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The group is usually persecuted, or at least distrusted in the lands they travel through, because of their nomadic ways. They tend toward the mystical side of things, although they're rarely an entire race of wizards. They might believe in witchcraft, psychics, fortunetelling, or other superstitions not held by the majority, but they aren't necessarily any more talented at it.
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The group is usually persecuted, or at least distrusted in the lands they travel through, because of their nomadic ways. They tend toward the mystical side of things, although they're rarely an entire race of wizards.{{Wandering Wizard}}s. They might believe in witchcraft, psychics, fortunetelling, or other superstitions not held by the majority, but they aren't necessarily any more talented at it.
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* ''TableTopGame/TheDarkEye'': The two main human cultures of this kind, Norbards and Zahori, are strongly inspired by jewish and romani culture respectively. To a lesser degree, the Nivesian culture (fantasy counterpart to Finish), who travel the northern continent alongside their deer herdes twice a year, qualifies. On the non-human side, there are the horse-riding Steppe Elves and most of the traditional Orcish clans.
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** The original Arabs (we're talking Neo-Assyrian times and before) were a nomadic people, and traditionally shunned settled civilization. Some of them eventually decided to settle, but others never gave up their original way of life, thus becoming the first [[BedouinRescueService Bedouins]]. The Arabic language does not distinguish "Arab" from "Bedouin", as both are called ''Arab''; "Bedouin" (or rather, ''Badawiyy'') just means "nomad" and can refer to any nomadic people.
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** The original Arabs (we're talking from Neo-Assyrian times and before) before were a nomadic people, and traditionally shunned settled civilization. Some of them eventually decided to settle, but others never gave up their original way of life, thus becoming the first [[BedouinRescueService Bedouins]]. The [[note]]The Arabic language does not distinguish "Arab" from "Bedouin", as both are called ''Arab''; "Bedouin" (or rather, ''Badawiyy'') just means "nomad" and can refer to any nomadic people.[[/note]]
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** The original Arabs (we're talking Neo-Assyrian times and before) were a nomadic people, and traditionally shunned settled civilization. Some of them eventually decided to settle, but others never gave up their original way of life, thus becoming the first [[BedouinRescueService Bedouins]].
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** The original Arabs (we're talking Neo-Assyrian times and before) were a nomadic people, and traditionally shunned settled civilization. Some of them eventually decided to settle, but others never gave up their original way of life, thus becoming the first [[BedouinRescueService Bedouins]]. The Arabic language does not distinguish "Arab" from "Bedouin", as both are called ''Arab''; "Bedouin" (or rather, ''Badawiyy'') just means "nomad" and can refer to any nomadic people.
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* Both in ''WesternAnimation/AvatarTheLastAirbender'' and ''WesternAnimation/TheLegendOfKorra'', the [[BlowYouAway Air Nomads]] have no fixed abode. While there are four air temples, the peaceful, meditative culture that held wisdom the world now mostly lacks, found value in traveling the world and meeting all types of people from all walks of life.
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* Both in ''WesternAnimation/AvatarTheLastAirbender'' and ''WesternAnimation/TheLegendOfKorra'', the ''Franchise/AvatarTheLastAirbender'':
** [[BlowYouAway Air Nomads]] have no fixed abode. While there are four air temples, the peaceful, meditative culture that held wisdom the world now mostly lacks, found value in traveling the world and meeting all types of people from all walks oflife.life.
** In ''WesternAnimation/TheLegendOfKorra'', it's revealed that after defeating Ozai, Aang founded a group called the "Air Acolytes", composed of nonbenders who decided to follow the Air Nomad culture out of respects to him.
** [[BlowYouAway Air Nomads]] have no fixed abode. While there are four air temples, the peaceful, meditative culture that held wisdom the world now mostly lacks, found value in traveling the world and meeting all types of people from all walks of
** In ''WesternAnimation/TheLegendOfKorra'', it's revealed that after defeating Ozai, Aang founded a group called the "Air Acolytes", composed of nonbenders who decided to follow the Air Nomad culture out of respects to him.
