Post by DM Leverage on Jun 8, 2013 5:37:33 GMT -5
Narfell
Capital: Bildoobaris (summer only)
Population: 36,720 (humans 99%)
Government: Tribal
Religions: Lathander, Tempus, Waukeen
Imports: Clothing, jewelry
Exports: Horses
Alignments: CN, CG, CE
A country where only the strong survive, Narfell is a long of infertile soil that supports only scraggly grass. The people of Narfell are tribal folk called the Nars, fierce horse-riders who believe that all people are judged by their actions. Their motto, “Deed, not blood,” shows their disregard for those who expect deference because of “noble” birth. Some of the tribes are hostile to outsiders, but all set aside their differences one a year for their great trade meet.
In addition to the riders, Narfell is home to tundra yeti (dire apes) and hordes of hobgoblins in the mountains. Ancient Narfell was a powerful, wizard-ruled state that was destroyed in wars against the now-fallen empire of Raumathar. The barbaric folk living here today remember little of their civilized past, but the Nars occasionally find buried cities within their land, each containing great items of battle-magic.
Life and Society
This dry, flat grassland is home to vast herds of reindeer and wild oxen--and the nomadic horse folk who feast on them. The Nars move with their food, erecting “way meets” (temporary tent villages) wherever nightfall finds them. They gather annually at Bildoobaris for a tenday-long Trade Fair to meet outlander merchants in a massive tent city.
At the Trade Fair, the twenty-seven Nar tribes determine common policy for external matters such as wars and meet with outlander trade delegations. During the rest of the year, fast-riding messengers maintain communications between tribal chiefs as needed.
The Nars are loosely united in a tribal council led by the largest tribe, Harthgroth. The Harthgroth, who can muster four thousand riders under the grizzled old warrior Thalaman Harthgroth (N male human Bbn5/Ftr11), regard outlanders as sources of trade-wealth rather than foes to be robbed or slain. Other tribes are far more hostile--notably the Creel, who attack outlanders and other Nars on sight. The Var tribe, however, welcome outlanders, and its people strive to become more like them. The Dag Nost are as civilized as folk in Impiltur.
Nar tribes don’t use badges, uniforms, specific colors, or identifying banners. An outlander who doesn’t look like a Nar--tanned skin, long black hair braided in a horsetail, gaudy clothes, superbly skilled at riding--always travels in peril. Nar horses are tall, tough, strong, and can endure great hardship. They are the chief wealth and primary trade-goods among the Nars, who love to barter and buy, having a weakness (the men in particular) for jewelry and bright-colored clothing.
Major Geographical Features
The flat plains of Narfell boast few features of note. More lies under the surface, however, including remnants of the ancient empire that once thrived here.
Icelace Lake: Formed of runoff from the Great Glacier, this lake boasts pure water and plenty of fish. The water is so cold that it can kill a swimmer within 10 minutes. Home to unusual aquatic creatures, the lake is also known for the aggressive dire bears that live on its shores.
Important Sites
The “cities” of Narfell consist primarily of simple towns where the nomads congregate.
Bildoobaris (Metropolis, 33,948, summer only): For a tenday each summer, the tribes of Nars gather to form a massive tent city. Miles of animal-skin tents cover the land, and the natives welcome merchants from other countries for a brief time, exchanging horses and items taken from ruins for clothing, jewelry, dried meats, weapons, and quality barding.
Regional History
The country for Narfell dates back nearly as far as the Orcgate Wars that broke the back of Mulhorand. The mercenaries who were hired to fight the invading orcs established the nation of Narfell. Both they and their enemies from Raumathar claimed portions of Mulhorand’s northern empire. Eventually these two nations went to war, and while both asked Mulhorand and Unther for aid, neither country gave it, fearing prophecies that such a war would end in mutual destruction.
The last battle between Narfell and Raumathar involved demons, dragons, and great magic that burned entire cities. When the smoke cleared, both nations were dead, their people scattered into small tribes and enclaves on the blasted land. Narfell has survived ever since in this form, greatly humbled and ignorant of its former glory. Certain legacies remain in the great weapons and heroic names some of the Nars carry, which date back a thousand years to the great kingdom of Narfell.
