Locations: Chief Features of Nordika
Locations: Chief Features of Nordika

  • Amazonia: In some ways, this is a blend of the civilization of classical Olympia with the savagery of the Wandering Roams and Titania, populated primarily by scattered fortified settlements of a sub-race of Lapi. Amazonian Lapis are larger and stronger than most, and their society is dominated by the females rather than the males. Although foreigners have romantic notions of Amazonia being ruled by a beautiful warrioress queen from her mountain citadel in the capitol city of Valkyria, in truth Amazonia is mostly barren steppes dotted with isolated settlements that vary greatly in their local customs. By outside standards, the most hospitable and civilized Amazonian settlement is the port city of Dianus, located on the shores of the Lake of Langour, which sports impressive architecture that shows some Olympian influence.
  • Bosch: This is one of the more infamous Forbidden Zones on Sinai, and there is evidence that it has grown in size. Bosch is nestled within an oddly formed mountain range that separates many of the nations of Nordika from each other. Within Bosch, magic runs wild, and those who dare enter it are in supreme danger of having their forms and minds warped by the chaotic powers that dominate here. On occasion, when magic grows strong, monsters come forth from Bosch and do battle with the surrounding nations.
  • Chronotopia: This is one of the most technologically advanced nations of Sinai -- on the surface, at least. Due to dedicated commitment to maintenance -- to a nearly religious level of devotion -- Chronotopia has a high number of steam-powered devices. Gears and clocks are hallmarks of Chronotopian design.
  • Gallis: This is the homeland of the Gallees and Gallahs, as well as a population of Kujakus. The Gallisians are big on appearances, and while their cities may be dirty and dingy, and they may treat the underclasses in horrible fashion, Gallis is also a great patron of the arts.
  • Kroz: This land of scattered Principalities and wilderness is best known for the underground ruins that are rumored to still hold treasure -- and plenty of traps and monsters. It draws many an adventurer seeking fame and glory in the "dungeons" underneath the surface.
  • Lake of Langour: This inland sea touches the land of Olympia. There are legends of strange magical effects deep beneath its waters ... and of an "Underground Sea" that shares its boundaries, beneath the ground.
  • Langour Wilds: This region gradually blends into the Wandering Roams, but is generally more fertile and vegetated than the tundra and desert that characterizes the northeastern expanse. There are assorted villages and city-states dotting these lands, without any particular identity as a nation as such. Although there are in fact many fiefdoms with distinct boundaries and their own cultures and history, most map-makers just sloppily mark off this whole area as the "Langour Wilds", since it doesn't house any major cities or landmarks of great importance to the rest of the world.
  • Northern Sea: Also known as the "Vykarin Sea" and the "Sea of Ice". This sea forms the northern border of Sylvania and Tursdi, and cuts into the Vykarin Wastes.
  • Olympia: This vaguely Greco-Roman land was once the heart of a now-fallen empire. Its capitol, Parthos, was a major city once, a cultural center of much of Sinai, ages ago, and the birthplace of the modern understanding of magic. Now, it is a place of beautiful ruins, and a popular tourist attraction for the wealthy.
  • Sinha: These mountainous steppelands of the Sinh Range are largely deserted, but home to semi-nomadic bands of a more feral offshoot of the Kattha, known collectively as the "Sinha". The only permanent settlement of note is the port city of Tsun-Lao, a village of earthen buildings close to the border with Olympia, and often a staging point for adventurers seeking to mount expeditions into the Wandering Roams.
  • Sylvania: This tattered "nation" is more a loose collection of petty kingdoms, having fallen apart long ago in the aftermath of the War of the Necromancer Kings. It is a place where dark magicks still lurk in the wilderness, and its people live in fear and superstition. Most of Sylvania has fallen to Gallisian conquest, and Rephidim and its allies recognize the lands formerly associated with Sylvania to now be part of Gallis. Those Sylvanians still living there may see things otherwise, however.
  • Titania: This isn't really so much a "nation" as the stomping grounds of the barbarian tribes known collectively as Titanians. These brutes are as interested in technology as Chronotopia, but have an entirely different approach to it. Any Titanian worth his salt is highly skilled at getting a machine to work better by smacking it in the proper space with a well-aimed hammer blow. Titanian machines are known to be big, loud, and to frequently explode.
  • Tursdi: This small feudal state is more medieval in bent than many of its neighbors, and -- like Sylvania -- is largely covered by wilderness, with only pockets of civilization to be found here and there.
  • Vykarin Wastes: This expanse of tundra to the north is roamed by the nomadic Vykarin. It also is the site of an ancient First Ones site where the true origins of sky islands was discovered.
  • Wandering Roams: These open territories to the east of Nordika are mostly devoid of plant life, except for a few stubborn scraggly bushes here and there. Craters mark the ground, and nomadic bands of various odd species head to and fro in search of supplies.

  • Back to Locations: Section 4.2.1.2