The Nadyr

The Nadyr  are humanoid ferret looking beings.
They are around 50/60 cm tall however they are strong for their size.
They sleep 2 hours per cycle, with a life span of 5 years (however shamans do live longer, reaching 7 years), their small life expectancy is balanced by their very fast reproduction of about 4 months. Nadyr Mature extremely fast: in 5 weeks the new born is fully grown and will stay in prime condition until death.
Like an internal body clock, all Nadyr know when their cores and bodies will fail them. For this reason, elders of the tribe will be the 1st to risk their lives in any given situation.

They are sentient beings with no belief in other “forces” nor “gods”, just themselves and their magic and music. They are extremely tribal as every individual has a role to play in their colony.

Colony life

The Nadyr are Community driven and very disciplined as their very survival depends on it.
Alone they are weak and there is no place for weakness on Dysnomia. Their Tribe is divided into 6 Colonies. The colonies act independently with their very own masters but will act united if need be. Inter-colony interaction are very neutral. Howerver they are all important in the larger scheme of things. They live in caves, dinging galleries as main passage ways. Every village has a Chamber and in the center of the chamber, a Heart Pillar. Each colony evolves around their unique Pillar.


They live in the north west part of the planet and you will for ever find them there. Their land is their birthright and they will never leave it.
Their homeland is extremely rich in crystals and rares metals. This attracts a lot of intruders tying their luck for riches beyond imagination. More notably their home is build on an extremely rich viens of ore, this is extremely desired. Proud, this leads their tribe to defend the territory fiercely and without remorse and until death.
Due to the different crystals and ores within thier home, this species has gain a respectable knowledge and ability to use magic. More precisely vitality magic. More on that later.

roles and masters

Colony survives because every body knows their role.

The roles are: Warrior, Musician, Scout, Hunter, Miner, Artisan, Runner and Shaman with a minor role of board


  • Warriors are the defend the tribes , fearless and fast, ambushing intruders thanks to the galleries dug out by the miners

  • Musicians play the drums, they are crucial for war and entertainment. They represent the life loving beings that the Nadyr are.

  • Scouts are the look out crew and the colony’s 1st line of defense. They are fast and alert and have razor sharp reflexes. They live at the eage of Nadyr territory.

  • (Hunters track and scavenge cores and other resources to supply the colony)

  • Miners dig the galleries and mine the ores, Robust and unrelenting

  • Artisans forge the different equipment the colony may need.

  • Runners upkeep the Heart Pillars energy by transporting it from a nearby Spire

  • Shaman will heal and buff their fellow tribesmen and can even revive the fallen. They are extremly passionate about thier workings.

  • Boards do all the numbers and the inventory to keep the colony running perfectly

Roles are given to them by a “board master”.
The Board master counts Nadyr losses and communicates the roles and births needed. The colony will try to keep a status quo in their population numbers. If the young Nadyr can not play their part correctly then other possibilities will be offered.
The Board Master job is also to keep tabs on the supplies of  his colony.

Their is a Master of every role, their job is to teach their art to the overs, new and old. This Master can and will be out classed one day by a student.
To become Master the student must first have finish all their training and then must undergo a test implemented by the master. The test can be composed of multiple trails, battles, or in any way the master may see fit.
The ultimate goal of a Master is not to stay master. The tribe needs the best teachers and champions to survive. The new master must be better than the last in order to raise the whole tribe to a new level.
This is the Nadyr Mind set.


A Nadyr Scout


An other Nadyr Scout

By Mathieu LATORRE

Honor and warriors

Nadyr love to dance to the beat of their musician's drums.
Warriors take this dance to a whole new level. Fighting styles, formations, retreat orders all depend on the war-drums beat echoing through the cave system. Each beat has reason, each sound has meaning.
Warriors must lean the beats and the appropriate fighting styles. Weapon usage is linked to their rank.
There are 4 ranks in the Nadyr army:
Spears are a newbie warrior’s first weapons.
After that, as an Adept, they will learn how to use daggers.
The most skillful and honorable learn the art of an axe or a sword and are called Chieftains.
A Warlord (The warrior Master) is tasked to teach the others and will take all war responsibilities. They usually wear the colony's legendary / symbolic armor and wield a legendary / symbolic weapon.

Warrior's equipement

Armour differ a little between colonies but the core aspect of the armour is that metal plates are placed so that mobility is never hindered.
Octagonal in shape with all the corners leading up to a central tip, blades slide off easier and are made of the hardest metal they can find.

Legendary armour is are considered masterpieces of Nadyr artisans. Beautiful and useful, it my  may be even Souled. Additionally this armor may be made out of some rare material like dragon bone or leecher carapace.
This symbolic Nadyr equipment will only go to the ones that deserve them. If the wearer of said equipment is to die on the battle field, the equipment must, at all cost, be retrieved as it is the colony's pride and honor (even if the colony does not make it out alive).

The shaman

They are the healers / doctors and masters in Nadyrian Vitality magic. Due to this, they live on average 2 years longer.
In times of war, Shamans can bring back to life the fallen Nadyr warriors, this is a mandatory military advantage.
Statistically they bring back about 70% of the dead at the cost of alot of Caress.
Board Masters will keep normaly core reserves high enough to make sure shamans can keep up the pace (energetically speaking).

birth problems

The Nadyr birth rates are high however malformations in the young occur frequently. This problem is called ??? (WIP) and its effect sever.
The young are born with an atrophication of one of their limbs. This drastically limits the roles the young Nadyr may play in its colony. Leaving only Shaman, Board, some Artisan roles left, The handicapped are not push away from society. Every Nadyr wants and will do their job to their maximum.

heart pillars

At the center of a colony, there will always be a Heart Pillar, a huge crystal feeding all the Nadyr in an area. It is their biggest advantage because aside of shaman, Nadyr do not need to consume cores.

Due to this Nadyr gain seemingly infinite energy and stay in prime physical condition until death.
However it is a double edge sword as with out this pillar the colony will surely stave and wither away.

The Heart Pillars act as a catalyst by absorbing power then rediffusing it, multiplying the power value in a wide range. Each Nadyr colony must up keep up their power-supply thanks to their runners who supply the pillars energy from a spire close to the center of the Tribe.

They make the voyage every day, then channel the collected energy to the pillar with the help of conduct crystals.
A conduct crystal is carried by 2 Runners. The journey is perilous and may take days depending on the colonies location. They are usually excorted and form convoys.
A convoy consists of 2 conduct crystals, so 4 Runners and 3 Warriors.

In times of war, more energy is needed because of battle dances and excessive use of shaman spells. This, in turn calls for an increased supply frequency and Scouts may be substitutes for Warroirs, called upon else where.
War is hard for everyone in the Nadyr Tribe.