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Nohr
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- This article is about the country from Fates. For the chapter, see Nohr (chapter).
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| “ | Food, resources, and even light are limited. That's why our kingdom learned to fight and conquer other countries to prosper. We're like those trees, searching for the sun and trying to survive as best we can. | ” | — Silas |
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Nohr (pronounced /nɔr/[key][1]; Japanese: 暗夜王国 Kingdom of Anya) is a powerful expansionist kingdom present in Fire Emblem Fates. Under the leadership of King Garon, Nohr is in constant conflict with its neighbor, Hoshido. All land west of the Bottomless Canyon is colloquially referred to as "Nohrian territory", which includes the neutral nation of Nestra.
All members of the Nohrian royal family possess the power of Dragon Vein, the ability to alter the environment around them.
History
Background
Nohr was founded by a royal line granted dragon blood by the Dusk Dragon, during a time in which the dragons waged war on one another, eventually either leaving for the astral plane or becoming beasts.[2]
A hundred years prior to the events of Fire Emblem Fates, Nohr lived through a prosperous age defined by a cultural explosion across the arts.[3] However, Nohrian culture shifted, most notably with the reign of King Garon. In his youth, Garon was known to charm many different women.[4] Despite the royal family of Nohr practicing monogamy, he took these women as mistresses, resulting in the births of Camilla, Leo, and Elise.[5] The mistresses would use their children as pawns in an attempt to better their own social positions, as their children had a claim to the throne,[5] often resulting in violence between them.[4] Only Xander, the crown prince, was the child of Garon's actual wife, Queen Katerina. Garon encouraged and provoked this competitive behavior from his mistresses.[6] More than those four children were born, but all other royal children died in the power struggle between one another.[7]
Following the death of Queen Katerina, Garon took the singer Arete as his second wife. However, Arete and her daughter Azura were shunned by royal servants and Garon's mistresses out of loyalty to the late Katerina, and potentially because Azura was Arete's child from a previous marriage. This lead to the other royal children distancing themselves from associating with Azura.[8] With time, Garon's mistresses passed one by one. Arete also eventually perished for reasons unknown to most, though she was in actuality afflicted by the curse of Valla, dying because she told Azura tales of her homeland.[9] Relations between the royal siblings improved sometime after the birth of Elise,[10] as they stopped competing with one another and grew closer as family, with the exception of Azura, who remained distant.[8]
After Arete's death,[11] Garon was possessed by a beast from Valla, making him a thrall of the mad dragon Anankos. Garon became obsessed with power and expansion, because of which Nohr conquered surrounding territories and made vassals of their people. Since many of the outer territories are dissatisfied with Nohrian rule, rebellions occur, particularly among the Ice Tribe[12] and in Cheve.[13]
Conflict with Hoshido
Eventually, Nohr set its sights on the kingdom of Hoshido, a fertile land east of the Bottomless Canyon that is the opposite of Nohr in many ways. Tensions reigned between Hoshido and Nohr that escalated into conflict when Garon invited Hoshido's king Sumeragi to Cheve under the pretense of peace talks. However, Garon had actually set a trap. A Nohrian ambush killed Sumeragi, and Garon kidnapped Corrin, the king's young stepchild, whom Sumeragi had taken with him to the supposed peace talks.[14] All-out war was prevented through a magical barrier cast by Queen Mikoto of Hoshido. Because this barrier removes the will to fight from all who cross the border, Nohr's forces instead began sending the mindless Faceless into Hoshido to attack.[15] As revenge for the kidnapping of Corrin, the Hoshidan tactician Yukimura, retainer to Mikoto, commissioned the bandit Shura to infiltrate Castle Krakenburg.[16] The two kidnapped Princess Azura, after which Yukimura took her to Hoshido, where she was accepted into the royal family.
The stalemate between nations remained until Corrin came of age. They had been raised in isolation inside the Northern Fortess since they had lost their memory following their kidnapping, and had been accepted into the Nohrian royal family under the pretense that they were Garon's own child. During their first mission on Garon's orders, he sent them to the Bottomless Canyon with the sword Ganglari he had gifted them. Once there, they were kidnapped by Rinkah, a member of the Flame Tribe, and Kaze, a Hoshidan ninja. The two took Corrin to the Hoshidan capital, where they were reunited with their original family. A festival was held by Mikoto in order to celebrate their safe return, but a trap was sprung. Ganglari served as a means to summon enemy forces from Valla, and the sword itself exploded, killing Mikoto in the blast. With Mikoto dead, the barrier surrounding Hoshido had fallen, and war became possible.
A first Nohrian incursion into Hoshido immediately followed with a skirmish on the plains of Hoshido, during which Corrin was forced to decide which country they would side with in the imminent war.