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** The original Arabs (we're talking Neo-Assyrian times and before) were a nomadic people, and traditionally shunned settled civilization. Some of them eventually decided to settle, but others never gave up their original way of life, thus becoming the first [[BedouinRescueService Bedouins]].
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* ''Art/BeastFables'': Certain weremammal nations, such as elephants, are constantly migrating. The closest things they have to settlements are portions of cities ruled by non-nomadic people.
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* ''Art/BeastFables'': Certain weremammal [[OureWerebeastsAreDifferent weremammal]] nations, such as elephants, are constantly migrating. The closest things they have to settlements are portions of cities ruled by non-nomadic people.
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* Both in ''WesternAnimation/AvatarTheLastAirbender'' and ''WesternAnimation/TheLegendOfKorra'', the Air Nomads have no fixed abode. While there are four air temples, the peaceful, meditative culture that held wisdom the world now mostly lacks, found value in traveling the world and meeting all types of people from all walks of life.
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* Both in ''WesternAnimation/AvatarTheLastAirbender'' and ''WesternAnimation/TheLegendOfKorra'', the [[BlowYouAway Air Nomads Nomads]] have no fixed abode. While there are four air temples, the peaceful, meditative culture that held wisdom the world now mostly lacks, found value in traveling the world and meeting all types of people from all walks of life.
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* ''Literature/{{Reborn}}'': The church of Suoduny-- the god of fate and seers-- doesn't have a stationary temple. Instead, the priesthood wanders around in nomadic camps and are guided by visions on where they should go.
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* The Eurasian Steppe, from ancient times to the early modern period, was nomad central. A lot of the famous groups that inspired the HordesFromTheEast trope - Turks, Huns, UsefulNotes/{{Mongol|ia}}s, Scythians, and the like - hailed from this region. Many of them established [[https://en.wikipedia.org/wiki/Nomadic_empire large, nomadic empires]] that posed a challenge to their settled neighbours. However some of these groups (especially the UsefulNotes/{{Turk|ey}}s) would later become settled themselves.
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* The Eurasian Steppe, from ancient times to the early modern period, was nomad central.central, since the climate and ecology have historically made it very difficult to have permanent settlements. A lot of the famous groups that inspired the HordesFromTheEast trope - Turks, Huns, UsefulNotes/{{Mongol|ia}}s, Scythians, and the like - hailed from this region. Many of them established [[https://en.wikipedia.org/wiki/Nomadic_empire large, nomadic empires]] that posed a challenge to their settled neighbours. However some of these groups (especially the UsefulNotes/{{Turk|ey}}s) would later become settled themselves.
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* ''TabletopGame/{{Ravenloft}}'': The Vistani are heavily inspired by the real-life Romani. They mostly make a living travelling between the domains of dread, trading in jewelry and rare goods, or doing small jobs for locals. While they were considered suspicious-to-outright villainous in earlier editions, 5e rewrote them as being seen with some suspicion, but also a welcome change of pace in the otherwise monotonous lives of Ravenloft's denizens. Until TabletopGame/DungeonsAndDragonsFifthEdition, they were also afflicted by a curse that made them unable to stay in one place for long.
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* ''TabletopGame/{{Ravenloft}}'': The Vistani are heavily inspired by the real-life Romani. They mostly make a living travelling between the domains of dread, trading in jewelry and rare goods, or doing small jobs for locals. While they were considered suspicious-to-outright villainous in earlier editions, 5e rewrote them as being seen with some suspicion, but also a welcome change of pace in the otherwise monotonous lives of Ravenloft's denizens. Until TabletopGame/DungeonsAndDragonsFifthEdition, ''TabletopGame/DungeonsAndDragonsFifthEdition'', they were also afflicted by a curse that made them unable to stay in one place for long.long.
