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  11. Urdrevan Naming Conventio...

Urdrevan Naming Conventions and Group Structures

Anglo-Saxon, Anglo-Saxon Mythology, Old English, Fantasy Barbarian-style Names

Examples: Hrothgar, Wulfstan, Oswine, Leofric, Godiva, Hengist, Larkin, Grimhilt, Thellvorn

Reasoning: The Anglo-Saxon angle encourages more emphasis on the classic fantasy barbarian elements, and stays away from First Nations names. Many of the characters that define this genre have short 2-syllable names (Conan, Korgoth, Thundarr, Fafhrd, Grognak, Sonja, Holga Killgore) that take elements of the Anglo-Saxon/Germanic names where both syllables mean something specific and can be put together in an ad hoc way with other elements – Oswine/Osberg/Osfric/Osric/Oshilde etc.

Surname Options: Generational names that harken to an oral lineage tradition, naming a kinsperson or mentor as their teacher in this way. This does not need to be a parent, and is much more likely to refer to the person who taught the character the most in life.
For example – “Oswine Hengistsdotir”, “Leofric Thellvornskin”, “Hrothgar Larkinson”

Group Structure

The Urdrevan live in bands of one kind or another, united either by kinship or common purpose, each band following the emblem of a single Inspirational Beast. For a beast to be Inspirational it must meet four key criteria:

  1. An Inspirational Beast must be a large and impressive animal, most are in fact megafauna of some kind. A great quality of impressiveness can make up for some lack in size, so the wolf or mountain lion with their terrifying howls and long history of clashes with humans are acceptable Inspirations despite each being smaller than a human. Despite its impressiveness, a Honey Badger is simply too small.
  2. An Inspirational Beast must be native to the lands in which the band roams. The Urdrevan are aware of the chaos that can come from artificially introducing foreign species into new environments, and likewise would not travel with creatures unsuited to the terrain.
  3. It must be possible to tame or domesticate an Inspirational Beast to the extent that the band may travel and live alongside it. Most Inspirational Beasts are pack hunters or herd animals since they already have natural social structures that trainers can use to make them safe around the Urdrevan and their livestock. There are some bands Inspired by lone predators, which are much harder to train. The practice in such bands is to hand rear individual beasts from infancy bonded to one trainer, who will stay with the creature day and night as its guide and guard. Such is the loyalty inherent in such bonds that it is very rare for bonded trainers to perish without their animal first laying down its life in their defence. While there have been legendary champions said to have tamed creatures as mighty as Carnosaurs or Dire-Tigers, the very greatest of predators are often unsuitable to be Inspirational Beasts due to their aggression or sheer appetite making them unable to live alongside people and livestock.
  4. Finally the nature and behaviour of an Inspirational Beast must relate to the band’s ethos and way of life. The style and conduct of individual members may reflect their dedication to their emblem’s example – but the inspiration is about what the humans believe is the proper way to live their lives, rather than how they dress or act day-to-day.

Some Inspirational Beasts have names that are different and representative of the physical characteristics they display e.g Sickle-claw for a Utahraptor or Three-horn for a Triceratops. This is because of certain animals having real world names that are not appropriate as they reference real world locations, ideas or latin naming. Some ideas for renaming have been included on other wiki pages and we encourage players to follow the same pattern with their Inspirational Beasts where appropriate. 

Inspirational Beasts are often honoured in a band’s name and insignia, and when such beasts are felled and divided by the band then items fashioned from their materials form the most treasured of gifts. A typical Urdrevan band will live alongside a variety of domesticated animals and livestock suitable to their nomadic way of life; horses, dogs, and hawks being ubiquitous. Bands are typically either fully pastoral and travel with herds of livestock that can meet their need for fibres, milk, and meat or are hunter-gatherers following migratory herds of wild animals.

The majority of Urdrevan traditionally live in bands of around 100 people. Regardless of whether kinship or cause unite them a band will elect its leader by consensus in the form of a popular vote. A prospective leader will do well to have some worthy deeds to their name, and to have established relations with others through gift giving and feasting. Prior to the vote there are usually speeches, but there may be some other relevant display palatable to the Band such as trials of combat or magical castings. The Urdrevan tend to care more for what a person HAS done, rather than what they are PROMISING to do. The leader of a band does well to heed the experts available to them and not to allow resentment to fester with those who stood for election and lost.

When bands meet the leaders form their own consensus on matters of importance and vote in a council for what course of action they will take. Again such occasions are marked with prior rounds of gift giving and feasting. These meetings are known as Moots.

Most Urdrevan traditionally live in Kinship Bands, a multigenerational group made up of interrelated families who all travel together. The bands travel wide routes through the grazing grounds of their herds or the migratory patterns of their prey, trading with settlements accessible along the journey. Kinship groups are led by elected leaders, who will nearly always take the council of family elders who have borne the burden of leadership before them. It is common for folk to marry into and out of kinship bands, and for young people to leave to chase their dreams or learn skills the band cannot teach them.

