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{{CaptionedImage|file=NavarrBow3.jpg|align=right|width=375}}
{{CaptionedImage|file=Tricksy Y'Basden.jpg|align=right|caption=Heirs to a fallen Empire.|width=450}}
The Navarr were once part of a great nation that was lost to Orcs and failed magic centuries before the Empire began. Although they continue to wander through the wild places, they embrace the Empire as an opportunity to be a part of a great civilisation again. Their cities still exist, buried in the depths of their forests and infested by the [[vallorn]], a monstrous presence from the past.


The Navarr love to travel. The journey can be a means to an end or an end in itself. Some of their journeys serve an arcane purpose, but wherever they are travelling they carry news, messages and people with them. A Navarr might settle down for a time, but eventually most will feel a need to move on. They see travel as a way to deal with difficult social, political or economic situations.  
Today the people dwell in [[steading|Steadings]], settlements cut into the heart of the woods, or travel in loose groups called [[striding|Stridings]]. Individual Navarr move back and forth between the settled life of a steading and the mobile life of a striding as the mood takes them or circumstance dictates.  


They value self-sufficiency, priding themselves on their ability to prosper in dangerous and inhospitable areas. Many Navarr love the excitement of the hunt; stalking prey heightens their senses and tests their skills and the thrill of the chase gets their blood pumping, reminding them they are alive. Young Navarr especially, like to test themselves against the world; they like to push themselves, whether it is conquering a mountain peak or blazing a trail to a new destination. They enjoy demonstrating their mastery over nature.
The Navarr love to travel. The journey can be a means to an end or an end in itself. Some of their journeys serve an arcane purpose, but wherever they are travelling they carry news, messages and people with them. The Navarr see moving people and items around the Empire, to the places where they can do the most good, as a method to solve many problems. The philosophy of the [[Navarr Culture and Customs#The Great Dance|Great Dance]] teaches that everyone has a place where they can prosper, and helping other people find that place is a calling for many Navarr.
{{CaptionedImage|file=PensiveGuide.jpg|align=left|width=300|caption=The Navarr value self-sufficiency, and seek to test themselves<br/>against the world|title=A Navarr guide, taking a moment to consider his place in the Great Dance.}}
They value self-sufficiency, priding themselves on their ability to prosper in dangerous and inhospitable areas. They make a virtue of being prepared and ready. Many Navarr love the excitement of the hunt; stalking prey heightens their senses and tests their skills and the thrill of the chase gets their blood pumping, reminding them they are alive. Young Navarr, especially, like to test themselves against the world; they like to push themselves, whether it is conquering a mountain peak or blazing a trail to a new destination. They enjoy demonstrating their mastery over nature.


The Navarr are sophisticated enough to realise that self-sufficiency does not mean every man for himself. They are a gregarious folk who welcome strangers to their steadings and stridings. They like to cultivate friends and alliances, and relish the opportunity to work as go-betweens. Anyone in the Empire who needs to travel somewhere, or who is looking for a new start, knows that the Navarr are happy to embrace fellow travellers. The philosophy of the [[Navarri Culture and Customs#The Great Dance|Great Dance]] teaches that everyone has a place where they can prosper, and helping other people find that place is a calling for many Navarr.
The Navarr are sophisticated enough to realise that self-sufficiency does not mean each individual stands alone. They are a gregarious folk who welcome strangers to their steadings and stridings. They like to cultivate friends and alliances, and relish the opportunity to work as go-betweens. Anyone in the Empire who needs to travel somewhere, or who is looking for a new start, knows that the Navarr are happy to embrace fellow travellers.  


The population of Navarr is fluid and mobile. Many of their people live in settlements called steadings, while others travel in loose groups called stridings. Navarr move back and forth between the settled life of a steading and the mobile life of a striding as the mood takes them or circumstance dictates.  
The Navarr keep a watch throughout the Empire. When they move through an area, they make an effort to look for problems and dangers, and warn their fellow Imperial citizens about them. A Navarr who discovers a ruined Marcher fortress is now a haven of orcs or bandits will seek out nearby Marcher stewards and beaters, inform them of the problem, and offer whatever assistance they can to help them deal with the threat.
{{CaptionedImage|file=Steading together.jpg|width=450|caption=Self sufficient does not have to mean standing alone.|align=right}}
They also maintain a network of small shelters or safe havens along the trods known as Tarries. Each Tarry is a well-prepared shelter stocked with enough a supply of firewood and dried food for a day or two. These can be used by any traveller in need of shelter, so long as the food and firewood is restocked in return.


 
The Navarr are as fierce towards their enemies as they are welcoming to their allies. When they march to battle they don war-paint so their allies can see they have committed themselves to the fight and their enemies know to be afraid. The Navarr have little time for notions of honourable combat; ambush, traps, misdirection and poison are all weapons that the Navarr readily employ.
 