* ''TabletopGame/WarhammerFantasy'': The Centigors' inability to craft any kind of material goods or structures, combined with their resilient horselike bodies, leads to them living nomadic lives on the steppes and the ragged edges of the Old World's northern forests, finding what little shelter they need in rocky hollows and copses of trees before moving on.
* ''TabletopGame/WarhammerFantasy'': The Centigors' inability to craft any kind of material goods or structures, combined with their resilient horselike bodies, leads to them living nomadic lives on the steppes and the ragged edges of the Old World's northern forests, finding what little shelter they need in rocky hollows and copses of trees before moving on.
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* ''Literature/TalionRevenant'': Many of the Uls (people descended from disinherited royalty) live this way. The Ulbands are travelers who live in painted wagons, often living as fortunetellers, with their vehicles and clothing known for having vivid colors. Given there is a lot of prejudice toward them as some uls have started civil wars trying to take their thrones back, there is some similarity with Roma and Irish Travellers.
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* ''WebOriginal/HamstersParadise'': The Harmsters are the first sapient species to evolve on HP-02017 and are divided into four separate species. The most widespread of these are the Savannah Harmsters, who live a nomadic lifestyle due to them primarily feeding on large herding animals. One culture known as the Pyromaniacs have also had a very profound effect on the ecosystem due to their fire-based hunting strategy and nomadic lifestyle burning large swaths of land and leading to several extinctions and displacements.
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* ''WebOriginal/HamstersParadise'': ''Blog/HamstersParadise'': The Harmsters are the first sapient species to evolve on HP-02017 and are divided into four separate species. The most widespread of these are the Savannah Harmsters, who live a nomadic lifestyle due to them primarily feeding on large herding animals. One culture known as the Pyromaniacs have also had a very profound effect on the ecosystem due to their fire-based hunting strategy and nomadic lifestyle burning large swaths of land and leading to several extinctions and displacements.
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* ''Literature/TheChroniclesOfDorsa'':
** The Terintan desert nomads from Terinto, Joslyn's people, who travel constantly around as they herd their animals. Most everyone else in the Empire views them as superstitious barbarians, but also being tough warriors (which is true).
** The tinkers are wanderers too, the name deriving from many men fixing things, but the women are fortune tellers. Many men are also traders.
** The Terintan desert nomads from Terinto, Joslyn's people, who travel constantly around as they herd their animals. Most everyone else in the Empire views them as superstitious barbarians, but also being tough warriors (which is true).
** The tinkers are wanderers too, the name deriving from many men fixing things, but the women are fortune tellers. Many men are also traders.
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-->-- ''Videogame/GrimDawn''
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-->-- ''Videogame/GrimDawn''
''VideoGame/GrimDawn''
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[[folder:Live Action TV]]
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* ''Series/TheWheelOfTime'': The Tuatha'an are nomads who constantly travel around to look for a song, doing work to sustain themselves in the meantime. Many people distrust them as a result, wrongly believing they're thieves. However, in fact they're strictly pacifist and benevolently let strangers into their midst.
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* ''Series/TheWheelOfTime'': ''Series/TheWheelOfTime2021'': The Tuatha'an are nomads who constantly travel around to look for a song, doing work to sustain themselves in the meantime. Many people distrust them as a result, wrongly believing they're thieves. However, in fact they're strictly pacifist and benevolently let strangers into their midst.
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* ''Literature/JudysJourney'' is a children's novel about a 10-year-old girl and her family, who out of desperation and poverty are forced to become migrant farm workers. Many migrants do it out of desperation, like Judy and her family, but for others it's a more permanent lifestyle. Judy meets one family that has been migrating for years and has earned themselves a rather nice mobile home to live in.
