The Avvar

Common Name(s): Formally the Alamarri. Hills-men, hill folk, savages of the Frostbacks.

Introduction
Driven across the Frostbacks in ancient times, the Alamarri tribesmen split into three groups: One settled the Ferelden Valley (The Clayne), one was pushed into the Korcari Wilds (Chasind), and the last returned to the mountains (Avvar). Modern Fereldans bear little resemblance to their Alamarri ancestors, and the Chasind remember few of their traditions, but the Avvars have changed little throughout the ages.

Like the Chasind, the Avvar are not a united people. Each tribe fends for itself and is beholden only to its Thane and its Tribal Hold (where many tribes who are related to each other gather). They still follow their own gods. They have a loose allegiance with the Holds and use them for support especially in times of war, but tribes far from Holds tend to be more hostile.

Nothing lasts in the mountains. Wind and rain eventually eat away the strongest villages. Valleys that were arable one generation are locked in year-round ice the next. Game is constantly on the move. Even among themselves, the Avvar make no absolute promises. Lowlanders often forget that there is no such thing as a permanent alliance in the Frostbacks.

Known Holds
In ancient Ferelden the Alamarri tribes were oppressed across the Frostback Mountains and eventually forced to separate. The Alamarri split into three tribes, each taking a piece of Ferelden to call their home. The Avvar chose to stay in the inhospitable Frostbacks. The Frostback Mountains are a harsh and dynamic landscape and the Avvar reflect this in their traditions.

The Avvar hills-men are divided into tribes, each of which is generally centred around a settlement called a Hold.


 * Frosthold (7 tribes)
 * Rifthold (20 tribes)
 * Valehold (24 tribes)
 * Stonehold (15 tribes)
 * More holds to be added at a later date (no more than seven exist).

Shaman - Elders
The Elders are the oldest Shaman amongst the Avvar and are considered the wisest Avvar and are respected, though they do not lead the Tribes. They are mages of varied power and it is age that determines their status as an Elder, not proficiency in magic. Since they are elderly mostly it is difficult for them to walk around the mountains and administer to the Avvar like they did in their youth. Their prominence comes from their revered status and wisdom which the Avvar believes only age can grant them.

''“To the Avvar, an Elder was an Elder, whatever their Hold or Tribe. Two Avvar trying to kill each other in battle between Tribes would step back to let an Elder pass between.”''

The Elders of the Holds reside in the main Temple of the Gods, have great influence amongst the Tribes and also great responsibility. They stand apart from blood-feuds and cannot be harmed or impeded in any way. Certain events in Avvar society require the approval of the Elders;

-Trade agreements between villages and Holds -Three Elders must give permission for someone wishing to become Tribal Thane

Shaman - Wanderers
The learning of the shaman comes mostly from experience and why they are able to they wander the mountains and visit the settlements of the Avvar, to give aid and learn from the people. This is an important time during a shaman's life and the enriching experiences are not just magical.

Thane
A Thane is essentially the Chieftain of a tribe and is of either gender. Whenever a Thane dies (for the role is for life unless they are exiled or removed by the Elders) the candidates have to go to a Hold where the Elders select the next Thane from amongst them. All tribes obey and respect the choice of the Elders, a decision that can sometimes take many days. The Thane is responsible for the leadership of the Tribe and defers only to Shaman. Some Thanes are less respectful to the younger shaman, some are eager to please the Elders and some Thanes pursue only war. Generally the character of the Thane is seen in the way the tribe behaves. If a Thane is peaceful then the tribe tend to be more welcoming, for instance.

Guardian
These are the warriors of the Avvar and tend to belong to one of the warrior societies.

This role is split in two very distinct subtypes:


 * Stone Guardians - who are more static and tend to defend the Holds or specific shaman/Elders.


 * Sky Guardians - who roam the mountains and protect the Avvar villages and tribes, sometimes staying in a region of a Hold but also free to go wherever they are needed.

Runic Scribes
Runic Scribes are rare in Avvar culture and valued. They are often Shaman, but not always. The Runic Scribe is a revered position in the Holds - though the Scribes are not only found in Holds, there are aeries scattered throughout the Frostbacks.

Allegiances and Allies
There is a long tradition of the Avvar and the dwarves getting along together.

