[hider=My Hider] [centre] Themes [url]https://www.youtube.com/watch?v=ifQ3JRS4gqc[/url] [url]https://www.youtube.com/watch?v=06H_6oI4EK4[/url] [url]https://www.youtube.com/watch?v=jwDwSUlmVVw[/url] [color=9e0b0f][b]Name:[/b][/color] Garagogarag Ogorogo (Referred to simply as 'Gar' after enslavement) [color=9e0b0f][b]Gender:[/b][/color] Male [color=9e0b0f][b]Age:[/b][/color] '60 Summers have we seen' [color=9e0b0f][b]Appearance:[/b][/color] [hider=Before Enslavement] [img]http://fc05.deviantart.net/fs18/i/2007/225/e/1/BEAR_WARRIOR__1P_clr__by_UCHIDER.jpg[/img] Garagogarag with '[color=007236]Seihdhara[/color]' in both hands - unlike other Treeminds, his weapon was a two part, one part a sword-like club, the other a grand horn which let out a most staggering sound[/hider] [hider=After Enslavement] [img]http://cdn.obsidianportal.com/assets/202200/1335555282380.jpg[/img] [/hider] An 11 feet tall bearlike beastman, weighing at 265 kilograms. Like others of his tribe, Gar's fur colour changes shades according to the environment he inhabits, his psycho-emotional state and physical health. His body is tattooed with a unique Treemind shaman concoction, allowing it to change colour in much the same way his fur changes shades. What's more, the tattoos can also shift and move, creating an effect which can range from the terrifying to the rather confusing for outsiders - among Treeminds, it has far deeper meaning, used for mating, indirect forms of communication and others. Like other Treeminds, he is very well-muscled and his fur is thick and rough. Due to Treemind affinity towards nature and shamanistic practices, their very bodies, over time and with great exposure to the magic of their forest and cavern homes, become imbued with a passive magic. This magic affects their fur most of all, making it extremely rough and difficult to cut. Though by no means an armour of fur, the thickness and roughness certainly provides protection against attacks, particularly attempts at cutting them. The magic also affects their perception and intellect, and one might sometimes notice a glow to Gar's eyes, which has nothing to do with an animal's natural ability to see in the dark. [color=9e0b0f][b]Personality:[/b][/color] [hider=GAAARR] Garagogarag is a Treemind, bearlike beastmen who dwell in the forests and the caves. Unlike other beastmen, Treeminds are a rather more refined, dignified and intellectual subspecies. They hold dearly to their ancient traditions and ways, they revere nature and trees in particular. Though they do not worship a deity as such, they consider all life to be connected, and that life is most powerfully imbued in trees. The older the tree, the more powerful is the life within it. Garagogarag grew and flourished in this kind of society, and this as invariably affected his personality. He reveres nature and trees in particular, all he does in life, he does to become ever closer to the great source of life. He is a very quiet creature, preferring to listen and watch. However, when he does speak, his words are short and very thoughtful, making them slightly riddle-like to outsiders. While he has spent most of his life in his homeland, among the tree and the caves and in the mountains, he has had contact with other beastmen. His curiousity means he does not give fearing outsiders much consideration, unless they give him reason to be afraid - or more likely, to be hostile. Further, his tendency to watch and listen means that he has an ability to understand other creatures even if he has no knowledge of their language or if they do not speak their mind. Overall, a curious, rather wise and thoughtfully kind creature when he chooses to be. However, Treeminds are not simply adorable teddy bears. Their's is a society which emphasises martial skills and strength. From a young age each Treemind must go through a ritual and is 'bonded' with a weapon which, unless a rare situation arises, stays with them for life. Where Treeminds feel threatened, or where their tribe and their cherished homeland is in danger, they become furious monstrosities, lethal in combat and capable of rampaging until their enemies have been utterly destroyed - to their last man, woman and child. They would raise villages and towns, bring down garrisons and leave behind them a trail of blood and ruin. What makes Treeminds particularly terrifying in this regard is their unmatched discipline and organisation in war. Their ability to communicate indirectly, almost telepathically though not quite, means that even in