Birthright
Corrin sided with their family in Hoshido against Nohr. During Nohr's attempt to defeat the rebels in Cheve once and for all, Hoshidan forces lead by Corrin managed to infiltrate Nohr through a secret passage. With support from the Ice Tribe, the Hoshidan forces made it into the capital city. Xander and Elise both perished during Hoshido's charge on Castle Krakenburg; Xander through a duel with Corrin, and Elise upon being caught in the crossfire. Finally, Corrin's group reached the center of the castle and killed Garon.
Following the war's end, Nohr and Hoshido officially declared peace. Prince Leo was crowned king, since his elder sister Camilla had relinquished her claim to the throne.
Conquest
Corrin sided with their family in Nohr against Hoshido. Nohr's invasion of Hoshido proceeded apace, and the rebellions of the Ice Tribe and Cheve were stamped out along the way. The Ice Tribe agreed to halt their rebellion because Corrin's peaceful intervention, whereas Cheve's rebels were summarily executed. Throughout the battles in Hoshido, Princess Sakura was taken prisoner, princes Takumi and Ryoma both took their own lives following their defeats, and Princess Hinoka escaped her own death thanks to Corrin faking her execution.
However, Corrin's group had come to realize that Garon had long since become a husk only obeying Anankos' commands. Using the throne of Castle Shirasagi, which has the ability to unveil the true form of any who sit upon it, Garon's monstrous nature was unmasked, and he was slain by his own children. After Garon's death, Xander assumed the throne, declaring peace with Hoshido and autonomy for the peoples subjugated by Nohr. Sakura was released from captivity, and Hinoka assumed the throne of Hoshido.
Revelation
After Corrin sided with neither party, skirmishes between Nohr and Hoshido escalated. Invisible Vallite soldiers attacked both sides, leading them to assume the other party had struck first and retaliate, thus causing a real conflict. These battles came to a head during a clash between Xander and Ryoma following the destruction of Cyrkensia by the Vallites. However, the conflict was broken up by Corrin's forces, and both sides realized another culprit was pulling their strings.
Xander and Ryoma agreed to a truce, and both parties followed Corrin down the Bottomless Canyon into Valla to defeat Anankos. During the journey, Garon was summoned to Valla and subsequently killed by Anankos. After Anankos' defeat, peace between both nations was declared, and Xander assumed the throne of Nohr.
Culture
Nohrian people are perceived as driven and passionate, following their desires without a second thought.[17] They prize instinct, vigilance, and might,[18] and are generally hostile to outsiders.[19] Due to the conflict between Nohr and Hoshido, particularly King Garon's ambush on Sumeragi, Nohrians are seen as backstabbers in Hoshido, and generally derided.[20] Nohrian fashion heavily favors black, or generally dark color-schemes.[21] As practictioners of dark magic, Nohrians are also associated with hexes and witchery.[22]

Due to the climate, food and other resources are sparse in Nohr. Banditry is common, and many citizens live in poverty in slums.[23] Besides the climate, the Nohrian people also live in fear due to their government, and the common folk prefer to move out of sight of nobility.[24] "Betraying Nohr" awards capital punishment,[25] as does daring to lie to royalty.[26] Furthermore, the Nohrian military sometimes loses control of the Faceless it employs, which causes them to attack citizens.[23] Even if one is not killed themselves, disappointing royalty still comes at a grave cost, such as with the case of Gunter, a Nohrian knight whose family, and later entire hometown, were killed because he refused the offer to become Garon's retainer.[27]
Nohr's climate is first and foremost characterized by a lack of sunlight, leading to the belief that the sun never shines in Nohr.[28] Though this is untrue, Nohr's westernmost territories, such as Windmire, Macarath, or the lands of the Ice Tribe, are never depicted in daytime, suggesting that Nohr may be affected by polar night. As a result, Nohrians possess superior night vision when compared to people of sunnier lands.[29] The land consists primarily of mountains or tundra with sparse vegetation, trending colder and more barren the further west one travels, which makes it ill-suited for agriculture.[30] Though Nohr has four seasons,[31] winters are long, and spring passes in the blink of an eye.[32] Even in spring, it is cold and dark.[33] As a result, Nohr is frequently associated with darkness and night. A recurring motif is Nohr's "eternal darkness",[34] with the people of Nohr hoping to one day exit the long night and finding light.[35] Nohr is also associated with black roses.[36]

The Nohrian staple crop is wheat, and Nohrians prefer game over fish.[37] Nohr also has a greater dairy industry than Hoshido, since some Hoshidan citizens appear to be entirely unfamiliar with the concept of consuming animal milk.[38] Other typically Nohrian foods include chocolate[39] and coffee.[40] In return, Nohrians are less familiar with Hoshidan rice[41] or soybeans.[42] For long trips, sandwiches are the food of choice for their versatility,[43] and Nohrians prefer to eat their meals with forks and knives as opposed to chopsticks.[44] Another known Nohrian recipie is apple-cardamom pie.[45]
