. Most of these war machines are dwarven built, as their ingenuity for invention is unmatched by other races. Atmora features a powerful support division, making up the strength they lack with a small cavalry division, in continuing volleys of rock and bolts. Though built by dwarves, most of these machines are run by humans, as non-humans are typically not found in areas where combat is taking place.  
Navy
  Another area of strength for Atmora's military lies within their naval forces. Combat upon the waters of Royal's Bay has always proven to be an area of unmatched strength against the The Quaan Empire. Orcs, and other dark creatures, are typically not well suited to naval combat, and because of this, Atmora enjoys a clear upper hand in this aspect of warfare. With strong timber from the Pinetrost Woods, hundreds of ships have been built and pressed into service, giving Atmora an overwhelming advantage on the water. Each ship is also outfitted with ballista, with ample rounds of ammunition. This is due to the Quaan Empire's habit of sending dragons to combat Atmora's naval fronts.  

History

 
The Age of Fire; Aramoor is Founded
  The history of Atmora, doubles as the history of humankind's tenacious strive to survive. Without the efforts of the early generations of humans, dwarves and elves, Atmora today, and the world in general, would not exist as it now does.   Atmora proper was not established until after the Age of Renewal and the emergence from within The Teeth. The region, now known as Atmora, has been active since the beginning of time. It was here that The Eres first created life upon Naneth, blessing these northeastern lands with creatures of all sizes and shapes. First to inhabit the Atmoran region were The Eldar, followed closely by Dwarves, and finally Humans. With the creation of the human race, the Age of Creation ended, and the Age of Fire began. Humans, multiplying quickly, began to dominate the region, and established the city of Aramoor upon the western shores of the land.   The building of Aramoor was an important first step in the creation of Atmora, as this city would stand the test of time and oppression, eventually leading to it's re-population after the mists receded from Naneth. The people of Aramoor were proud and strong, following the will of the gods, watching over the other life on Naneth, ensuring peace and prosperity. This would not last however, as in AoF 346; Tiamat; the Queen of Dragons, began her dark reign, known as The Great Calamity. From the south, Tiamat; a leftover creation of The Dead Three, noticed the people of Aramoor growing strong, and wished to wipe them from the earth, ensuring her dominion. She gathered all dark forces within The Red Wastes, and invaded Aramoor, swiftly taking it's people by surprise. She enslaved most of the human population, and drove the dwarves and elves back into the wilds.  
Tyranny of Tiamat; The Alliance is Born
  The people of Aramoor had been enslaved, and now served Tiamat's dominion over the region. Generations of people were born during this period, the human race continuing to endure even under the tyrannical rule of Taimat's legions. For close to two centuries, humans served Tiamat's cause, but grew ever stronger in secret. For Tiamat became complacent in her rule, and payed no heed to the growing threat to her power. By AoF 530, the humans of Aramoor began to push-back against their dark overlords. This sign of hope and strength worked to inspire the elves and dwarves of the region, and in secret, under Tiamat's very gaze, The Alliance of men, dwarves and elves was born.   In AoF 561, The Alliance began to assault Tiamat's forces in an open rebellion. Catching these dark legions by surprise, Aramoor is quickly retaken, 180 years after it's occupation began. With Aramoor free, The Alliance was able to mount an offensive great enough to push their enemies back to the Red Wastes. The War of Fire had begun, a conflict that would rage for the next 250 years. During this time, humans, dwarves and elves grew into close kinship, pledging that none would ever come between the three races, as long as they continued to survive.  
