The Nomadic Settlement (ノルドの遊牧集落) is the Nord people's mobile settlement usually situated between the North and South sections of the Nord Highlands. It is the home village of Gaius Worzel and his family.
Map[]
Nomadic Settlement |
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Background[]
The people of Nord are nomads, living in a highly mobile and easily disassembled settlement, as implied by their homes being called "yurts" (ゲル, ger). The settlement can be quickly moved depending on the seasons or when circumstances call for it. Having long historical ties to the empire, the nomads living there have established good relations with the Imperial Army units stationed at Zender Gate.
The people of Nord are known to be expert horse-breeders. As such, they primarily use horses to travel across the highlands. However, they also possess a recently obtained orbal truck to carry belongings to and from the Zender Gate. They get their main source of income from making woollen clothes and arts and crafts provided by their sheep. They live through hunting and stock breeding while being known for their history of spiritual faith with the winds and the goddess. They worship the wind and Aidios, and most of their education is provided by travelling priests such as Father Barkhorn.
According to Erebonian history, Erebonian Prince and later Emperor, Dreichels Reise Arnor exiled himself there in his youth until the War of the Lions started. As Dreichels decided to take up a stand, so did the nomads providing him their support until he ended the war and became Emperor.
As the Nord Highlands are located between the Erebonian Empire and their historical rivals, the Republic of Calvard, the people of Nord are wary of war between the two nations affecting their homeland.
Trails of Cold Steel[]
Background[]
Class VII's Group A arrive at the village at the end of the first day of their field study in the Nord Highlands. There they meet Gaius' family and the rest of the settlement, who give them food and lodgings for the duration of the study. Lacan Worzel, Gaius' father, gives them their tasks on the morning of the second day.
In the evening, they return to see the settlement's truck has broken down. They are sent to Lake Lacrima to ask for the hermit's help, who turns out to be Alisa's grandfather, Gwyn Reinford. As thanks, he is invited to the night's feast, during which they talk about the Reinford Group and Alisa's family.
The next morning, Group A wakes up to the news that the Watchtower and the Republican base have been attacked, and race to Zender Gate to speak with Lt. Gen. Zechs Vander while the nomads prepare to move the settlement in case of war. With Millium Orion's help, Group A's investigation leads to the arrest of the culprits in the Ancient Quarry, and Lechter Arundel's intervention avoids the outbreak of war.
Quests[]
- Journey to a Foreign Land: Rean and Group A of Class VII arrive at the settlement for their third field study.
- Delivery to the Watchtower: Kilte wants to deliver a gift to the Watchtower soldiers, and they respond in turn.
- A Special Lesson: Old Lady Jedah wants Group A to give a lesson to the settlement children.
- Connecting Hearts: Sharl asks Group A to find out Thoma's preferences.
Shops[]
Elder's Home[]
Quartz Synthesis[]
Zender Gate - Store ゼンダー門・販売所 |
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Quartz Synthesis | |||
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DEF+10 | ![]() |
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DEF+20 | ![]() |
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Attacks/crafts can poison enemies (10% chance). | ![]() |
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Attacks/crafts can petrify enemies (10% chance). | ![]() |
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HP+500 | ![]() ![]() |
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ADF+10 | ![]() |
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ADF+20 | ![]() |
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Attacks/crafts can mute enemies (10% chance). | ![]() |
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Attacks/crafts can freeze enemies (10% chance). | ![]() |
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STR+10 | ![]() |
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STR+20 | ![]() |
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Attacks/crafts can seal enemies (10% chance). | ![]() |
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Attacks/crafts can burn enemies (10% chance). | ![]() |
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EVA+5% | ![]() ![]() |
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MOV+5 | ![]() |
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MOV+10 | ![]() |
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Attacks/crafts can blind enemies (10% chance). | ![]() |
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Attacks/crafts can put enemies to sleep (10% chance). | ![]() |
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SPD+3 | ![]() |
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SPD+6 | ![]() |
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Attacks/crafts can cancel arts (30% chance). Delay+3. | ![]() ![]() ![]() |
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Time to cast arts is cut by 10%. | ![]() ![]() ![]() |
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Arts' EP cost -10%. | ![]() ![]() ![]() |
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ACC+50% | ![]() ![]() ![]() |
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EP+50 | ![]() ![]() ![]() |
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ATS+10 | ![]() |
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ATS+20 | ![]() |
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Sepith Trade | |||
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Weapon Upgrades[]
Zender Gate - Store ゼンダー門・販売所 |
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Items Sold | |||
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STR+290/SPD+3/EVA+5%/RNG+1 | 400 mira![]() ![]() |
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STR+275/ATS+10/SPD+5/RNG+6 | 400 mira![]() ![]() |
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STR+260/ATS+25/SPD+3/RNG+4 | 400 mira![]() ![]() |
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STR+285/ATS+10/SPD+5/RNG+1 | 400 mira![]() ![]() |
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STR+300/SPD+3/EVA+5%/RNG+3 | 400 mira![]() ![]() |
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Sepith Trade | |||
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Kilte's Store[]
Kilte's Store 《キルテおばさんの店》 |
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Items Sold | |||
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STR+255/RNG+1 | 3000 mira | |
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STR+240/RNG+6 | 2700 mira | |
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STR+225/RNG+4 | 3300 mira | |
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STR+250/RNG+1 | 3000 mira | |
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STR+265/RNG+3 | 3400 mira | |
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DEF+180/ADF+45 | 2400 mira | |
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DEF+175/ADF+85/STR+5/Men Only | 2200 mira | |
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DEF+170/ADF+90/ATS+5/Women Only | 2200 mira | |