The arts are greatly valued in Nohr. Members of nobility study arts such as painting from a young age,[46] and noblewomen are expected to learn sewing[47] as well as participate in flower arrangement as a hobby.[48] String instruments, such as the violin, are also popular, and music is included in any noblewoman's education, including that of royalty.[49]
Traditional Nohrian games practice the art of war. Chess is used as a way to develop strategic thinking,[50] and the game of Predator, analogous to the common game of tag favored by Princess Elise, is considered a war game, wherein one person deemed the predator chases the prey, switching roles when the prey is caught.[51] A way for two warriors in Nohr to bond is the so-called Warrior's Oath. In this ritual, two people make shallow cuts on themselves with the other person's weapon, then recite an oath of loyalty while pressing their wounds together.[52]
Fire Emblem Heroes describes a Nohrian spring festival in which people decorate their homes in bright colors using flowers, depictions of rabbits, and painted eggs.[53] People dress as rabbits and hide the painted eggs to host an egg-hunt later on.[54] Additionally, egg-based dishes are popular during this time.[55] There is also mention of a Nohrian summer festival, though it is not depicted,[56] as well as a festival in autumn resembling Askr's harvest festival during which different costumes are worn.[57]
Gameplay
In Fire Emblem Fates, many aspects, such as weapons, classes, or My Castle resources, are associated with either Nohr or Hoshido. This primarily reflects the availability of affected aspects between campaigns, with Nohr-associated resources appearing more abundantly in Conquest and Hoshido-associated resources in Birthright. In Revelation, all resources can be accessed equally.
Classes
Nohr-associated classes are defined by having the word "Nohr" in their Japanese help texts. Classes not associated with the current story campaign can still be accessed through select characters, like Kaze with the Hoshidan Ninja class, who is recruitable in Conquest, or through Corrin's talent. Only the Nohr Enmity skill takes effect based on a class' association, dealing extra damage to any character currently in a Nohrian class or with a Nohrian starting class.
The following classes are considered Nohrian:
| Class | Icon | Help text |
|---|---|---|
| Nohr Noble | A member of the Nohr royal family. Uses swords, tomes, and dragonstones. | |
| Nohr Prince | A prince of Nohr. His blood pulses with the power of the dragons. | |
| Nohr Princess | A princess of Nohr. Her blood pulses with the power of the dragons. | |
| Paladin | Nohrian. A brave, honorable knight. More experienced than a cavalier. | |
| Cavalier | Nohrian. A knight who fights on horseback. Wields swords and lances. | |
| Great Knight | Nohrian. An armored, mounted knight. Wields swords, lances, and axes. | |
| Knight | Nohrian. A heavily armored knight. Moves slowly, but has high Def. | |
| General | Nohrian. A seasoned, armored commander of troops. Exceptional Def. | |
| Berserker | Nohrian. A seasoned fighter. Great at getting in critical hits. | |
| Fighter | Nohrian. A soldier trained in axe fighting. High HP, but low Def. | |
| Hero | Nohrian. A soldier with a record of bravery. Wields swords and axes. | |
| Mercenary | A soldier whose main loyalty is to gold. Their stats are balanced, with high Skill. | |
| Bow Knight | Nohrian. An archer trained to shoot from horseback. Also wields swords. | |
| Outlaw | Nohrian. A rogue able to pick any lock. Uses bows and has high Spd and Res. | |
| Adventurer | Nohrian. A skilled treasure seeker. Wields bows and staves in the field. | |
| Wyvern Lord | Nohrian. A mighty knight mounted on a wyvern. Uses axes and lances. | |
| Wyvern Rider | Nohrian. A cavalry rider who rides a wyvern. Has high Str and Def. | |
| Malig Knight | Nohrian. A tamer of evil dragons. Crushes foes with axes and tomes. | |
| Sorcerer | Nohrian. A mage who delves deeply into dark lore. Their Mag is fearsome. | |
| Dark Mage | Nohrian. A wizard who practices the forbidden techniques of dark magic. | |
| Dark Knight | Nohrian. An eldritch knight trained in both swordsmanship and magic. | |
| Strategist | Nohrian. A planner who directs battles atop a horse. Uses tomes and staves. | |
| Troubadour | A mounted healer who uses staves. Cannot attack. | |
| Butler | Nohrian. A servant who defends his master with shuriken and staves. | |
| Maid | Nohrian. A servant who defends her master with shuriken and staves. | |
| Wolfskin | Nohrian. A human/beast hybrid said to feed on humans. High Str and Spd. | |
| Wolfssegner | Nohrian. A mighty wolfskin who surpasses peers in skill and savagery. | |
| Lancer | Nohrian. A common soldier. They follow orders and fight with lances. | |
| Nohrian King | Hereditary ruler of Nohr. Empowered by his great bloodline. | |
| Dark Falcon | An elite Nohrian pegasus rider trained to use tomes and lances in the air. |
Weapons
Each Nohrian weapon type has a Hoshidan equivalent, which share a singular weapon rank. Only Nohrian weapons can be forged in Conquest, whereas only Hoshidan weapons can be forged in Birthright, despite the ability to obtain another campaign's resources through visiting another player's castle. Both types can be forged in Revelation. Skills affecting one weapon type also affect its equivalent, such as Tomefaire affecting both tomes and scrolls.