Battle of Orphans Peak; The Age of Mists
  The War of Fire continued to rage for the new couple centuries, and with each passing year, the strength of The Alliance waned further. The people of Aramoor had suffered immense causalities, keeping Tiamat's forces at bay. Slowly, the tide began to turn back towards the darkness. Taimat's forces were renewable, with the Queen of Dragons herself learning the secrets to creating life. Within the great pits of the Red Wastes, evil and malicious creatures were being born, their only purpose being the destruction of Aramoor and it's peoples. By AoF 781, these never-ending tides of monsters had pushed The Alliance back to within Aramoor, making the city humankind's last bastion of hope. The Alliance now faced it's darkest hour, as they held out the city against Tiamat's ever-increasing horde.   By AoF 809, with humanity on the brink, a final plan was drawn up, a final push for victory against Tiamat. Aramoor gathered it's remaining strength, and called upon all surviving forces of good left on Naneth. In AoF 810, they launched a final assault into the Red Wastes, pushing towards the Zahovaar region, the heart of Tiamat's empire. The objective was simple; draw all of Tiamat's forces into a vast final battle upon the ashy plains of the Red Wastes. This would clear the way to Orphans Peak, the believed stronghold on Tiamat herself. On that day, The Alliance was joined by all remaining powers of good left within Naneth, even Bahamut himself joined in the fray. Of course, it was a slaughter, as The Alliance was greatly outnumbered, even with the added strength of the Lord of Dragons. But the outcome of that battle mattered little, as it succeeded in it's true purpose, and drew the gaze of Tiamat and her legions.   Four of The Alliance's greatest heroes made their way towards Orphans Peak, mounted upon the brethren of Bahamut. Among them was Halkor; a human wielder of magic, Eregoth Dragonsbane; the dwarven healer, Delwind Greeneve; an elven guardian of Eldath, and Dathmere Sindain, a holy paladin of the Loyal Fury. Together, these heroes arrived at the peak, and indeed found Tiamat within. Inside the dormant volcano they battled the Queen of Chaos, and in the end, emerged victorious. In the final moments of the battle, Halkor banished Tiamat to The Underblaze, to the same prison that held her creators, The Dead Three. It seemed victory had be achieved, though it came at a great cost. Almost none had survived the diversionary battle at Zahovaar.   It mattered little, as humanity was suddenly betrayed by one of the heroes they leaned upon for salvation. Halkor, after banishing Tiamat, casted another powerful spell, splitting open the peak of which they stood. He released a magical toxin from within the mountain, a blanket of thick mist that instantly took to the sky, blotting out the sun wherever it spread. He turned upon his allies, and inside the now active Orphans Peak, the now three heroes, slew Halkor, before finally falling to the mists themselves. Before he perished, Halkor proclaimed his loyalty to The Nameless One, a mysterious entity of unknown power. It was this entity that seemed to guide the mists across Naneth, killing all within it's path. Any combatants that survived the battle in the Red Wastes died later to this fog, while those left back at Aramoor quickly fled into the mountains or the wilds. The humans and dwarves turned towards The Teeth for their salvation, beginning centuries of life within the dark of the mountain range.  
 