Alert/vigilant. The Navarr keep a watch on the Empire. When they move through an area, they make an effort to look for problems and dangers, and warn their fellow imperial citizens about them. A Navrr who discovers a ruined Marcher fortress is now a haven of orcs or bandits will seek out nearby Marcher lords and [[Beaters|beaters]], inform them of the problem, and offer whatever assitance she can to help them deal with the threat.
 
The Navarr are as fierce in warfare as they are welcoming in peacetime. When they march to battle they don war-paint so their allies can see they have committed themselves to the fight and their enemies know to be afraid. They do not pick a fight lightly, but once a Navarr have decided something is his enemy, he ruthlessly deals with that enemy. Their fierceness is matched by their practicality. The Navarr have little time for notions of honourable combat. Ambushes, traps, misdirection and poison are all weapons that the Navarr readily employ against their enemies.
 
To the Navarr guile is used to defeat their enemies and the things they hunt, to deliberately trick someone is to mark them out as an enemy. They are not truthful in the way the [[The Brass Coast|Freeborn]] are obsessively honest, but they prefer to reserve their wiles for their enemies.
 
The Navarr were once part of a great nation that was lost to orcs and failed magic centuries before the Empire began. Although they continue to wander through the wild places of the world, they embraced the Empire as an opportunity to regain the civilisation they lost. Their cities still exist, but they are buried in the depths of the Vallorn, a monstrous presence that lurks in the heart of their forests.


==Names==
==Names==
{{CaptionedImage|file=NavarrTattoo4.jpg|align=right|width=275}}
===First names===
Navarr names are primarily Celtic, mainly drawing on Welsh names.


Navarri names have a flavour of the fantastic, drawing on the sounds of Welsh or Celtic and Tolkien elvish.
A child's name is given to a Navarr at birth by the parents, whereas an adult chooses the name they wish to be known by during the [[Navarr Culture and Customs|Binding of Thorns]].


A Navarri takes the name of their steading or striding as their second name. Names are not static and change with the choices of the individual.
===Sample Names===
Aedan, Angharad, Arawn, Breanainn, Brianna, Bronwen, Cadaen, Caiside, Cordelia, Donndubhan, Dradan, Drustan, Elisedd, Enys, Faelan, Gwynedd, Hywel, Ifan, Iona, Lindir, Logan, Maddoc, Megan, Myfanwy, Niamh, Olwen, Paul, Raelyn, Rhiannon, Saeros, Siani, Teleri, Tomas, Wyl


Each Striding or Steading has a name that ends in 'el. For example, Riodan'el, or Teyrn'el.
N.B. Whilst some names are inspired by real world names which may be given to specific genders, Empire is a gender blind setting and people of any gender choose any name they like that is appropriate to their nation.


A child's name is given to a Navarri at birth by the parents, an adult's name is taken during the Binding of Thorns. It is not uncommon for a newly-adult Navarr to keep the name their parents gave them as a mark of love and respect,
===Naming resources===
* [http://www.babynames.org.uk/celtic-baby-names.htm Celtic names]
* [https://www.thebump.com/b/welsh-baby-names Welsh names]


On occasion a Navarri may be given an honorific name to exemplify some great deed of magic, politics, trade or war. These individuals are collectively known as the Thornborn.  
===Second names===
A Navarr takes the name of their Steading or Striding as their second name.  


===Sample names===
Steadings and Stridings are named for the event that founded them but these are commonly abbreviated or inferred from a much longer descriptive. The oldest communities have names founded in the myths of the Nation while those more recently founded may seem more mundane by comparison.
* '''Male''': Aedan, Arawn, Dradan, Breanainn, Cadaen, Caiside, Donndubhan, Drustan, Elisedd, Faelan,Hywel, Ifan, Lindir, Logan, Maddoc, Paul, Saeros,Tomas,Wyl
===Sample second names===
* '''Female''': Angharad, Brianna, Bronwen, Cordelia, Enys, Gwynedd, Iona, Megan, Myfanwy, Niamh, Olwen, Raelyn, Siani, Rhiannon, Teleri
* '''Seventh Day''' - Abbreviated from "On the seventh day of the Battle of Lower Mirsh, Pwyll slew the Warlord of the Scaled Host"
* '''Black Blood''' - Abbreviated from "... the rivers of Mitwold ran black with the blood of the traitors."
* '''Long Stride''' - Inferred from "... and we parted ways in 307 YE as Dylan and Lowri the Vate of our Striding could not keep pace with us."


Other examples are easy enough to find on the internet if you are lacking inspiration. These links to [http://www.babynames.org.uk/celtic-baby-names.htm Celtic names], [http://en.wikipedia.org/wiki/List_of_Middle-earth_Elves elven names] or Welsh [http://www.welshboysnames.co.uk/ boys] or [http://www.welshgirlsnames.co.uk/ girls] names can provide a starting point.
Names are not static; when a Navarr moves between the steadings and the stridings they change their name accordingly.
{{Navarr Links}}


[[Category:Navarr]]
__NOTOC__
[[Category:Nations]]

Latest revision as of 01:20, 7 February 2024

Tricksy Y'Basden.jpg
Heirs to a fallen Empire.