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* ''Manga/TalesOfWeddingRings'' has the catfolk, whose original homeland of Needakitta was destroyed by the [[BigBad Abyss King]]. After he was defeated, the dwarves helped the catfolk build a MobileCity to act as their new home, and the Needakitta catfolk have been roaming the world ever since.
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* The Eurasian Steppe, from ancient times to the early modern period, was nomad central. A lot of the famous groups that inspired the HordesFromTheEast trope - Turks, Huns, Mongols, Scythians, and the like - hailed from this region. Many of them established [[https://en.wikipedia.org/wiki/Nomadic_empire large, nomadic empires]] that posed a challenge to their settled neighbours. However some of these groups (especially the Turks) would later become settled themselves.
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* The Eurasian Steppe, from ancient times to the early modern period, was nomad central. A lot of the famous groups that inspired the HordesFromTheEast trope - Turks, Huns, Mongols, UsefulNotes/{{Mongol|ia}}s, Scythians, and the like - hailed from this region. Many of them established [[https://en.wikipedia.org/wiki/Nomadic_empire large, nomadic empires]] that posed a challenge to their settled neighbours. However some of these groups (especially the Turks) UsefulNotes/{{Turk|ey}}s) would later become settled themselves.
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* ''Art/BeastFables'': Certain weremammal nations, such as elephants, are constantly migrating. Their closest things they have to settlements are portions of cities ruled by non-nomadic people.
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* ''Art/BeastFables'': Certain weremammal nations, such as elephants, are constantly migrating. Their The closest things they have to settlements are portions of cities ruled by non-nomadic people.
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[[folder:Art]]
* ''Art/BeastFables'': Certain weremammal nations, such as elephants, are constantly migrating. Their closest things they have to settlements are portions of cities ruled by non-nomadic people.
[[/folder]]
* ''Art/BeastFables'': Certain weremammal nations, such as elephants, are constantly migrating. Their closest things they have to settlements are portions of cities ruled by non-nomadic people.
[[/folder]]
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* ''Series/TheLordOfTheRingsTheRingsOfPower'' has the Harfoots in the Second Age -- who are the ancestors of Hobbits from the Shire -- survive via stealth, moving from place to place, setting up temporary camps and moving on when resources run out, or danger approaches.
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* ''Series/TheLordOfTheRingsTheRingsOfPower'' has the Harfoots in the Second Age -- who are the ancestors of the modern Hobbits from the Shire -- survive via stealth, moving from place to place, setting up temporary camps and moving on when resources run out, or danger approaches.
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* ''Series/TheLordOfTheRingsTheRingsOfPower'' has the Harfoots in the Second Age -- who are the ancestors of Hobbits from the Shire -- survive via stealth, moving from place to place, setting up temporary camps and moving on when resources run out, or danger approaches.
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Put this on the wrong trope.
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* ''WesternAnimation/StarWarsTheCloneWars'': After Ahsoka abandons the Jedi Order, she no longer calls Anakin "Master" but by his name.
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* ''WesternAnimation/StarWarsTheCloneWars'': After Ahsoka abandons the Jedi Order, she no longer calls Anakin "Master" but by his name.
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Misuse. A traveling group is not the same thing as a nomadic culture.
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* ''Film/AmericanHoney'' follows a traveling magazine sales crew that crisscrosses America. The group, mostly comprised of poor teens, never stay in one place for long and attract other young people looking for adventure.
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* ''Film/AmericanHoney'' follows a traveling magazine sales crew that crisscrosses America. The group, mostly comprised of poor teens, never stay in one place for long and attract other young people looking for adventure.
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* ''Literature/{{Circleverse}}'': Daja's people, the Traders, are nomadic merchants who live in caravans or trade ships. A lot of their customs are based on the Roma, including less-portrayed ones like strict taboos (Daja is made an {{unperson}} due to being the SoleSurvivor from her family's shipwreck, since they believes she's cursed as a result with some incredibly bad luck), and ritual purification must be done if they're ever violated. However, unlike in most portrayals they're black people.