Nordheim

**Geography:**

NordHeim *(Nord-hime)* is the northeastern most part of the Atria continent. Comprised mostly of the Nordbak *(Nord-bok)* Mountains, Nordheim is a rugged and cold country. It is a Subduction Zone where the Arctic plate is pushing up the Myrcian plate. This makes the region have rare, medium strength earthquakes and mild volcanic activity. The largest volcano in the range, Rekyrfell *(Rek-ker-fel)*, is dormant, but geysers and hot springs betray the underlying geologic activity. The winds prevail out of the north and west bringing cold air. On the northern slopes of Nordheim there are heavy rains, snowfall, and blistery winds. The southern and eastern slopes have rain shadow and are dry with little rainfall. Tributaries, locks, and natural springs dot the terrain. Many run off to the ocean or into the great Myrcian river. The valleys are forested with coniferous forests, while the peaks are barren. The foot hills are often scrub sate for patches of forest around streams and lakes.

**People and Politics:**

NordHeim’s primary exports consist of gold, silver, ore, fur, stone, and wood which are shipped down river to Myrcia proper for trading or traded to the Gadazorri *(Gahd-ah-zor-ri*). They primarily import finished goods, grain, livestock, and minted coin. Most trading is done with or through the Duergar (*Doo-reh-gar*) who have taken to trading with the Nordmenn (*Nord-men*), to their great benefit. Nearly all wealth in Nordheim is connected to the Duregar, which they hoard underground or lend at steep interest rates. They conduct business primarily at night, leading to the busiest times of the day being at sunrise and sunset. Nordheim’s people are comprised mostly of the hardened, tough, and strong Nordmenn. The nordmenn are ruled over by Jarl Buliwyf (*yärl Buly-wolf*), King of the nordmenn. According to the charter signed with Myrcia, he rules over all of NordHeim. NordHeim is technically a territory of Myrcia, but is politically separate, save a tribute the Jarls pay to Myrcia every year. At any time there is a battalion of the Myrcian army at Fort Annar (*an-nar*) placed at the northern end of the Bjarg (*be-Yarg\_*) valley, gating the Surgassi (*Soor-gass-i\_*) Pass. Buliwyf is often absent from his throne in Hásæti (*Hey-say-eh-ti*), the largest city in Nordheim, due to the fact that the king often deals with Nordheim’s problems personally. This leads to something of a roaming court. In his absence Jarl Vallyf (*yärl Vale-lif*), the king’s brother, rules over Hásæti and deals with the day to day troubles of the city. Most towns have an individual Jarl who, with his guard, keep the peace and fend off creatures but otherwise towns govern themselves. Before Myrcia’s influence the nordmen were barbarous, adopting a semi-Feudal society after The Clockwork Wars in The Second Age.

Other races in the Nordheim are the Samentaa (*Sa-men-ta*) gnomes, who are extremely xenophobic. Seeing a Samentaa gnome is rare. While not openly hostile, they go to great lengths to avoid contact with the larger races. They live high in the mountains and come down only to trade for goods from the Duergar, mostly dealing in rare and dubious pelts. Their most striking features are their filed teeth, which come to a point. High in the mountains live a Goliath tribe called the Norolakani. They are rarely seen and believed to be small in number. When encountered they are usually willing to trade, but don’t stay long and say little. Finally there are a few Firbolg tribe scattered around Nordheim. They often keep to them selves, except for the Surgassi (*Soor-gass-i*) tribe which now regularly trades with Fort Annar.

The Minotaur tribes that live on the foot hills occasionally raid nearby villages and then retreat to their labyrinths of wood and stone. They are a spiritual race, but are openly hostile to all other races, seeing them mostly as food. The Giants who live among the Nordbak are usually solitary in nature and keep to themselves. The main scourge of the mountains is the Waagich (*Wa-ji-ch*) Ogre tribes that make their homes in the difficult to reach parts of the mountains, constantly fighting with the Nordmen and Duergar. They raid towns and supply wagons where ever they can.

**Religion:**

The Nordmenn since The Clockwork Wars have adopted The Myrcian Pantheon of gods, in theory. But most do not know any of the gods save Sol, Volk, and Lillith although Freya and the Element gods have a strong following among those looking to convert. Most Nordmenn still follow Siðr (*sid-er*), an animistic religion that believes in the respect of nature and fate. Nordmenn Barbarians and Fighters who respect the old ways still fight to the death believing their fates are carved into the living stone of the earth and whether they run or fight their lives have already been decided. The Samentaa gnomes are believed to still practice this religion and shun the other cultures that have turned from its teachings. The Duergar worship Kalaz, god of mining and gold, and Gumlar, God of forges and rebirth. Kalaz demands constant toil from his followers, he rewards riches in sacrifice and punishes poverty. Gumlar is Kalaz’s brother, who Kalaz keeps in chains. He keeps the cycle of rebirth, cursing the Duergar in constant toil

**Surrounding Area:**

To the north lies the frigid Ican (*I-Kan*) ocean and to the east lies the Middle Seas. To the south east, the runoff from the icy Norwas (*Nor-Vas*) river, form The Myrcian marshes, controlled primarily by the Lisardman tribes. These bogs are dangerous places viewed with suspicion and power. The mist in this swamp is often said to contain mystic properties and untold power. The most powerful of druids are said to have originated from these swamps or somehow be associated with them. To the south of Nordheim lies Myrica (*Mir-see-a*) proper. Hilltop, a large hill on the Myrcian river, is said to mark the boundary between Nordhiem and Mycia, but this boundary is often ill defined. To the south west lies the great plains. Once made up of miles of farmlands, most are abandoned and scared by the clockwork wars. A great many creatures that thrive off the destruction of that war live their now, sifting through the remnants of the great rusting war machines. To the West of Nordheim lied the Gadazorri shiping fields, owned and controlled by the great Gadazorri Dwarf shipping families.

**Cities**
Fort Annar (*an-nar*) - Established before the Ork wars in the first age Fort Annar is one of the oldest keeps in Myrcia. Established to protect the loggers and miners that work in Nordheim Fort Annar has weathered

Landon’s Roost -

**Common Languages**
Common (Nord)
Common (Myrcian)
Dwarven (Gadazorri)
Dwarven (Duregar)
Gnome (Samentaa)
Druidic (Siðr)
Sylvian

**Common race types**
Human (Myrcian)
Human (Nord)
Dwarf (Duregar)
Dwarf (Gadazorri)
Goliath
Firbolg
Gnome
Minotaur

**Arcane Magic availability**
2 – The Nordmen distrust magics of all kinds, but especially arcane magics. as a result arcane magic is rare in Nordheim

**Divine Magic availability**
3 – The Siðrsyskin can be found in every community of Nordheim. Rarely can their service be bought by conventional means, but is often offered in exchange for something. Myrcian Clerics are rare save around Landon’s Roost.

**Common organizations**
-Siðrsyskin (See-dirs-Kin)