The Navarr were once part of a great nation that was lost to Orcs and failed magic centuries before the Empire began. Although they continue to wander through the wild places, they embrace the Empire as an opportunity to be a part of a great civilisation again. Their cities still exist, buried in the depths of their forests and infested by the vallorn, a monstrous presence from the past.

Today the people dwell in Steadings, settlements cut into the heart of the woods, or travel in loose groups called Stridings. Individual Navarr move back and forth between the settled life of a steading and the mobile life of a striding as the mood takes them or circumstance dictates.

The Navarr love to travel. The journey can be a means to an end or an end in itself. Some of their journeys serve an arcane purpose, but wherever they are travelling they carry news, messages and people with them. The Navarr see moving people and items around the Empire, to the places where they can do the most good, as a method to solve many problems. The philosophy of the Great Dance teaches that everyone has a place where they can prosper, and helping other people find that place is a calling for many Navarr.

A Navarr guide, taking a moment to consider his place in the Great Dance.
The Navarr value self-sufficiency, and seek to test themselves
against the world

They value self-sufficiency, priding themselves on their ability to prosper in dangerous and inhospitable areas. They make a virtue of being prepared and ready. Many Navarr love the excitement of the hunt; stalking prey heightens their senses and tests their skills and the thrill of the chase gets their blood pumping, reminding them they are alive. Young Navarr, especially, like to test themselves against the world; they like to push themselves, whether it is conquering a mountain peak or blazing a trail to a new destination. They enjoy demonstrating their mastery over nature.

The Navarr are sophisticated enough to realise that self-sufficiency does not mean each individual stands alone. They are a gregarious folk who welcome strangers to their steadings and stridings. They like to cultivate friends and alliances, and relish the opportunity to work as go-betweens. Anyone in the Empire who needs to travel somewhere, or who is looking for a new start, knows that the Navarr are happy to embrace fellow travellers.

The Navarr keep a watch throughout the Empire. When they move through an area, they make an effort to look for problems and dangers, and warn their fellow Imperial citizens about them. A Navarr who discovers a ruined Marcher fortress is now a haven of orcs or bandits will seek out nearby Marcher stewards and beaters, inform them of the problem, and offer whatever assistance they can to help them deal with the threat.

Steading together.jpg
Self sufficient does not have to mean standing alone.

They also maintain a network of small shelters or safe havens along the trods known as Tarries. Each Tarry is a well-prepared shelter stocked with enough a supply of firewood and dried food for a day or two. These can be used by any traveller in need of shelter, so long as the food and firewood is restocked in return.

The Navarr are as fierce towards their enemies as they are welcoming to their allies. When they march to battle they don war-paint so their allies can see they have committed themselves to the fight and their enemies know to be afraid. The Navarr have little time for notions of honourable combat; ambush, traps, misdirection and poison are all weapons that the Navarr readily employ.

Names

First names

Navarr names are primarily Celtic, mainly drawing on Welsh names.

A child's name is given to a Navarr at birth by the parents, whereas an adult chooses the name they wish to be known by during the Binding of Thorns.

Sample Names

Aedan, Angharad, Arawn, Breanainn, Brianna, Bronwen, Cadaen, Caiside, Cordelia, Donndubhan, Dradan, Drustan, Elisedd, Enys, Faelan, Gwynedd, Hywel, Ifan, Iona, Lindir, Logan, Maddoc, Megan, Myfanwy, Niamh, Olwen, Paul, Raelyn, Rhiannon, Saeros, Siani, Teleri, Tomas, Wyl

N.B. Whilst some names are inspired by real world names which may be given to specific genders, Empire is a gender blind setting and people of any gender choose any name they like that is appropriate to their nation.

Naming resources

Second names

A Navarr takes the name of their Steading or Striding as their second name.

Steadings and Stridings are named for the event that founded them but these are commonly abbreviated or inferred from a much longer descriptive. The oldest communities have names founded in the myths of the Nation while those more recently founded may seem more mundane by comparison.

Sample second names

  • Seventh Day - Abbreviated from "On the seventh day of the Battle of Lower Mirsh, Pwyll slew the Warlord of the Scaled Host"
  • Black Blood - Abbreviated from "... the rivers of Mitwold ran black with the blood of the traitors."
  • Long Stride - Inferred from "... and we parted ways in 307 YE as Dylan and Lowri the Vate of our Striding could not keep pace with us."

Names are not static; when a Navarr moves between the steadings and the stridings they change their name accordingly.

Further Reading

Core Brief

Additional Information