The Age of Renewal Begins; Atmora is Founded
  The Age of Mists lasted for almost two thousand years, before finally clearing. Countless generations of humans and dwarves passed, and almost all memory of the age before faded from memory. Those that could, did their best to pass down knowledge of family lines and history. The fate of the rest of Naneth was unknown to the inhabitants inside the mountain, and the alliances that had once been formed also passed into legend. Nevertheless, the ancestors of Atmora endured in the dark, finally emerging from The Teeth as the mists receded. So began the Age of Renewal, the age that would finally see Atmora founded.   In the early days of the 4th age, the inhabitants of the northeastern region of Naneth, emerged from within the mountains. By AoR 50, the first king of Atmora would be crowned, King Kraglin Karsten. Aramoor would be re-established and Atmora was founded. Citizens of Atmora began to expand out from Aramoor, founding new cities in the east, near The Teeth, in the north on Torm's Fist, and to the south, creating the border of their country on the outskirts of the Red Wastes. As they spread towards the south, they also discovered that evil had also endured, this time in the form of a group named the Quaan Cult. Atmora instantly began incursions into the south, attempting to exterminate this new group before it grew in power. But they failed, and in AoR 101, war began with the The Quaan Empire, the country that had expanded from the Cult.  
The Quaan War Continues; Atmora Splits
  In these early days, Atmora was ruled by a line of kings, the Karsten line. The country, under the direction of King Krglin II in AoR 136, really began to push the war effort against the Quaan Empire. Though eventually Atmora would burn out resources after so many years of sustained military pressure in the south. This caused Atmora to plunge into famine and political strife. Finally, in AoR 251, tensions came to a point with the Splitting of Atmora. Large populations of disgruntled subjects stormed Aramoor, looting and pillaging the city. They then fled across Royal's Bay on stolen ships, desperate to start a new life away from Atmoran influence. The majority of these rebels were human, as non-humans had begun to take a backseat to the interests of men in Atmora. Stretched thin from the front in the south, Atmora's military was unable to quell this rebellion, nor could it spare the resources to track these rebels across the bay. These rebels would eventually become the early settlers of Vinheim and the country of Astora.   The king during this time would relinquish the throne after the split, giving way to a new line of kings. The war effort against the Quaan slowed considerably, allowing the country to retreat back to it's borders and enter a holding front against the south. This holding pattern lasted for quite some time, as Atmora rebuilt itself. During this time, the mysterious tower of Nall-Ur was discovered in the north, on Naneth's Tip. The wisest of Atmora's priests and wizards believed Nall-Ur to be a powerful shrine of Torm, possibly holding a direct line to Empyrean and the Loyal Fury himself. Many of these priests stayed within the tower, giving up their earthly lives, dedicating themselves to Torm's teachings. Among them, the former king, Emile Karsten. In submitting himself to Nall-Ur, Karsten gave up the throne, and with no children or suitable relative replacements, ended the line of Karsten Kings.   In AoR 252, King Vernax Warmaw took to the throne, beginning a line of Kings that would reach to modern day, with King Hemon Warmaw commanding the throne in AoR 600.  
Religious Revolution
  Atmora, still holding borders against the Quaan, turn their hopes towards Torm and Nall-Ur, hoping that the teachings delivered from the mysterious tower would aid them in the war and everyday life. In AoR 274, the The Uhara Sanctum is founded in Aramoor. It is a guild of Paladins and Clerics dedicated to the teachings of Torm and the forwarding of his will. Those that serve within the Uhara Sanctum wander Atmora, slaying dark creatures born of The Void or those that have lurked northwards from the Quaan Empire. Later, Paladins from this Sanctum would travel across Royal's Bay, and establish the The Emery Sanctum in Vinheim, where they seek similar purposes.   In AoR 398, The Inquisition is formed by Queen Ellenor Warmaw, based on advice from her royal council. It is a religious branch of the Atmoran military, and was founded on the principal of ensuring the following of Torm's teachings, in every faucet of Atmoran life. They are based in Krysset, the holy city of Atmora. As Atmora grows ever more dependent on religion and Torm, they became distant to the cultures of other races. Combined with the fear of the non-human creatures to the south, Atmora became a fairly hostile environment to those that appeared different from the region dominating humans. These feelings of distrust would only grow in the future, especially as The Inquisition continued to gain favour with the public.  
The Sixth Century
  Now, as the Age of Renewal enters it's sixth century, Atmora stands posed to continue an offensive against the Quaan Empire. This war has lasted well over 500 years now, with no end in sight. By all accounts, the Quaan have grown stronger, with reports of dark creatures even finding their way into northern Atmora from locations unknown. Doubling down on a strong offensive against the Empire has become an issue of great importance in recent years. King Hemon Warmaw knows this, and continues to ask Astora and Meridian for aid, to little avail. Atmora's reputation with it's ideologies has led to weak alliances among Naneth's other countries. Rumours of non-human purges by The Inquisition have begun to surface, leading to even more tension and distrust within the region.  
The Plague
  In AoR 606, the Plague swept through Atmora and plunged the country into chaos. Those suffering from the sickness and their families flocked to Atmora's major cities looking for answers and healing. Aramoor and Kyrsset quickly became overrun, leading to military law being enacted by King Hemon. Regions outside the cities quickly to lawlessness and banditry as the focus remained on the metropolitan areas.   The general opinion in Atmora was to blame the enemy to the south for the plague, likely a magical curse wrought upon the region by whatever dark sorcerers that dwell in the Red Wastes. This led to an uptick in public opinion for further war measures and religious action. The Inquisition was granted higher power across Atmora to enact measures that would see the spread of the plague quelled. The plague would suddenly subside in early AoR 607, with many in Atmora attributing this to the actions of Nall-Ur, The Inquistion, and Torm.  

