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
Categories: Nations | Ghelspad | Canon