| Nohrian | Hoshidan |
|---|---|
My Castle
- Main article:
My Castle § Version differences
Nohrian resources and buildings are available in Conquest and unavailable in Birthright, excluding visits to another player's castle. Both types of buildings and resources are available in Revelation. Some buildings, such as the Records Hall or Private Quarters, have no associated campaign, being freely available in all.
The current campaign also decides the castle's available styles. In Conquest, the available styles are Nohrian Style, Chevois Style, and Nestrian Style.
Facilities in Conquest award no experience.
Resources
Food
| Nohrian | Hoshidan | Stat Boosted |
|---|---|---|
| Strength | ||
| Speed | ||
| Resistance | ||
| Magic | ||
| Defense |
Ore
| Nohrian | Weapon | Hoshidan | Weapon |
|---|---|---|---|
| Swords | Katana | ||
| Lances | Naginata | ||
| Axes | Clubs | ||
| Daggers | Shuriken | ||
| Bows | Yumi | ||
| Tomes | Scrolls |
Facilities
| Facility type | Conquest version | Birthright version |
|---|---|---|
| Armory | Dusk Armory | Dawn Armory |
| Vendor | Staff Store | Rod Shop |
| Gathering spot (food) |
Hunting Forest | Bean Fields |
| Dairy | Fishing Hole | |
| Cabbage Patch | Daikon Garden | |
| Berry Garden | Peach Orchard | |
| Wheat Field | Rice Paddy | |
| Gathering spot (ore) |
Crystal Mine | Pearl Spring |
| Ruby Mine | Coral Spring | |
| Sapphire Mine | Lapis Spring | |
| Onyx Mine | Jade Spring | |
| Emerald Mine | Amber Spring | |
| Topaz Mine | Quartz Spring | |
| Dragon statue | Dusk Dragon | Dawn Dragon |
| Battle assists | Golem | Puppet |
| Turrets | Fire Orb | Launcher Ballista |
| Terrain | Nohrian Glade | Hoshidan Glade |
| Nohrian Square | Hoshidan Square | |
| Caltrops | Healing Tile | |
| Pillars | Fort | |
| Grave | Ice Sculpture |
Notable locations within Nohr
Windmire
- See also:
Hidden Capital

Windmire (Japanese: 暗夜王都市街 Dark Night King's City) is the capital city of Nohr. Located in Nohr's west, Windmire is never portrayed in daylight.
Windmire's surface is quiet, as most citizens remain indoors for fear of being beset by bandits or Faceless.[23] Instead, unbeknownst to the military and the royal family, the common people of Windmire take to the many passages winding through the city's underground.[24] Inside the passages, there exists a vibrant market also frequently visited by Princess Elise, disguised as a flower girl.
In addition to being a safe haven for citizens, the underground passages also connect to the inside of Castle Krakenburg. Considering that the passages are filled with canals, they may have originally served as the city's sewers. A passage leading from Windmire to Demon's Fall also exist, though it was considered a rumor.[58]
In Birthright, the Hoshidan army makes use of the passage from Demon's Fall to infiltrate Windmire, then use the underground in order to infiltrate Castle Krakenburg, during which they battle against Princess Camilla.
Castle Krakenburg

Castle Krakenburg (Japanese: クラーケンシュタイン Krakenstein) is a castle at the center of Windmire and home of the Nohrian royal family. Inside the towering walls ringing the castle, most of it is set into a gigantic pit of unknown depth.
The most frequently seen location is the throne room. Set into the ceiling is a statue of Anankos, which King Garon worships. The area leading to the throne room is known as the Grand Staircase, fittingly a long and wide set of ornate stairs. Underground passages extend from the castle into the city proper, leading from Windmire's underground to the inside of a statue of the Dusk Dragon in a training facility for soldiers.