their rage they work cohesively and look-out for one another. Garagogarag is, in this regard, a typical Treemind. His strength and power gained him tremendous respect and allowed him to rise to the position of Tree-Claw, the most prestigious position a warrior Treemind could possess. His sense of duty to the tribe means he would go to any lengths to avenge it and bring about the downfall of its enemies and all who plot and scheme against it. Further, his sense of 'justice' with regards to destroying aggressors can at points depart from the realms of purely 'defensive' combat to an all out battle to the death or the annihilation of said 'aggressor'. The greatest weakness of Treeminds is undoubtedly their pitifully small numbers. There is no more than one tribe of Treeminds, made up of fifty to sixty individuals in total. This has meant that they tend to be very isolationist and avoid conflict as a whole. With their small numbers and low birthrate, they cannot afford to battle endlessly, and thus they have developed a more or less pacifist way of living - any aggressive expansion is, in their view, unjustifiable. The only war which is justifiable is one against an aggressor who refuses peace. Garagogarag holds dearly to this belief, though he may find himself doing that which he is most disinclined towards... [/hider] [color=9e0b0f][b]Previous Profession:[/b][/color] Garagogarag was a very high-ranking member of the tribe, having risen to the position of Tree-Claw not four summers before his enslavement. Treemind tribal hierarchy: [color=6ecff6]Tree-Cub (Unproven Youngling)[/color] [color=a36209]Tree-Arm/Tree-Mouth (Warrior/Hunter) Tree-Mother/Tree-Father (Treeminds Dedicated to Raising Families) Tree-Nourisher (Treeminds Dedicated to Supplying the Tribe with its Needs - i.e. Workers)[/color] [color=00a651]Tree-Claw (Chief Warrior) Tree-Walker (Tribal Shaman) Old-Tree (Tribal Elder)[/color] [color=f26522]Tree-Mind (Chief)[/color] [color=9e0b0f][b]History:[/b][/color] [hider=Treemind 'Territories'] [img]http://orig05.deviantart.net/ef0f/f/2015/148/f/3/treemind_territories_by_anime_ko-d8v3vrb.jpg[/img] The outer red line shows the hunting grounds of the Treeminds. They cherish this land and love it much, but it is not part of their core and sacred 'homeland'. This land is where they hunt, from the coast and rivers, they hunt fish, and in the mountains and firsts and on the hills, they hunt down larger prey to feed the tribe. These hunting grounds are generally out of bounds for anyone not a warrior. The middle, darker red line, shows the sacred 'homeland' of the Treeminds. This land is imbued with the ancient Treemind magic and every inch of it is holy and must be protected against all odds. The Treeminds do not hunt here, shedding of blood is forbidden, and all Treeminds bar Tree-Cubs can roam freely here. The huge Lake Grasidar, and north of it The Solitary Mount, are two of the three most revered places by the Treeminds (the third being Old Bark-Skin, a magnificent and archaic tree located in the inner-most circle.) The smallest, inner-most circle, is where the tribe is settled. Their homes are located here and that is where the young are kept. At its centre is Old Bark-Skin. Many Treeminds inhabit the impressive girth of Old-Bark-Skin, particularly the Tree-Mind, the Old-Trees, the Tree-Walker and the Tree-Claw. Others also inhabit it, and the rest have their homes around it. [/hider] [hider=History] The slave wagon rocked back and forth as it made its way along the road. The horses whinnied and grunted as they clip-clopped along and the horse-master clicked his tongue at them and whipped the reins so they could go faster. The wagon was surrounded, armoured guard rode alongside it, before it and behind it. It had been a good hunt, they caught what they needed. A bearman! Yes, one of those incredibly rare monstrosities from the north! They were going to have fun with this one in the capital for sure! The horse-master smiled to himself and whipped the reins again, egging the horses on. It had been a surprise encounter in the hills just north of Pae-Zun, quite a distance from where the creatures were usually spotted. They had managed to surround him, cutting off his path to the river and to the rest his kind. He had been curious at first, not showing any signs of fear or aggression, and this had allowed them to get quite close to him before he noticed that something was off. Dressed in all his leaves and strange crown of branches and and horns, he looked a rather fearsome