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DEF+90/MOV+2 | 1200 mira | |
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DEF+80/MOV+2/SPD+1/EVA+5%/Men Only | 1400 mira | |
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DEF+80/MOV+2/SPD+3/Women Only | 1400 mira | |
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Prevents Poison | 600 mira | |
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Prevents Seal | 600 mira | |
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Prevents Mute | 600 mira | |
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Prevents Blind | 600 mira | |
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Prevents Sleep | 900 mira | |
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Prevents Burn | 900 mira | |
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Prevents Freeze | 900 mira | |
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Prevents Petrify | 900 mira | |
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Prevents Deathblows | 2000 mira | |
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Revives on K.O. with 10% HP once, but breaks afterwards. | 1000 mira | |
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STR+5/ATS+5 | 2000 mira | |
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Restores 800 HP | 200 mira | |
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Restores 2500 HP | 500 mira | |
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Restores 100 EP | 500 mira | |
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Restores 300 EP | 1500 mira | |
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Cures K.O./Restores 1000 HP | 500 mira | |
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Cures K.O./Restores 5000 HP | 2500 mira | |
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Cures Poison | 40 mira | |
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Cures Seal | 40 mira | |
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Cures Mute | 40 mira | |
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Cures Blind | 40 mira | |
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Cures Sleep/Nightmare | 40 mira | |
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Cures Burn | 40 mira | |
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Cures Freeze | 40 mira | |
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Cures Petrify | 40 mira | |
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Cures Faint | 40 mira | |
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Cures Confuse | 40 mira | |
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Cures Stat Down | 100 mira | |
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Cures Abnormal Status | 500 mira | |
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100% success fleeing battle | 100 mira | |
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Analysis | 100 mira | |
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A freshly laid egg. The yellow yolk inside is highly nutritious. | 40 mira | |
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Freshly drawn milk. Soft and pleasant on the tongue with a hint of sweetness. | 40 mira | |
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Matured cheese with a deep flavor. Delicious both on its own and when used for cooking. | 40 mira | |
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A herb with a refreshing fragrance. Used for a variety of purposes, from removing odors from meats to making herb tea. | 40 mira | |
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A large onion with a crisp texture. Not all that pungent, so it can be eaten as it is. | 40 mira | |
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A fresh potato that's a little on the small side. Tends to maintain its shape, making it ideal for boiling. | 40 mira | |
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A small fruit with a star-like shape when cut open. Known for its sweet and sour taste. | 80 mira | |
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A new kind of tomato native to the Liberl Kingdom. Incredibly bitter, and yet strangely addictive. | 200 mira | |
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Fragrant honey syrup. Known for being sweet without being too rich. | 20 mira | |
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Coarsely ground rock salt. Exceptionally salty on the tongue. | 20 mira | |
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An assortment of popular grains, including rice, wheat and beans. Essential for cooking. | 100 mira | |
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A liquor with a mild taste. Highly nutritious, it is particularly prized in cooking. | 100 mira | |
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Part 5 of a popular novel published in Liberl. | 100 mira | |
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Issue 3 [The RFTF is here! All the latest tech on show] Chairman Irina Reinford shares her vision for the future. |
100 mira | |
Sepith Trade | |||
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Trails of Cold Steel II[]
Background[]
During the October War, the Watchtower was taken by the Noble Alliance early on, turning the south area of the highlands into a war zone. The settlement was deemed to be at risk and was moved north. Rean and his group arrive at the settlement after hearing the news at Zender Gate, but they find the place deserted as they are ambushed by Nidhoggr jaegers hired by the Alliance. Gaius arrives in time to fight them to a standstill, with the jaegers eventually being called off, revealing that only the Imperial Army communications are disabled. Gaius then takes Rean and the rest to Lake Lacrima, where the settlement has been relocated.
After the Watchtower is cleared of Alliance presence, peace returns to the highlands, with the nomads eventually returning to their former settlement before the end of the war.
Enemies[]
Quests[]
- The Nord Highlands: Rean and his group search the settlement looking for Gaius.
- Foaling Around: The lost foal ends up at the former settlement.
Trails of Cold Steel III and IV[]
The village is not physically seen, but Gaius mentions that escalating tensions between Calvard and Erebonia resulted in multiple gunships engaging in the Nord highlands.
Trails into Reverie[]
On the search for the missing Olivert Reise Arnor and Scherazard Harvey, Rean and his companions once again visit the Highlands and the Nomadic Settlement. The settlement is threatened when it appears autonomous Calvardian tanks are operating and Rean and his party race to find the answer. An autonomous Railway Cannon is eventually discovered, and it fires upon the settlement, endangering its inhabitants. Grasping some unknown power, Rean summons his new Panzer Soldat, Tyrfing and destroys the ordinance just in time, crashing to the ground in the process and saving the village.
Later, the party regroups in the elder's tent and discuss the location of the Sonorous Seashell.
Locations[]
- Worzel Home: home of Lacan and Fatma Worzel, and their children Gaius (who has an eagle Zeo), Thoma, Sheeda and Lily
- Lodging Yurt
- Elder's Home
- Trading Post
- Doctor's Home
Gallery[]
Trivia[]
- Yurts (Ger in Mongolian) are portable tents used by nomads of the Asian steppes and mountains.
Map of Eastern Erebonia
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