In all campaigns, Castle Krakenburg frequently appears as the place of Garon and Iago's plotting against Corrin. In Birthright, Corrin's group infiltrate the castle through a secret passage, killing Hans, Iago, and Garon, thus ending Nohr's invasion of Hoshido.
Macarath
- See also:
Pleasure Palace and Bitter Intrigue

Macarath (Japanese: マカラス Macarath) is a town in Nohr known for stage shows and gambling.[59] It is also home to Palace Macarath, one of Garon's palaces used as a retreat by the royal family.[60] Additionally, Macarath is renowned for its doctors, and Palace Macarath's apothecary is stocked even with medicinal herbs from Hoshido.[61]
The area around Macarath and Mount Garou is endemic to a rare fever, whose primary symptom are spots on the throat. It is lethal if left untreated.[62]
In Birthright, Palace Macarath is abandoned by Nohrian troops. When Prince Takumi of Hoshido contracts the local fever, Corrin's group rushes to Palace Macarath in order to treat him, though they are ambushed by Iago's forces.
In Conquest, Palace Macarath is taken by the Hoshidan army. When Princess Elise of Nohr catches an illness native to Notre Sagesse, Corrin's group fight off the Hoshidan army lead by Prince Ryoma and retake Palace Macarath in order to treat her.
Port Dia
- See also:
Unhappy Reunion and Orders
Port Dia (Japanese: 港町ディア Port town Dia) is a port town to the south of Nohrian territory, bordering on Mount Garou. It is the port closest to Notre Sagesse, accessible via ferry.
In Conquest, Corrin battles Hoshidan forces under Takumi in order to reach Notre Sagesse. In Revelation, Corrin instead fights Nohrian forces under Silas for the same reason.
Northern Fortress
- See also:
Nohr (chapter)
The Northern Fortress (Japanese: 北の城塞 Northern Fortress) is an isolated fort in the northern reaches of Nohr. Corrin was raised there for most of their life.
The fort's true purpose is more akin to a luxurious prison, serving to isolate Corrin and conceal their existence from any who might want to return them to Hoshido. In addition to Corrin, Flora and Felicia are political hostages from the Ice Tribe, forced to work as maids in the fortress to prevent their return to their homeland. In charge of the servants and of raising Corrin is the knight Gunter, himself disgraced and exiled following his defiance of King Garon. Other servants include the butler Jakob and the stable girl Lilith, both of whom serve out of loyalty directly to Corrin.
The fort received visits from Corrin's siblings near daily,[63] and the group had snowball fights when it snowed, which it did often.[64] Corrin was not allowed any other visitors,[63] likely because of an incident in which Silas, a young aristocrat, snuck Corrin out beyond the fortress' walls despite Corrin being forbidden to leave. When the two were caught, Silas would have been executed if Corrin had not vouched for his life.[65]
Following Corrin's departure from the Northern Fortress, it is largely abandoned. In Conquest, the servants are relocated to Castle Krakenburg. In Birthright, Flora is relocated to Palace Macarath,[66] though she returns to the Ice Tribe in both Conquest and Revelation. Felicia, Jakob, and Lilith follow Corrin on their journey in all campaigns, whereas Gunter fell into the Bottomless Canyon.
Fort Dragonfall
- See also:
Fort Dragonfall and Another Trial

Fort Dragonfall (Japanese: 黒竜砦 Black Dragon Fortress) is a fortress in central Nohr, southeast of Windmire. According to legend, the fort was built out of the corpse of a powerful elder dragon, leading to its charateristic elongated shape.[67] Furthermore, the dragon makes the fort itself virtually indestructible.[68]
In Birthright, the Hoshidan forces find the fort abandoned. Though this was part of Iago's plan to revive the dragon and kill the Hoshidans with its stomach acid, they manage to escape. In Conquest, Fort Dragonfall is conquered by the Hoshidans, but retaken for Nohr by Corrin's forces, freeing the captive Azura in the process.
Demon's Fall
- See also:
Burning Falls
Demon's Fall (Japanese: デーモンフォール Demonfall) is an area east of Windmire characterized by a river of lava running through the area. These came to be through a massive reservoir of oil mixed into the river, which was set alight under unknown circumstances, and has burned ever since.[69] A secret passage connects Demon's Fall directly to Windmire.[58]
In Birthright, the Hoshidan army crosses Demon's Fall in order to more quickly reach Windmire.
