Nedderhyve Settlement in The Hollow Moons | World Anvil
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Nedderhyve

Location and Geography

  Nedderhyve is the last human outpost on The Lost Coast in the north of Alven in the region of Farside.
Beyond Nedderhyve, there lies a frozen and dangerous wasteland. Nedderhyve, since its creation, a century ago has become a symbol of 'the end of the world'. Over the last twenty years, the outpost has sprouted its own legends as a lawless and hard-edge place, riddled with outlaws and smugglers' dens.

From a small outpost, Nedderhyve has grown to become a sizeable community. It lies on the shore of The Eastern Seas and benefits from the balmier oceanic influences. The harbour is nestled within a sheltered bay and offers ships refuge from the oft stormy northern seas
At the back of the settlement stretches the wild tundra of The Lostlands and the lost cities of the Ancestors and their ruined  magical keeps,The Doomanses.  

Demographics

  The people who colonised the settlement are - like most people on the Lost Coast - clanless. The Lost Coast is famous for being the place where exiles come and live. Once a family or individuals has been deemed unworthy of their clan affiliation, they are not usually welcomed on any of the clan lands of Alven.

Their only solution is to settle in one of The Southern Kingdoms - not a very appealing solution - or 'go north' and settle down in the wilds of Alven's northern wastes.

Within the last century, the settlements along the Lost Coast have continued to grow in size, and have attracted a motley crew of people. Not only exiles now flock to the Lost Coast, but smugglers, antiquarians, and non-conformists of all kinds.
 

Government

  Without doubt, the fact that the settlements on the Lost Coast are not technically under the stewardship of the Thane and, most importantly, The Archive, brings advantages and disadvantages to the area. The disadvantages are obvious: the Archive works as the law-keepers of Alven.

Archivists keep the peace between clans, guilds and other organisations and generally dispense justice throughout the land. As the Archive is not much present in the region - although things are starting to change - it is difficult to make sure laws are enforced and settlements are safe for families.

However, the bigger settlements, such as Lucknow and Lostport have now developed Guilds who pay their own militia to keep families and children relatively safe from the more dangerous elements of their community.

In Nedderhyve, guilds do not exist and the settlement is very much under the law of the biggest smuggler gang operating on the eastern coast: The Hawkyves.
The Hawkyves started as a family business. Sixty years ago, Woody Hawkyve was expelled from Clan Coorson  in Farise for not declaring and paying taxes on the pearls he collected at sea off the shore of Sandyfearne. He also badly injured one of the Archivists sent to collect the money.

He then moved his family and kin to the Lost Coast and settled down in Nedderhyve to avoid the Archive's wrath. With his ill-gotten riches, he acquired a few boats, and the legendary smuggler started to ply his trade all along the eastern coast.

Hawkyve had three wives during the course of his long life and sired a great number of children. At present, The Kin  as they call themselves boasts of a flotilla of ships.  

Infrastructure

    Nedderhyve is mainly built around its sheltered bay, which the local call The Fleece. The name of the bay comes from its shape that vaguely resembles the shape of sheep fleece.

The bay is not very big and the focal point is the harbour built at the northern edge of the bay. Two streets run perpendicular to the docks and are where most of the buildings have been constructed.

There is only two inns in Nedderhyve: The Smug Swan and The Fleece Bounty. Both inns offer the most basic of creatures' comfort.  

Industry and Trade

    Smuggling is, of course, the main industry in the area. However, for some families, the yield from the trade is not enough to put bread and wine on the table all year round. Many small-time smugglers will also be fishermen and will specialise in curing and smoking fish.

A few families will move inside away from the coast and become 'loggers'. The Loggers will cut and process wood from the neighbouring Taiga Forest. The Kin will then legitimately (or illegally) transport the wood further down the coast to be sold.
In the winter, when logging becomes difficult, loggers will become trappers and do a lively trade in leather and furs.
Fleece Bay
Type
Outpost / Base
Location under

Comments

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Jul 12, 2023 01:55 by Molly Marjorie

I like the worldbuilding of it being a "frontierland," in part because it's where the exiles live. Nice map!

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Jul 12, 2023 06:48 by Laure Yates

Thank you for reading and leaving a comment. :) Yes, focusing on that area made it easier for me to create a few of the Summer Camp prompts, the map was very useful for that. :D