Nivirri

The Nivirri humans Reside in the mid-region of Cidies. The Nivirri people are united by a single very organized religion. A part of their religious customs is the distrust of nature and arcane magics. This may take the form of harmless prejudice to violence and imprisonment. In more remote places, you can find the Nivirri wandering inquisitors that claim to prevent mortals from upsetting the divine order by prosecuting students of the arcane.

### Nivirri names:

##### (All Niviri names can be unisex)

Balta, Neffa, Hilra, Voe, Vinti, Rakir, Ul, Naro, Baru, Urra, Tora, Valez, Net, Seth, Mahat, Nour, Sabra, Set, Gamila, Amsu, Hequet, Seqet, Atep, Vahotep, Ahmose, Akaraten, Kamose, Kheti, Mena, Kehet, Kaher, Menefre, Nebit, Nefera, Neferkha, Nymtot, Tau, Osora, Rama, Tia, Thumose, Triphona, Ussa, Zamon, Maduka, Zaburu, Saduga, Nazuu, Ganini, Amuhal, Nabu, Bilita, Suditu, Khepsa, Djedhuty, Aasah, Pinhoute, Senaga, Hedsamte, Sennebnu, Manamu, Khasure, Khuni, Ninki, Ayabal, Puaba, Litta, Sidur, Lisab, Ayabith, Nidur, Saba, Nocri, Suni, Meri, Sobitu, Tahapy, Meketre, Iseret, Meretiaa, Nefertiaa, Tisenay. Marduk

## Nivirri traits

Nivirri Characters start with the Mariner and Good Host 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.

### Good Host

You always have the trappings of proper hospitality. In any situation where you are considered to be a host to others, you can assume you have refreshments, and food and an other incidentals related to being a good host. Additionally you gain a +1 to persuasive rolls made on guests of yours.

### 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.

## Culture

Travellers in their lands note The Nivirri's developed sense of ethics. Many cultural practices are built upon superstition and endure for hundreds of years, but the Nivirri form customs from their understanding of ethics. Hospitality, Compassion, Modesty and generosity are Major virtues in the culture. Ethical philosophers tend to be highly valued members of society and are quickly adopted by the church of the 7. The Church of the 7, the dominant religious organization plays the most important role in Nivirri society. In almost every nation, Within their lands the church commands more power than the crown.

Despite not really having a peasant class, The Nivirri have an unmatched Agricultural production. Grain and Spices are their main export and no one can buy it fast enough. With the excess of foodstuffs, the Nivirri have developed impeccable cooking skills. You will never have a bland meal in their lands and you could eat a new dish every meal a day for a year before exhausting the variety.

The Nivirri also have an earned reputation for being healers. Medicin is something usually trained in the church of the 7.

Niviri martial traditions involves unarmed combat. Wrestling is often taught from a young age and deadly martial arts are taught to soldiers.

Nivirri Clothing and fashion is primarily long flowing clothing with diagonal lines, exposed skin and Gold detailing. Regional colours are yellow ultramarine and bleached cotton.

### Religion

The Nivirri lands are united by their faith. They belive that there are 7 gods of virtue (Thumenneus**,** Orus, Zephrin, Tutamen, Harka**,** Xeila, and Miamal**)**  and one god of Malice (Tsangor).

Worship for the Niviri takes two main forms: Animal sacrifice and Effigies of opulence. Both are performed on altars to The gods or before statues to the gods. These practices are only done mainly on special occasions, day to day prayers tend to be the lighting of incense and invoking the names of the 7.

Religion being so prevalent in Nivirri culture, it's never something you can get away from. Symbols and statues of the 7 can be seen everywhere, worked into buildings of their domain.

### Funeral rites

The Nivirri funeral practices revolve around the preservation of the deceased. There is a belief that for one week every year the spirits of the dead come back to Ortia to visit with their families and that the spirits need their old body in order to return. Embalming is practiced almost universally amongst the Nivirri and both public and private mausoleums called Torma are built to house the dead. In the public Torma, the dead after preservation are secured standing up and covered in clay. The clay is sculpted to bear their appearance as if in life and painted. In the private Torma, If you can afford them many roomed buildings are constructed, great quantities of grave goods are stored within. The body is placed into a stone or metal sarcophagus and adorned with valuable materials to create their likeness.

### Festivals

-The 18th of Oruin every other year the Nivirri have a coming of age festival. Young Nivirri between the ages of 13 and 19 will compete in sporting events based on the life skills the locals find most important. A good attitude can give you a pass even if you failed the games and a bad attitude can earn you a failure even if you perform well. At the end of the games, all participants are paraded around the decorated town.

-The 11th of Saprophay is the Spirit festival. Nivirri flock to the Torma for the Whole week around the 11th. They have meals, sharing stories and spending time with their loved ones, living and dead. The Idea is that the boundary between the afterlife and the mortal plane thin enough for the dead to visit.

## DnD traits

The Nivirri are known for their strength and conviction.

**Ability score increase:**

Two different ability scores of your choice are increased by two points.

**Age:**

The Nivirri reach adulthood in their late teens and can live less than a century.

**Size:**

Nivirri 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**:

Nivirri characters gain proficiency in one skill or one type of artisan tools of their choice.

**Saving throws:**

Nivirri gain proficiency in one saving throw of their choice.

**Languages**:

You know Nirran and one more language of your choice.