Notable Locations

Settlements
  Aramoor: Naneth’s first official settlement, now the Capital of Atmora. Founded at the beginning of the Age of Fire, and resettled after the Age of Mists, Aramoor is by far the oldest city in the world. Settled on the eastern shore of Royal’s Bay, Aramoor is dominated by humankind, with non-humans preferring to live outside the city limits.   Anu: A large port city on the upper reaches of Torm's Fist, life in Anu can be a struggle. Anu is dominated by horribly cold temperatures year-round, making the shipping and mining work in the city very tough. Only the most hardy humans and dwarves live up here, as the climate would ill suit anyone else.   Oorlog: Resting upon a plateau in the southern region of the Venerath Plains, Oorlog stands as a massive war fortress, keeping a watchful eye on the Red Wastes to the south. This city contains the greatest concentration of Atmoran Military forces, and they are on constant alert, due to the threat of invasion from the Quaan Empire.   Krysset: Also known as “The Holy City”, Krysset is an entire city dedicated to Torm. Sat upon the shores of The Crossing, just south of Naneth's Tip, Krysset is the point of arrival or departure for those traveling to and from Nall-Ur. Krysset is also the base of operations for The Inquisition; a militant organization dedicated to upholding the laws of Torm the True.   Other Settlements in Atmora:   Shearpoint, Bayloft, Showvale, Pinedale, Dustree, Langloff, Greenfield, Stablehest, Trostpoint, Grog, Bazuth, The Rock Gate, Daggerfall  

Major Organizations

  Nall-Ur (Torm's Tower): A mysterious tower discovered by Atmorans in the early days of the Age of Renewal. It is thought to be a holy site of Torm, and because of this, the wisest of Atmora's priests and elders come here to decipher the direct teachings of their god.   Order of the Loyal Fury: Founded during the Age of Renewal, the Order is a guild of highly respected Paladins and Clerics. They are based in Aramoor at the The Uhara Sanctum and from there, travel forth into the country side, helping those in need, and banishing evil from the world. Some members of the Order have been known to join with Atmora's military, bringing their valor and expertise in combat to the front of The Quaan War.   The Inquisition : Based in the holy city of Krysset, The Inquisition is a special religious branch of the Atmoran military. Their main objective is to ensure that the teachings of Torm are followed within all aspects of Atmoran life.   Northcross Temple: Built recently in the frigid city of Anu, Northcross is a temple of healing and a safe place for non-humans to gather. It was founded by a dwarven cleric named Norgold Dragonsbane. The temple is dedicated to Torm, as per the law of Atmora, though it's rumored that worship of other gods may take place there as well.  