sight, especially with those strange markings slithering all over his body, shifting from a threatening black to a menacing, angry dark red. The horses had not liked that at all, but the men managed to keep them under control. The creatures were usually spotted with clubs or other such weapons, but this one was empty-handed. All the better! There was silence and stillness for a while as the men stood watching the creature, and it stood watching them. They had studied these creatures for a while before coming, asking a few scholars back in the capital, working out a strategy to capture one. The horse-master had called the mage, and the child, forward and told him to do what he was being paid for. It took a little while, but then the child walked forward and began circling the creature, the mage muttering all the while. The creature circled too, wary but curious of this tiny creature they had sent forth. The child muttered something, a little, high pitched sound, and the creature gave a grunt in response. They both sat, the creature doing so in a rather mesmirised, unnatural way. 'He's caught!' the mage hissed. With that, the horse-master gestured to his men and they charged. The creature looked up, groggy and slow. It tried to get up, but it was too slow. A great mace landed on its head, sending the creature crashing down. But it was not out yet, rolling over, it grabbed the child and got groggily to its feet, attempting to adopt a fighting stance. Strike after strike, the men did not cease. The creature seemed to be purposefully keeping the child away from their weapons - but there was no way it was doing it purposefully. Definitely the magic getting to it, the horse-master convinced himself as he watched the affray. A few men were sent flying due to the wild swipes of the monster, but soon enough it was on its knees. The chains were thrown, bringing it down even further, a muzzle was placed on its mouth - after two failed attempts lost a few men their fingers and hands. It was amusing for the horse-master to watch, this beast would surely be a spectacle in Lairea. It was dragged into the slave wagon, a run of the mill jail wagon they'd had resized and strengthened for this particular hunt. They didn't want the creature running away if it managed to break the chains. The mage wiped some sweat from his brow. 'As we agreed, I'll be getting half of what you sell it for,' the mage said, looking towards the horse-master, 'as we agreed, Tivullus.' The horse-master gave him a cold look. Glancing towards a few of his men, he gave a quick nod. Before the mage knew what was upon him, the tip of a sword erupted from his chest. There was a moment of calm before the mage started shaking uncontrollably. His killer let out a hair-raising shriek and tried to let go of the hilt, but to no avail. Before long, both fell dead. The hired guard had been fried to death by some kind of protective spell the mage had cast upon himself. It must have been that strange red amulet. Tivullus looked carefully and found that, to his satisfaction, the strange stone in the amulet was now a dull black. It was as he thought. 'Come on, let's get out of here. Throw the kid in with the thing and let us be on our way!' the child was thrown in, the creature had its muzzle removed and they set-off. A few of the men complaining about broken bones or missing hands had to be cared for. If it was up to Tivullus he would have had them dealt with more permanently, but there was no need to antagonise those he depended on for protection. The journey back took a few days ride, but the weather was good and no one stopped them - any bandits who may have considered it clearly decided otherwise upon seeing the heavily armed guard and the monstrosity they were carrying. *** 'Rare 'un this! Will bring 'uge crowds no doubt! C'mon, 'oo wants it?!' There were shouts and screams as the crowd fought over the exotic creature. 'Does 'at kid come with i'?' one of the bidders managed to out-shout the rest. 