Nomad's Heart Settlement in New Z'hrat | World Anvil
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Nomad's Heart

A few miles away from the Eighth District crystal mines sits a settlement in the foothills of the mountains. Miners can almost make out the shape of the iconic watermills in the distance. Entering into the walls of Nomad's Heart is a thrill to the senses. Merchants hawk their wares- brightly colored and patterned cloth, freshly-hunted lizard meat rubbed with spices and charred in the coals of a campfire, crafted and scavenged bits and bobs, and vegetables and cattle. Very few trade in coin here, but they're happy to accept payment from city dwellers in the form of charged power crystals, sugar, and shelf-stable canned goods and snacks. Feel free to stay and explore for as long as you'd like to, then move on- that's how life is out here on the Frontier.   Nomad's Heart is one of the few major settlements in the Frontier, named because very few people live there permanently, except for the Hawker Clan, the descendants of exiled merchants who run the place. It's regarded as a hub of trade and a fairly popular tourist location.

Demographics

The demographics vary based on season and what Tribes are in the area at the time. All of the sapient species are permitted within the city, and socioeconomic classes range from wealthy tourists and prosperous traders, to nomads, the homeless, and poor, weary travelers. There is usually a significant number of miners here from the nearby Eighth District crystal mines.

Government

The Hawker Clan really only has one rule that they enforce in Nomad's Heart: Do not harm individuals or their property. Everyone has the right to make a living, regardless of origin. Nomad's Heart is actually an extremely peaceful place, even though the laws are lax, and this law is only enforced with exile from the settlement; being the only trade hub in the region forces anyone who wants to make a living there be on their best behavior.   Because the Frontier Tribes so rarely deal in coin, all the Hawks ask is for a 2% cut of a merchant's or Tribe's wares. This allows the Hawks to keep the town running, and in exchange, they're provided safety from the monsters and a market stall to do business from.

Defences

There is a very high stone wall to keep monsters away.

Industry & Trade

There are many different shops here, merchants trading in ale, woven cloth, pottery, jewelery, and all sorts of Frontier craftsmanship and survival items. Most people trade their surplus for anything they might need before taking off again.

Infrastructure

Nomad's Heart has a high, stone wall surrounding it, and a few fields outside for crops and raising cattle. Their irrigation system is particularly well-made, and water wheels along the river are used to grind grain into flour.

Assets

  • Hunters and other adventurers pass through looking for work.
  • A booming economy, mostly barter-based.
  • A thriving hospitality industry.

Guilds and Factions

The Hawker Clan tend to present a united front on most things, due to the lax nature of the law, but several prominent families have different opinions on how commerce and taxation should be managed.

History

  • The Hawker Clan was one of the Church of Gold's early competitors, and was driven from the city in 1312.
  • As a middle-finger to the Church, they set up the Hawkers Guild within a stone's throw distance of the city.
  • An arsonist likely affiliated with the Church burned the town in 1315.
  • In 1319, the current settlement of Nomad's Heart was established about ten miles further out, and served as a refuge for other exiles from the city.
  • It was first recognized as a major trade hub by the Church in 1330.

Tourism

This is the main tourist location in the Frontier. People come from all over to shop, drink, gamble, take in the local culture, and see the open expanse of the Frontier. Some tourists even bring items from their own districts to barter for souvenirs with. The Hawks run inns, casinos, and restaurants throughout Nomad's Heart.

Architecture

It's fairly simple at first glance, small buildings of wood, stone, and thatch. But due to their robust irrigation system, the outpost boasts aqueducts, water-powered machines, and modern running water facilities, in the exact same way they've been doing it for generations.

Geography

Nomad's Heart is nestled in the foothills of the mountains surrounding Eighth District. The Talon River flows from the mountains, providing the settlement with power. The town is surrounded by fields, and beyond that, a deciduous forest.

Climate

The area is fairly temperate most of the year, but winters are long and bitter cold, as snow blows down from the mountains.

Natural Resources

  • Grain.
  • Lumber.
  • Meat and other animal products.
  • Foraged berries, flowers, and roots.
Founding Date
1319
Alternative Name(s)
The Hub
Type
Trade post
Population
<1000 permanent residents
Inhabitant Demonym
Hawkers, Hawks
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Comments

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Aug 19, 2023 14:49 by Rachel Bentz

This is such a gorgeous settlement! I love how, despite only having a small clan of permanent residents, Nomad's Heart feels alive through its windmills and aqueducts. To take your article a bit further, I would try using some custom headers in the main vignette and moving some of the shorter 'prompts' in the article to the sidebar, such as the climate. Give your article a bit more balance, and you can put more focus on the aspects of the settlement that matter and really make it shine.

May the Creator ever guide your Footsteps
Aug 19, 2023 20:48

Yeah, my articles are a little... visually unimpressive compared to a lot of the other ones I've seen. I'm completely new to both WorldAnvil and CSS, and my priority during summer camp was to just "get as much out there as I can." But thanks for your feedback! It's definitely something I'm going to think about implementing in the future.

Aug 20, 2023 18:00 by Han

ooh tinkertech included this in their reading challenge and I see why! This definitely reminds me of FFXIV's Reunion in a very good way. The way you write is delightful!   > There is a very high stone wall to keep monsters away.   Does it always work? Are there ever creatures that try to burrow, climb over, or fly over? Are there instances where there've been close misses, or creatures getting in via the gates?   > An arsonist likely affiliated with the Church burned the town in 1315. a) *** the church, and b) Did they ever get caught? What happened to them, if so?   I think TT's covered some good points of feedback, but allow me to add my own: the quickest and easiest way to make an article feel more alive, even during SC, is to throw in some quotes. There's a quote BBCode that works even for free users and when you throw quotes at the beginning of each section or in the sidebar, you give your article just that little bit more life. It's also a really good way to get a feeling for how the people you're writing about feel - are all the quotes from visiting traders? Could one be from a whiny local teen?   Considering you're new to WA especially, this is really, really good! Certainly better than what I did in my first SC by faaaar hahaha


welcome to my signature! check out istralar!
Aug 21, 2023 21:59

Hi! Thanks for all your great feedback. If it's any encouragement to first-SC you, I'm new to WA, but not worldbuilding or this project, and it's soooo much easier to worldbuild well when you're just filling in gaps here and there! To answer your questions:   >Yes, kind of. Most of the "monsters" are like our world's wild animals, so either the wall or the large concentration of humanoids with fire and pointy sticks are enough of a deterrent. I don't have any specific instances of this written out because it's outside the scope of what I'm writing, but anything that slips through would have to deal with the Hawkers and the other armed and combat-experienced Frontier travelers.   > They never caught the arsonist, and even if they had, there isn't a whole lot they could've done as a tiny, scrappy clan of people against (what was, even at the time) an enormously wealthy, larger and more powerful faction. The Hawkers at the time had no choice but to get the message and move, or else the Church might send in their Enforcers to wipe out the clan. Even centuries later, there's still a lot of bitterness between the factions. This kind of stuff is a common thread throughout the story of the world- people getting away with horrible things simply because they have the backing of those in power and the victims don't. I didn't finish linking stuff before the SC deadline, but if you want to read about the Church of Gold, here's the article I have on them: https://www.worldanvil.com/w/new-z-hrat-lilpinecone/a/the-church-of-gold-organization?preview=true?   Thanks again for stopping by!