Nodram

The Nodram are the human people of northeast Banthor. The Nodram are among the best architects around. They add flair to functional buildings and give a sense of grandeur with their religious monuments. They are additionally skilled in ironworks, which added to their excellent forts makes the Nodram pretty unassailable. The Nodram consider family very important, even to the point that they will side with blood over their kings.

### Male names

Adan, Muire, Dutio, Eboc, Gaci, Fori, Ega, Coriu, Muddui, Fotla, Catai, Doma, Galoy, Liagi, Sola, Gobai, Salay, Cima, Covi, Baca, Gutti, Andin, Utik, Anding, Olmgaund, Thein, Anulfr, Gari, Althjor, Thaaki, Bjarn,

### Female names

Cora, Duina, Triatha, Boada, Brica, Macha, Messba, Fianne, Mana, Kesa, Earmath, Cuille, Brora, Winna, Iotis, Ivil, Cuillia, Vola, Sala, Eridd, Irundg, Alborgg, Gerti, Aghnid, Iggerdg, Thilda Thersti, Ingag, Borgga, Ljorgga, Besja, Alfrun, Runa, Sabil

## Nodram traits

Nodram Characters start with the Mariner and heirloom traits and you can purchase the Influence trait like an ability.

### Mariner

You have put the time in at sea and have acquired strong sea legs. You can be relied on to help operate an ocean going vessel and if you're hard pressed navigate an ocean going vessel. Furthermore you get a +2 on all checks to navigation or maneuvering on a ship.

### Heirloom

The character has inherited a family heirloom. Choose an optional weapon or armor from the lists in the Core Rulebook or the Advanced Player’s Guide, except items with some kind of mystical quality.

### Influence

You have acquired power in a less conspicuous but more profound way. People know and respect you, they will listen if you speak. Additionally you are in the same circles as other movers and shakers of the world. Influence is available to nonhuman characters at 2x the cost.

* Novice **Special**: You are well known and respected in your local community. Common people will come to you for guidance and occasionally smaltime politicians. You might be a scholar, an ambassador, carry an influential name or just well liked. You will also start the game with an additional 50 Mint.
* Adept **Special**: You hold sway over a large community, you have sway of policy in your local aria either directly or indirectly. You also can organise a meeting with the upper echelons of society and government. You might be in the ruling class of a smaller town or nobility of some description. you will also start the game with land or equivalent property. It will be community owned by your family.
* Master **Special**: You are one of the people responsible for running a nation. You have a personal relationship to the leader of a nation and are somewhere in the line of succession. You can gain audience with the leaders of other nations and can make some policy decisions. you might be a senator, or in a royal court. You may even be directly related to the person in charge. You personally own land and/or Property and once per session can call in 20 Mint.

## Locations

#### Ramfjord:

The ruler of the largest island, Galbjarg, claims kingship over the surrounding islands, however this rulership is a lot looser than they would like you to believe and the various chieftains have a great deal of sway.

Notable locations: Njaalfjord,

#### Unaligned:

Notable locations:Viddiswel, Jorunthorpe,

## Culture

The people of Nodram are spread across a broad stretch of land and environments. The Nodram are fundamentally a temple society. For millennia the Temple and temple square have been the center point of the city unit and often is the only stone structure in smaller towns. Every city tends to have its own personal patron god and protector that the temple is dedicated to, and in wartimes, the Nodram will not harm temples in any way.

Travelling through their lands you will find a new set of superstition and a god for every town. If you stay a bit longer you will find that each town also has a host of its own festivals throughout the year. Usually their own unique take on an existing holiday.

The Nodram ruling structure has traditionally been a small council of elders but there are outliers in recent years of warlord kings in the north. The northern region also finds itself protected from the nomadic steppe people of Banthor allowing them to invest in bigger temples and monuments and need not worry about city walls that are simply a necessity in the south.

Nodrams have a complicated system of honour. There is a sort of hierarchy of relationships they are expected to respect with a particular order of priority. At the lowest priority is anyone you don't know, then friends, then your king, then your immediate family, then any oath you have made on your sword.

The Sword is very culturally important everywhere, but no more so than in Banthor. Only the smiths of banthor can create as perfect of weapons and the sword is their pride. Almost every family has at least one heirloom sword and it is the center of many of Banthor's rituals. As such, single combat plays a big role in armed conflicts. a series of duals often precede a pitched battle. The Nodram Swordplay is legendary.

Architecture in banthor is a part of everyday life in the form of beautification of everyday structures. Where this art really shines is in the grand impenetrable fortresses and opulent halls. and when the Nodram put their minds to the siege, malicious machines of destruction. Siege engine's best designs come from Nodram.

Nodram clothing and fashion tends to be many layers of different materials, mixed materials, pants and a lot of right angles. The local colours are navy, pale blue and Red. Nodrams often place a lot of emphasis on Hair. braiding, waxing, and shaving are all paths taken

### Religion

The Nodram religion appears hard to since every town seems to worship a different god. The Nodram believe that gods have domain over stretches of land. If you travel, you are responsible for finding out who the local god is and pay your respects. Uniting this idea is the reverence the Nodram have for The green mother. She is a mostly unknown entity who is worshiped as an old god you must not bother unless it is very important. The high priests of the Nodram usually take the green mother as a patron and wield her druidic magic. Forms of worship usually take the form of animal sacrifice or elemental offerings. (erecting a great bonfire or praying at a great source of water/during a storm)

### Funeral tradition

The Nodram intern their dead in catacombs and cairns. These subterranean tombs are made mostly to house grave goods. The Nodram try to provide the dead with everything they'll need in the afterlife and for the journey there. Some places do special preparation to the dead including the removal of soft tissue leaving only the skin and bone. Another traditions saved for kings is to replace facial features such as eyes and beard with gold and precious stones.

### Festivals

Festivals are based almost entirely on the town.

## dnd traits

The Nodram are known for their resilience and cultural practices.

**Ability score increase:**

Three different ability scores of your choice are increased by one point.

**Age:**

The Nodram reach adulthood in their late teens and can live under a century.

**Size:**

Nodram characters are between 5 and 6 and a half feet tall and their size is medium.

**Speed:**

Your base walking speed is 30 feet.

**Skills**:

Nodram characters gain proficiency in two skills of their choice or one skill and one type of artisan tools of their choice.

**Martial training:**

Nodram characters gain proficiency with one weapon of their choice.

**Languages**:

You know Rammak and one more language of your choice.