Mount Garou
- See also:
Wolfskin Peak
Mount Garou (Japanese: ガルーの峰 Garou Peak), commonly known as the Impassable Peak,[70] is a territory between Port Dia and the Nohrian mainland. As the home of the Wolfskin, few dare to pass through. Due to poachers hunting the Wolfskin for their fur, they are hostile to all outsiders that enter their home.[71]
In Birthright, the Hoshidan army is forced to cross Mount Garou in order to reach Nohr. However, a trap set by Iago kills one of the Wolfskin, tricking them into battle against Corrin's group. All Wolfskin involved in the battle perish, including their leader, Keaton.
Woods of the Forlorn
- See also:
Leo (chapter) and A Dragon's Decree

The Woods of the Forlorn (Japanese: 天蓋の森 Canopy Forest) are a heavily forested area in central Nohr, where the thick canopy causes no light to enter the woods. As such, they are known as the darkest region of Nohr.[72] They are generally avoided by Nohrians due to their many dangers.[73] They are filled with poisonous swamps, and Faceless roam throughout. Those not used to Nohr's harsh conditions suffer most when crossing the forest, with the swamp draining the energy of those unable to resist.[74]
Spirits of the dead are said to haunt the forest, searching for fresh souls to take.[75] Due to the abundance of graves littered throughout the area, it was likely used as a graveyard, leading to its haunted reputation. These rumors are true, according to Odin, though the spirits are described as less fearsome than the Risen.[76] Will-o-the-wisps can appear in the forest to lead travelers astray, resulting in attacks from the Faceless.[77] In addition, a mansion of the dead is also hidden deep within the forest.[78] Despite all dangers, Felicia and Flora used to camp in the Woods of the Forlorn in the summer.[79]
The Woods of the Forlorn serve as the quickest route between Windmire and the territory of the Ice Tribe. Thusly, Corrin passes through the woods to reach the Ice Tribe in Conquest. The inverse occurs in Birthright, with Corrin crossing from the Ice Tribe to Windmire, fighting Leo and a horde of Faceless he summoned along the way.
Cheve
- See also:
Another Hope and Uprising

Cheve (Japanese: シュヴァリエ Chevalier) is a vassal state to Nohr close to its southern border.[80][a] It is home to an underground group of rebels opposing Nohrian rule that aim to make Cheve independent.[13] The rebellion began when Scarlet formed her own company of knights instead of joining the three already present in Cheve, which gradually turned into the resistance thanks to her dissatisfaction with the Nohrian nobility.[82] Cheve was the location where King Garon set up an ambush under the pretense of peace talks, killing King Sumeragi of Hoshido and kidnapping his stepchild Corrin.
White flowers native to Cheve[83] are used in a ritual of Chevois knights, wherein they pin a flower to their chests before momentous occasions.[84] The people of Cheve also believe that the deceased become stars.[85]
In Birthright, Hoshidan forces joined up with the Chevois resistance, supporting them in battle against the Nohrians. However, Nohr's siege on Cheve forced the Hoshidans to send a strike team through a secret passage deeper into Nohr in the hopes of quickly ending the war. The resistance's leader Scarlet accompanied them.
In Conquest, Corrin's group was sent to suppress the Chevois resistance, who had received help from Hoshidan forces led by Prince Takumi. When the Nohrian army won the battle, the Hoshidans are forced to retreat from the city. Though Corrin wished to end the rebellion peacefully, all members of the resistance, including Scarlet, were executed by General Hans, who reported that Corrin was the one to commit the massacre. After the war, Cheve was likely granted independence following the declaration of autonomy for the Nohrian peoples by King Xander.
In Revelation, Prince Ryoma sought refuge in Cheve after a skirmish with Nohrian forces near the Bottomless Canyon. He aided the Chevois resistance in the battle against the Nohrian forces sent to suppress them. Following the battle, Scarlet traveled together with Ryoma.
Ice Tribe
- Main article:
Ice Tribe
The Ice Tribe is a vassal state of Nohr located south of the Woods of the Forlorn. The tribe's members plot rebellion against Nohr, because of which Chief Kilma's daughters, Flora and Felicia, were taken hostage.
Nestra
- Main article:
Nestra
An independent state located in southern Nohr. It is known for the grand theater in its capital, Cyrkensia.
Dragon's Gate
- Main article:
Dragon's Gate (location)
An ancient draconic ruin built long ago by the First Dragons. It grants access to other worlds across time and space, and is used to purchase and access downloadable content.