'Yes, yes, the kid comes with i'! Can't tcha see i' won't le' i' go? C'mon, c'mon, 'oo wan's i'?!' once more the roar of the crowd rose. Bit by bit bidders departed as they gave up. It was three who ended up remaining in the bid. A rather plumb, pink, bald man who was dressed in clothes far too extravagant even for a wealthy Laireanian. The other was a man leaning on a cane and banging a wooden leg to the stone floor every time he shouted a sum of money. His nose was hooked and his body, though by no means as large as the former, was not exactly a model of human muscularity. The third wore a huge black cloak and all that was visible of him was a long white beard which extended as far down as his waist. The one leaning on the cane came out on top. *** Garagogarag did not struggle much. He knew he was far from home, he could no longer sense his people. The child was still seated on his shoulder, even as these strange little creatures stripped him of all he wore. He was glad he had buried [color=007236]Seihdhar[/color] before he ventured beyond the hunting grounds. He had been curious. Meeting other beastmen in the hunting grounds, trading with them and interacting was interesting, but he could never help but feel rather limited. From his youngest days he had dwelled in the tribal lands, his parents reared him there and the tribe cared for him, but he thirsted for more. What lay beyond the tribal lands? What creatures? What life? Perhaps the source of all life had led him here, had led this strange youngling to him, which sat on his shoulder even now, quiet and unperturbed. Was it not a strange little creature? It spoke sometimes, but other than that did little else. Garagogarag could feel strange energies from it, but he did not understand them - they were very similar to the man they had killed, the one who had been muttering. Perhaps this child was related to him in some way, or perhaps he had been apprenticed to him, in much the same way a Tree-Cub is apprenticed to a Tree-Walker. The journey here had been long, they had given him very little to eat and he had spent most of his time communicating with the little thing. It muttered in a strange tongue, but Garagogarag understood and responded, and the child seemed to understand him too. It had mostly asked him about his life, and he had obliged. [b][i][color=007236]We are Garagogarag Ogorogo. We are the mighty Tree-Claw. Emerged We from Our Tree-Mother's life-womb many summers ago. We played with other Tree-Cubs. We wrestled. We bested them all. We grew. When We grew into our tenth summer, We were bonded with Our beautiful Seihdhara. She was waiting for Us by The Solitary Mount. She called to Us during the bonding. We answered. She inspired Us. We fashioned Her. Our precious Seihdhara. We hunted together, Our Seihdhara and We. We bested all other Tree-Arms, Our Seihdhara and We. We bested Our Master Tree-Claw Horaroh Oharaho, Our Seihdhara and We. We were the Tree-Claw, Our Seihdhara and We. Many times did We travel. Man places did We see. The Thunderhoofs We befriended. The Skytalons We honoured. We traded much. We offered them wood from the Sleeping-Trees. They offered Us tales and knowledge. They taught Us much. We were good students. Other beastmen We did not approach. Too far. We grew. Restless We grew. We left Our beautiful Seihdhara. We buried Her beneath the Sacred Earth. The Life led Us away from Her. She is far away now. The Life parted Us from Her. We will to Her one day return. We must as the Life commands obey. We must Grow.[/color][/i][/b] With his crown of branches and horns taken, and his kilt of leaves and bark removed, nothing covering him but his fur, Gar now moves to welcome a brave new world. He will Grow. [/hider] [color=9e0b0f][b]Preferred Arms:[/b][/color] Unlike other beastmen, Treeminds have a preference to blunt weapons. While their bodies are undeniably lethal, they fashion great clubs and other such weapons out of ancient trees in their sacred homelands, which have succumbed to the final sleep. These weapons are precious to them and it is not unusual for a Treemind to form a bond with their weapon which lasts a life time. These bonds are extremely intimate and difficult to understand for outsiders, even other beastmen. Gar, not wishing to have his precious [color=007236]Seihdhara[/color] endangered along with him, buried her in a place only he knows before setting off beyond the bounds of Treemind territory, where he was subsequently captured. He will return to her one day.