- Forgotten Realms Campaign Setting
Capital: Bildoobaris (summer only)
Population: 36,720 (humans 99%)
Government: Tribal
Religions: Lathander, Tempus, Waukeen
Imports: Clothing, jewelry
Exports: Horses
Alignments: CN, CG, CE
A country where only the strong survive, Narfell is a long of infertile soil that supports only scraggly grass. The people of Narfell are tribal folk called the Nars, fierce horse-riders who believe that all people are judged by their actions. Their motto, “Deed, not blood,” shows their disregard for those who expect deference because of “noble” birth. Some of the tribes are hostile to outsiders, but all set aside their differences one a year for their great trade meet.
In addition to the riders, Narfell is home to tundra yeti (dire apes) and hordes of hobgoblins in the mountains. Ancient Narfell was a powerful, wizard-ruled state that was destroyed in wars against the now-fallen empire of Raumathar. The barbaric folk living here today remember little of their civilized past, but the Nars occasionally find buried cities within their land, each containing great items of battle-magic.
Life and Society
This dry, flat grassland is home to vast herds of reindeer and wild oxen--and the nomadic horse folk who feast on them. The Nars move with their food, erecting “way meets” (temporary tent villages) wherever nightfall finds them. They gather annually at Bildoobaris for a tenday-long Trade Fair to meet outlander merchants in a massive tent city.
At the Trade Fair, the twenty-seven Nar tribes determine common policy for external matters such as wars and meet with outlander trade delegations. During the rest of the year, fast-riding messengers maintain communications between tribal chiefs as needed.
The Nars are loosely united in a tribal council led by the largest tribe, Harthgroth. The Harthgroth, who can muster four thousand riders under the grizzled old warrior Thalaman Harthgroth (N male human Bbn5/Ftr11), regard outlanders as sources of trade-wealth rather than foes to be robbed or slain. Other tribes are far more hostile--notably the Creel, who attack outlanders and other Nars on sight. The Var tribe, however, welcome outlanders, and its people strive to become more like them. The Dag Nost are as civilized as folk in Impiltur.
Nar tribes don’t use badges, uniforms, specific colors, or identifying banners. An outlander who doesn’t look like a Nar--tanned skin, long black hair braided in a horsetail, gaudy clothes, superbly skilled at riding--always travels in peril. Nar horses are tall, tough, strong, and can endure great hardship. They are the chief wealth and primary trade-goods among the Nars, who love to barter and buy, having a weakness (the men in particular) for jewelry and bright-colored clothing.
Major Geographical Features
The flat plains of Narfell boast few features of note. More lies under the surface, however, including remnants of the ancient empire that once thrived here.
Icelace Lake: Formed of runoff from the Great Glacier, this lake boasts pure water and plenty of fish. The water is so cold that it can kill a swimmer within 10 minutes. Home to unusual aquatic creatures, the lake is also known for the aggressive dire bears that live on its shores.
Important Sites
The “cities” of Narfell consist primarily of simple towns where the nomads congregate.
Bildoobaris (Metropolis, 33,948, summer only): For a tenday each summer, the tribes of Nars gather to form a massive tent city. Miles of animal-skin tents cover the land, and the natives welcome merchants from other countries for a brief time, exchanging horses and items taken from ruins for clothing, jewelry, dried meats, weapons, and quality barding.
Regional History
The country for Narfell dates back nearly as far as the Orcgate Wars that broke the back of Mulhorand. The mercenaries who were hired to fight the invading orcs established the nation of Narfell. Both they and their enemies from Raumathar claimed portions of Mulhorand’s northern empire. Eventually these two nations went to war, and while both asked Mulhorand and Unther for aid, neither country gave it, fearing prophecies that such a war would end in mutual destruction.
The last battle between Narfell and Raumathar involved demons, dragons, and great magic that burned entire cities. When the smoke cleared, both nations were dead, their people scattered into small tribes and enclaves on the blasted land. Narfell has survived ever since in this form, greatly humbled and ignorant of its former glory. Certain legacies remain in the great weapons and heroic names some of the Nars carry, which date back a thousand years to the great kingdom of Narfell.
- Forgotten Realms Campaign Setting