Characters from Nohr
| Character | Description | Appears in |
|---|---|---|
Garon |
The king of Nohr. Intends to invade and rule over Hoshido. Xander, Camilla, Leo and Elise's father. | Fates, Heroes |
Arete |
A songstress from Valla. Garon's second wife and Azura's mother. | Fates, Heroes |
Corrin* |
A Nohrian royal raised in isolation whose origin is shrouded in mystery. Actually the child of Mikoto, Queen of Hoshido. | Fates, Heroes, Echoes: Shadows of Valentia, Warriors, Engage, Shadows |
Azura* |
An enchanting singer raised among Hoshidan royalty. Arete's daughter who was taken from Nohr as a child. | Fates, Heroes, Warriors |
Xander |
The Nohrian crown prince respected for his martial skill. Only child of Queen Katerina and wielder of the divine blade Siegfried. | Fates, Heroes, Warriors |
Camilla |
A serene Nohrian princess who adores Corrin and is merciless to the enemy. | Fates, Heroes, Warriors, Engage |
Leo |
A talented Nohrian prince who wields the divine tome, Brynhildr. | Fates, Heroes, Warriors |
Elise |
An outgoing and childlike Nohrian princess who loves her siblings wholeheartedly. | Fates, Heroes, Warriors |
Felicia |
A maid of Nohr who often messes up. One of Corrin's retainers and Flora's twin sister. | Fates, Heroes |
Jakob |
A butler of surpassing skill and loyalty. One of Corrin's retainers. | Fates, Heroes |
Gunter |
A veteran Nohrian knight and one of Corrin's retainers. Raised Corrin in the Northern Fortress. | Fates, Heroes |
Silas |
A newly appointed Nohrian knight. A childhood friend of Corrin's. | Fates, Heroes |
Peri |
A cavalier of Nohr who massacres foes with childlike glee. One of Xander's retainers. | Fates, Heroes |
Beruka |
A slum-born assassin who acts as one of Camilla's retainers. | Fates, Heroes |
Niles |
A lowborn retainer of Leo's with a curiously sadistic streak. | Fates, Heroes, Warriors |
Effie |
A gentle woman of great strength raised in Nohr's capital. One of Elise's retainers. | Fates, Heroes |
Arthur |
A sworn ally of justice with uncannily bad luck. One of Elise's retainers. | Fates, Heroes |
Nyx |
A curse-casting Nohrian who is far older than her appearance would suggest. | Fates, Heroes |
Benny |
A Nohrian border guard from a farming village. Stationed in Cheve with Charlotte. | Fates, Heroes |
Charlotte |
A Nohrian border guard who dreams of rising above the class of her middling birth. Stationed in Cheve with Benny. | Fates, Heroes |
Keaton |
A bubbleheaded wolfskin leader from Nohr. Lives on Mount Garou. | Fates, Heroes |
Flora |
A Nohrian maid who serves Corrin. Originally from the Ice Tribe. One of Corrin's retainers and Felicia's twin sister. | Fates, Heroes |
Scarlet |
A daring dragon rider fighting with the resistance in Cheve. | Fates, Heroes |
Iago |
A tactician in the service of the Nohrian king, Garon. | Fates, Warriors, Heroes |
Hans |
A soldier under the direct command of King Garon of Nohr. A former criminal. | Fates, Heroes |
Zola |
A Nohrian mage specialized in illusions. | Fates |
Daniela |
Nohrian general who leads a large force tasked with protecting the border. | Fates |
Kilma |
Chief of the Ice Tribe and father to Felicia and Flora. | Fates |
Cassita |
Elise's former retainer living in Windmire's underground. | Fates |
Shade |
A gifted practitioner of magic. | Cipher, Echoes: Shadows of Valentia |
| Katerina | The deceased queen of Nohr. Garon's first wife and Xander's mother. | Fates |
Genealogy
| Genealogy of Nohr | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| An unbroken line indicates direct descent; a dashed line (╍) indicates descent across multiple undefined generations. A double line indicates marriage or had children together; italics indicates the spouse from outside the family. Important relatives not directly connected with Nohr's royal family are marked in gray. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Trivia
- The ancient language of Nohr appears to be German, as revealed in Camilla and Odin's B Support, where Odin names Camilla's armor "Grossartig Mond", meaning "great moon" in the language.[b][86] In PAL versions, the name was changed to "Swaläups Mena",[87] meaning the same thing in the Gothic language, which was spoken by Germanic tribes until roughly the 8th century. Perhaps relatedly, this includes the time period in which the historical events of the Nibelungenlied take place, which lends names to Nohr's divine weapons Siegfried and Brynhildr.