Since the start of the war with the Corrupted many old Kinship Bands with histories stretching back centuries have been scattered or forced into hiding. It is not uncommon for a modern Kinship Band to be made up of the survivors of several fractured older bands who have grouped together and sworn a new oath of binding.

Part of the Urdrevan way of life are Mercenary Bands, groups of adults who provide their services as soldiers to the settled folk in return for payment in coin and supplies. This tradition began as armed raiding bands who would extract tribute from settlements instead of pillaging them, and eventually grew through the efforts of savvy negotiators into the modern institution. Kinship ties within a Mercenary Band are not unusual, but most have a very diverse membership that can be from all over the Nation.

Mercenary bands became more common as war spread across the world, and sadly many were deceived into fighting on the side of factions who turned out to serve the Corrupted. As the scale of the conquest advanced to drive the kinship bands out of their traditional routes, plenty of mercenary bands broke contract to return home and defend the evacuation of their kin. This has contributed to an ill reputation for Urdrevan mercenaries. Those that remain on the warriors’ path have seen some of the most bitter fighting the world has had to offer…

The Urdrevan acknowledge that there are some situations in which settled life is appropriate, especially when conditions of delicate health would be worsened by travel. There are a few havens known as Elder Villages, often built within ruins abandoned by other nations or around notable landmarks, where Settled Bands make their permanent homes. Members of the Settled Bands often have a considerable amount of medical and alchemical expertise, to go along with their experience in trade and hospitality. As well as serving the medical needs of the wider web of travelling bands these havens are also ports of call for lone Urdrevan journeying across the world on quests or errands. The Settled Urdrevan take pains not to till the earth, and receive regular gifts of supplies from grateful bands to supplement what they can get in by trading, hunting, and foraging.

These Urdrevan were particularly vulnerable during the war, and most have been forced to flee their homes or face subjugation by the Corrupted. The return of this medical and herbal expertise to the travelling bands has been well received in their hour of need, and the Settled are still thought of very warmly by those who owe life and kin to their care.

The least permanent of the Urdrevan groups are Sworn Bands. These are made up of adults who have made an oath to see out some common cause or quest, and leave their home bands temporarily until their task is completed. A Sworn Band can be as small as two people, or as large as many bands combined, depending on the nature of the oath sworn. Some are intended to last for a few days until their goals are achieved, others are monumental quests that last a lifetime. There are some sworn bands that become kinship bands after fulfilling their oath, the bonds between members becoming so strong that all agree to continue their associations, but nowadays such things seem like the stuff of children’s stories.

There have been many sworn bands formed to seek vengeance for kin against the Corrupted, who have flown at their foe like arrows dashed at a rockface. Thus perished the tragic heroes of the last age, may their names live long on the lips of the people.

Those Urdrevan that travel the roads alone include messengers, monster hunters, scouts, outcasts, couriers, and survivors searching for their kin. A lone Urdrevan is usually going where their band cannot follow, and their thoughts turn often to the company of kin.

Example Groups

A Kinship Band offers loads of options for versatile play – be it martial/magical/political/religious/social depending on the skills chosen by the members. It also offers strong links between characters in the form of family bonds and the opportunity to marry in or out for players who want relationship roleplay.

A group of friends wish to play a group of magicians with varied interests, collaborating in magical rites but with some of their group focusing on other areas of the game. They decide to play as a Kinship Band called the The Red Wolf Band who are loosely related by blood, bond or marriage, mostly siblings, cousins and associated people they have taken in along the way.

A Mercenary Band offers focus on martial matters – along with an ethos of negotiating payment for fighting service. For folk who want battlefield companions and to be united by a warrior spirit, such a band is a good choice.

A group of attendees are interested in the martial side of the game, as well as some of the Guild Quests, so decide to create a Mercenary Band group called the The River Skull Beornings whose inspirational beast is a colossal bear, and who offer a protection service as guards, and accompany people who can hire them onto the battlefield. They give themselves the eventual goal of swearing service to a cause bigger than simply coin for fighting service.

A Settled Band offers focus on healing and crafting in a more traditional “hospital” setting – along with a framework for getting material support from the folk who will be relying on your service. For players who want a privileged position in the Nation as co-ordinated healers or crafters, a settled band is a good choice.

A pair of attendees want to be heavily involved in the crafting and enchanting side of the game, so decide to play the Craftsworn and Matchmaker archetypes, with the idea that they have left their Kinship Band to pursue the goal of creating the best spear they have made to date, and to meet new bands that might suit their needs more with skills they have picked up. For the time being, while they pursue this goal they are part of a Settled Band in an Elder Village called the The Twin Mothers Oath, and are travelling to Haven on the village’s behalf to represent their interests as they have been attacked recently by the Corruption.

A Sworn Band is also a very versatile group option, and is designed for players who want a group strongly focused on a stated objective. If you like themes of self-sacrifice and oathbound heroes then a Sworn Band is a good choice for you!

A solo player is interested in playing a character with a very determined goal – to free a particular landmark from the Corruption, and save their family who are currently lost beyond its reach. They wish to create a Sworn Band in-game, to bring together people who have similar backstories to work towards a shared goal.

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