[/centre] [hr] Agriculture: Not much grows in these bitterly cold lands. Though the Treeminds tend to the earth and water it, and though they are omnivorous creatures, they can ill afford to spend time farming and tending to crops, only to then eat what can barely sustain their huge bodies and muscles. Further, growing crops would require the mindless destruction of the tribal forestlands, an act that no Treemind would ever think about, let alone consider. Architecture: Treeminds do not ‘build’ as such. They prefer to adapt naturally occurring shelters to their advantage. They carve out caves and reshape holes in trees to better suit them. Most Treeminds dwell within adapted holes in Old Bark-Skin, while those who have no space there find space in and around any roots from the ancient tree which happen to break the surface. [centre][img]http://www.livingwithanerd.com/images/Secret%20of%20Mana/manatree.jpg[/img] [I]A Human Artist’s Depiction of Old Bark-Tree[/I][/centre] As far as streets and roads go, Treeminds do not have stone roads or streets, but they have well-known dirt roads in the woods, which are known to them. It helps greatly in manoeuvring through the thick forest – which is very important for creatures as large as Treeminds, a wrong turn into a particularly thick undergrowth can see them trapped and unable to find a way out without needless destruction of the forest life. This thick forest acts as a hindrance against any unwanted visitors and makes the Treemind tribe’s pacifism and isolationism far easier to maintain. Climate: Located in the northernmost Orcish territories, the Treemind tribal lands are bitterly cold and snow covers the earth throughout the seasons. This is far more apparent on the hunting grounds and beyond the heavily forested tribal heartlands. Whereas the hunting grounds have less trees, and trees there are rather young and small in size, those in the tribal heartlands are much older, larger, and close to each other, meaning that much of the snow covers the trees but does not reach the ground below them. This is very true for the area of land beneath Old Bark-Skin. While rain, being far smaller and more fluid than snow, does get through, it does so in far smaller quantities. The Treeminds take it upon themselves to ensure the earth remains well watered and favourable to life. Lake Grasidar, despite the intense conditions, remains unfrozen throughout the seasons. The Treeminds see this as a miracle evidencing the sacred qualities of the lake, a blessing from the source of all life so that the Treeminds in its care do not die of thirst – indeed, the rivers in the region are frozen over all year round, though this is only a thin layer of ice, below which the fast flowing waters and plentiful fish dwell. The Solitary Mount, the tallest mountain for miles around, is the most bitterly cold part of the Treemind tribal lands. From bottom to top, it steadily gets colder and colder. Only those crazy or on pilgrimage (or both) dare approach it – for not even a Treeminds thick fur can keep the harrowing cold at bay. Geography: The tribal territories vary from snow-covered plains and hills on the outskirts to forest and thick jungle closer to the village. There are also plenty of rivers running through the tribal lands and mountains are numerous. The largest of these is undoubtedly The Solitary Mount north of Lake Grasidar. [img] http://www.gandex.ru/upl/oboi/gandex.ru-19837_66eafa3afe5df422bca9ff62158e057e.jpg [/img] [centre][i]The Solitary Mount[/i][/centre] Lake Grasidar also lies just east of the tribal village, a massive lake which never freezes, despite the intensely bitter cold. Only one kind of tree grows in the cold climate of the tribal lands, what is known to humans as the Northern Icetree but known as the Holy Garatha tree to the Treeminds. It is a tree which, unlike any other tree, can only grow in subzero temperatures. While trees normally die under conditions as cold as those in the tribal lands, these trees flourish and prosper here – in fact, they quickly wilt and die in warmer climates. These trees can grow to become extremely large – Old Bark-Skin is an extraordinarily old and thus extremely large Holy Garatha. Various kinds of berries grow in the jungle, and these are usually picked by Tree-Cubs. While Treeminds enjoy its taste, it cannot sustain them in the quantities available in their homeland. Crafts: The only materials directly available to Treeminds are dead or fallen trees – what they refer to as sleeping trees, or trees that have fallen into the final sleep. Tree-Arms drag these dead trees from the hunting grounds (for they only use fallen trees from the hunting grounds and not from the homeland) back to the village where the Tree-Nurturers either carve them out or prepare them to be delivered to their trading partners – the Thunderhoofs and Skytalons to the east. Holy Garatha wood is rather valuable and extremely useful, but the Treeminds do not realise this and exchange it rather cheaply. As far as carving wood goes, Treeminds are extremely skilled. They initially