Albadia

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Contents

Description

Main Cities

Capital City : Thurfas

Major City :

Sifin est pop 12,000

Yorek est pop 9,000

Horat est pop 8,000

Other cities : Witch Mount est pop 1,000

There are many villages and "camps" spread out through Albadia. Those that still live in the tundra, often migrate from winter to summer camps. These camps can be populated by as few as 100 members to as high as 2000, depending on the tribe laying claim to the hunting area.

Rural Areas

Social Descriptions

Festivals of Note

Significant Cultural Ideals

Coin of the Realm, Barter Systems

Albadia has no formal currency. The current King is taking steps to change this, but at present coins from other nations are taken according to weight and content (in the cities and larger settlements).

Among the tribes, only useful barter is considered. Gold is of little value on the tundra. Tools, furs, weapons and foods however are welcomed.

Most of the settlements will also still take furs as trade value.

Government

Religion

All of the main Eight Gods are recognized in worship. It is said that most of the women in this barbaric country worship Belsameth in secret.

Denev has a strong following over most of this nation.

History

Noted Events Prior to Divine War

Noted Events During Divine War

Noted Events After Divine War

Areas of Importance

People of Importance

Main Geography

Albadia is the northern most area of the Perforated Plains. Between the Titanhome Mountains and the Stormtooth Mountains, winds shift with violent changes from North to South. The only geographical breaks of these wind swept plains are Witchmount, Amber Wood, and Valthas Wood. Bitter cold claims most of the area north of Witchmount, glaciers and frozen desolation cover the area most of the year. While survival is not impossible, and tribes of barbarians do lay claim to this winter tundra as their home, those unaccustomed to the harsh conditions often parish, or flee.

South of Witchmount weather conditions can change drastically and with little warning. Protection from the pine forests and peaks of the Stormtooth Mountains give this tundra area a more livable climate.

The south border of Albadia is marked by the Arnjulf River, which effectively cuts this nation off from the rest of Ghelspad. There are no bridges across this river, all crossings are done via fortified and heavily defended ferry routes.

Because of the constant threat from creatures and Titanspawn roaming in great numbers through the Perforated Plains, forging the river without the use of these ferries often results in attacks from either city forces or roaming tribes.

Population

Imports, Exports

Bardic Knowledge

Magic, Wizards, Foes, Contacts

Treasures, Ruins, Lost Areas

Lore, Songs, Rumors

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