" … and Ruadan pursued her. She fled into the earth and prayed to Korth to preserve her. He sent deliverance. They called themselves the dwarves, and they protected Kaelah."

The Avvar believe there is a tie between Korth and the dwarves. The Avvar in the Frostback Mountains and the dwarves of Orzammar have never shown any hostility towards each other and do in fact have an alliance. The Avvar consider the dwarves blessed by Korth and therefore they don't attack the dwarves for fear of incurring Korth's wrath. The dwarves simply take advantage of these religious beliefs since there is no benefit to ruining a perfectly good peace.

Raids - on the lowlands
These take place for two reasons. Vengeance and need. The first is bloody and they pillage and burn the lowlands, in the second instance they take from farms by way of cattle, food, supplies, anything they can take back up the mountain.

Because of the nature of the tribes its not often they do this in any organised fashion. The last time the tribes were united was under Mafareth. Since then they have been too fractured for any coordinated assault on the lowlands.

Warrior Societies
There may be more depth information to these societies as we develop the Avvar IC. Faction applications are not welcome.

Each society has a specific history and practices that make them unique. Their sense of brotherhood (or sisterhood) means they avoid one another in conflict and will kill others instead.


 * Ailt-sgèine Làmhach (Knife Hands)
 * Na h-òighean Lann (Daughters of the the Curved Blades)
 * Na h-òighean Iùbharach (Daughters of the Bow)
 * Art-theine Madrach-allaidh (Stone Wolves - hammers)
 * Deirge Lann (Red Blades)
 * Dréagan Brionn-shùileach (Dragon Eyes - archers)
 * Na comh-bhràthair Seigh (Brothers of the Hawk - archers)
 * Niula Ruagair (Dawn Hunters)
 * Na Comh-bhràthair Casarnach (Fork Light Brothers (archers)
 * Beinn Dhannsair (Mountain Dancers)
 * Dubh-thràth Astas (Twilight Spears)
 * Ain Iarradair (Water Seekers)

Avvar are trained in various weapons, their smiths are revered since there are so very few. Always smiths are in Holds and since the Avvar do not mine their trade with the dwarves is imperative.

Religion
Although often referred to as a single entity, the Avvar are actually groups of small tribes who operate independently of each other. The only unifying concepts that the Avvari share are their beliefs and culture. The Avvar still worship their old gods, the three dominant ones being:


 * Korth the Mountain-Father
 * Hakkon Wintersbreath
 * The Lady of the Skies

The lesser Gods are Imhar the Clever and the Great Bear Sigfost and are revered in most communities.

There are also dozens of animal gods never named to outsiders. They worship these lesser unknown animal gods similarly to the way in which the Dalish venerate the Halla.

Holy Sites/Shrines
Every Avvar holy site, regardless of tribe or deity, has a well-hidden opening in the altar which would be aligned with the rising sun on the Winter Solstice, where the sacred relics of the god or goddess would be enshrined. This would never be removed, even in dire emergency, for fear of angering the gods.

Avvar tales from the Divine Age are filled with warnings about those who mistreat or showed the least disrespect to altars of the Lady of the Skies. Unfortunately, the superstitious Avvari counted a host of innocuous things as disrespectful, including speaking, coughing, holding objects in your right hand, and possessing anything containing feathers. It is unlikely there is any real danger in approaching the altar.

Naming Conventions and Language
Language: Since the Alamarri are based off the Celtic/Gaelic barbarians we use ancient gaelic translators to create Alamarri speech.

Naming Conventions: Avvar names have three parts: first name, byname and clan name.

The byname indicates an Avvar's mother by use of "An" (daughter of) or "Ar" (son of) in front of the mother's name. This is followed by "O" then the clan name.

For example: Kanilthas Ar Arthfael O Rifthold means that Kanilthas is the son of Arthfael and they belong to the Clan Rifthold.

Mandate
The Avvari are a stubbornly independent folk who see the “lowlanders” as weak and overly civilized, traitors to the gods of nature that all the old clans once worshipped. The Avvar were once a force that brought considerable trouble to the lowlands through frequent raids, and it was not until Ferelden united and many long and bitter wars were fought that the Avvar were driven back into the mountains and forced to stay there.


 * 1) To retake the lowlands
 * 2) To restore the old gods of nature to Ferelden