Geography

  Situated mostly within the northern region of Naneth, the vast majority of Atmora displays an arctic or tundra-like climate. However, in the southern reaches, the tundra grass begins turning into dusty desert, signaling the beginning of the The Red Wastes. Atmora still displays several biomes, from high mountainous peaks, coniferous forests, and sub-freezing arctic rivers and lakes.  
Regions
  Torm's Fist: On the western most coast of Atmora lies the Peninsula of Torm's Fist. It possesses an arctic climate, with little usable land. The weather here is harsh, the wind blowing in from Royal's Bay often stirring up blizzards and white-outs. Most settlements in this area are small, remote, towns; with the exception being the large shipping port of Anu.   Northwalk Tundra: Slight further south from Torm's Fist, approaching Capital Peaks, lies the Northwalk Tundra. It's an area of tough, grass plains and snow, and is usable for little. Some talented farmers may find ways to raise livestock here, types of animals like mountain goats or other mountain dwelling creatures do best.   Venerath Plains: One of the largest open region in the area, the Venerath Plains stretch far between the Bay Rock Range, and The Teeth. Here, most of the rural population of Atmora dwells. It is about the only suitable region in Atmora for raising livestock or crops, though the area is heavily plagued by Quaan raids, as it sits close to the southern border.   Eastcrag Highlands: Another area of tundra-like climate, the Eastcrag Highlands sit just south of The Crossing, in between the Pinetrost Woods and The Teeth.   Naneth's Tip: Naneth's Tip is a massive island, the largest on Naneth. It's shelves of ice and snow stretch on for vast amounts of distance, making this one of the most inhospitable places in the world. If not for the presence of Nall-Ur on the absolute northern tip, the island would probably never be visited.   The Bloodlands: The land sitting on the border of Atmora and the Quaan Empire is known as the Bloodlands. It is a savage wasteland dotted with the corpse of recent and ancient warriors. This area is seldom entered if it can be helped, and usually only traversed by military forces. Many corpse feeding creatures call this area home, some growing quite large on the abundance of food.  
Mountains
  The Teeth: The largest mountain range in all of Naneth, The Teeth lines Atmora's eastern coastline, closing off access to the ocean to the region. The range is a maze of incredibly high peaks, tumbling valleys, extensive caves and great pits. It is certain that many of the secrets that lie within this mountain range will never be discovered, and perhaps for the best, as some things are better left undisturbed.   Bay Rock Range: Atmora's second mountain range, situated on the southwestern coast of the country. It is a fraction of the size of The Teeth, and is mostly made up of tall, rolling, hills instead of proper mountains. Though this area does provide Atmora with some natural defense from the Quaan, funneling most of their forces further east, towards Oorlog.   Orphans Peak: The solitary mountain that lies upon the newly named Hero's Isle. This mountain has long been dormant, ever since the Age of Fire. The Isle on which it stand was named after the brave heroes of The Alliance, and their defeat of Tiamat.  
Forests
  Pinetrost Woods: Known as the 3rd largest collection of trees on Naneth, the Pinetrost Woods is a coniferous forest, full of pines and other dark woods. The northern portion of the forest is constantly bombarded by snowstorms and blizzards, providing shelter to creatures that live within it's reaches. The entire forest rests upon a massive plateau, separating it from the rest of Atmora.   Elder Forest: Known as one of the most mysterious places in Naneth, the Elder Forest is a collection of coniferous trees and plants. However, the rest of the region is arctic ice and snow, leaving the forest as the only habitable area on Naneth's Tip. Most believe that the Elder Forest is a source of powerful magic, and Atmoran officials have largely named it taboo.  
Bodies of Water
  Pinerun River: The Pinerun is Atmora's only named river, and it stretches from the coast at Aramoor, through the Pinetrost Woods, and finally into the ocean at Torm's Fist. It's source comes from within the woods, and it flows from there, both north and south.   Coldwind Lake and Frez Lake: These two lakes are positioned within Torm's Fist, and are fed by the Pinerun river, before pushing the water out into Cradle's Sea.  
Geography
  Type: Nation   Region: Northeastern Naneth   Capital: Aramoor   Largest City: Aramoor  
Society
  Demonym: Atmoran, Atmorans   Races: Humans, Dwarves, Elves, Dragonborn   Languages: Common, Dwarvish, Elvish, Black Speech   Religion: Torm, Armok  
Commerce
  Imports: Livestock, Fruits and Vegetables, Spices, Exotic Materials   Exports: Timber, Ores, Fish, Furs, Weapons  
Politics
  Government Type: Monarchy   Ruling Type: King/Queen

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!