Etymology and other languages
Nohr
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English |
Nohr |
A corruption of noir, a French word for black, which reflects the kingdom's aesthetic. |
| Japanese |
暗夜 |
Officially romanized as Anya, literally "dark night". |
| Spanish |
Nohr |
-- |
| French |
Nohr |
-- |
| German |
Nohr |
-- |
| Italian |
Nohr |
-- |
| Portuguese |
Nohr |
|
| Korean |
암야 |
Lit. "dark night" |
| Traditional Chinese |
暗夜 |
|
Windmire
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English |
Windmire |
-- |
| Japanese |
暗夜王都市街 |
Dark Night King's City |
| Spanish |
Windmire |
-- |
| French |
Windmire |
-- |
| German |
Windmire |
-- |
| Italian |
Windmire |
-- |
Castle Krakenburg
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English |
Castle Krakenburg |
Combination of the German Krake, meaning kraken or octopus, and Burg, meaning castle or fortress. |
| Japanese |
クラーケンシュタイン |
Transliteration of Krakenstein, a combination of Krake, as above, and Stein, meaning "stone", a common suffix in German castle names. |
| Spanish |
Castillo Krakenburg |
Castle Krakenburg |
| French |
Château Krakenburg |
Castle Krakenburg |
| German |
Schloss Krakenburg |
Castle Krakenburg |
| Italian |
Castello di Krakenburg |
Castle of Krakenburg |
Palace Macarath
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English |
Palace Macarath |
-- |
| Japanese |
マカラス宮殿 |
Macarath Palace |
| Spanish |
El palacio Macarath |
The palace Macararh |
| French |
Palais Macarath |
Palace Macarath |
| German |
Palast Macarath |
Palace Macarath |
| Italian |
Palazzo Macarath |
Palace Macarath |
Port Dia
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English |
Port Dia |
-- |
| Japanese |
港町ディア |
Port town Dia |
| Spanish |
Ciudad portuaria de Dia |
Port city of Dia |
| French |
Port de Dia |
Port of Dia |
| German |
Hafenstadt Dia |
Port town Dia |
| Italian |
Porto di Dia |
Port of Dia |
Northern Fortress
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English |
Northern Fortress |
-- |
| Japanese |
北の城塞 |
Northern Fortress |
| Spanish |
Fortaleza del norte |
Northern fortress |
| French |
Forteresse nord |
Northern fortress |
| German |
Nördliche Festung |
Northern Fortress |
| Italian |
Fortezza settentrionale |
Northern fortress |
Fort Dragonfall
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English |
Fort Dragonfall |
-- |
| Japanese |
黒竜砦 |
Black Dragon Fortress |
| Spanish |
Fuerte del Dragón Abatido |
Fort of the Felled Dragon |
| French |
Fort Dracomor |
Fort Dracomor; possibly a combination of Latin draco ("dragon") and French mort ("death"). |
| German |
Schwarzdrachenfeste |
Black Dragon Fortress |
| Italian |
Forte Grandrago |
Fort Greatdragon |
Demon's Fall
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English |
• Demon's Fall |
• Used in dialogue. |
| Japanese |
デーモンフォール |
Demonfall |
| Spanish |
Cascada del Diablo |
Devil's waterfall |
| French |
Chutes infernales |
Hellish falls |
| German |
Dämonenfälle |
Demon Falls |
| Italian |
Cascate Infernali |
Hellish falls |
Mount Garou
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English |
Mount Garou |
From the Japanese name of the Wolfskin race, which derives from the French word loup-garou ("werewolf"). |
| Japanese |
ガルーの峰 |
Garou Peak |
| Spanish |
Monte Garou |
Mount Garou |
| French |
Mont Ulfhedin |
Mount Wolfskin (borrowed from an Old Norse term for warriors similar or identical to berserkers) |
| German |
Berg der Ulfhedin |
Mountain of the Wolfskin |
| Italian |
Monte Garou |
Mount Garou |
Woods of the Forlorn
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English |
Woods of the Forlorn |
-- |
| Japanese |
天蓋の森 |
Canopy Forest |
| Spanish |
Bosque del Quebranto |
Forest of Loss |
| French |
Forêt de la mélancolie |
Forest of melancholy |
| German |
Wald der Verlorenen |
Forest of the Lost |
| Italian |
Foresta dei Perduti |
Forest of the Lost |
Cheve
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English |
Cheve |
Derived from the French chevalier, meaning "knight". |
| Japanese |
シュヴァリエ市街 |
Chevalier city |
| Spanish |
Cheve |
-- |
| French |
Cheve |
-- |
| German |
Cheve |
-- |
| Italian |
Cheve |
-- |
Gallery
-
Artwork of Nohr's symbol.
CG images
-
Windmire's underground.
-
The Woods of the Forlorn.
-
Fort Dragonfall.
-
The city of Macarath.
-
An alley in Macarath.
Concept artwork
-
Artwork of the Nohrian landscape.
-
Artwork of Windmire's layout.
-
Artwork of Windmire's underground.
-
Artwork of Castle Krakenburg.
-
Artwork of Castle Krakenburg's throne room.
Heroes artwork
-
A Nohrian landscape.
-
A Nohrian forest.
-
Cheve.
-
A forest near Cheve.