used their claws, and carved very impressive carvings indeed, but ever since they began trading with their beastman friends they have had access to metal carving materials which have been of great use and allowed Treeminds to carve what they previously could not, skilled as they were. All Treeminds must go through a ritual of bonding when they have reached their tenth year. This involves seeking out a fallen tree in the tribal territory, one which ‘calls out’ to them, and carving their chosen weapon – what they call their ‘Ik’Grarg’Ki’, ‘Partner on the Road’. This process does not require any carving skill as such as a Treemind is in a state of ‘inspiration’ throughout the bonding rite, but where a Treemind is finding it particularly difficult to carve their Ik’Grarg’Ki, a more skilled member of the tribe may help them, carrying out the commands of the inspired individual. Treeminds do not engage in ironworking and their carvings do not stray beyond the scope of totem-like structures, coastal fishing boats, and Ik’Grarg’kis. Crime: As a community, Treeminds are far too small in numbers for criminals to arise undetected. As a result, it is a generally crime-less society. This is further enforced by the fact that all members of the tribe are connected and aware of each other’s presence if they are nearby. Due to their small numbers, Treeminds are extremely protective of each other’s lives, particularly the young as they are the future of the tribe. For this reason, killing another Treemind is considered the most heinous crime possible. Any who do so owe a debt to the tribe and must make it their life long duty to produce as many children as possible in order to undo the evil they have done. This may seem a light punishment – or in fact, a reward! – but it becomes far more difficult when no respectable Tree-Mother would allow you anywhere near her, let alone to lay with her. Those who fail to produce any children within two summers are banished from the tribal lands and are not permitted to return ever again. As one may expect, murder is a crime so rare that no living Treemind has witnessed it. Petty crimes such as thievery do not exist, mostly due to the fact that there really is nothing worth stealing in the tribal village, and if there was, Treeminds morals would not allow for such a thing. Cuisine: While capable of eating fruits, berries and crops, Treeminds do not produce this in adequate quantities to sustain themselves, so their cuisine is mostly made up of meat. They are not fussy and will eat whatever meat is available, though the more refined among them tend to cook their meat before eating it – they are not savage animals after all! When it comes to beverages, Treeminds savour nothing more than their very own water from Lake Grasidar! But where that is not available, they don’t mind normal water too ^^’ Dangers: The Treemind tribal lands are thriving with all kinds of life and therefore, without a doubt, dangers. Beasts one can expect to come across include the vicious Snow Wolf (known to humans as the Northern Wolf) whose white coat provides brilliant cover in the snow. What makes this wolf particularly dangerous, other than its size (being at least twice the size of a typical wolf, which are also to be found in the tribal lands) is the fact that it has the ability to blast prey with debilitating, focused breath of icy air which can freeze limbs – causing severe frostbite in the best of cases, and a quick death between the wolf’s jaws in the worst. Unlike the common wolf, Snow Wolves tend to hunt alone and form families, much like humans, rather than hunt in packs. The Snow Bear, a large white bear, is also a real danger. It can be found close to rivers, the coast and in the mountains, generally avoiding forestland. These mammoth creatures can reach 12 feet when standing on their hind legs – which is tall even for a Treemind. This makes them a danger even to the Treeminds. However, they tend to avoid any creature close to it in size, meaning adult Treeminds are generally safe from the wrath of the Snow Bear. Smaller creatures must beware, however, as the speed and power of the Snow Bear is not to be trifled with. Indeed, a Snow Bear can reach speeds of up to 35 miles per hour, making it absolutely lethal when it decides on a prey. Smaller and slower bears do dwell in the tribal lands, such as the Tree Bear, a very small bear which only eats plants and prefers to dwell up in trees, the Earthen Bear is a large but slow brown bear whose size standing can range from 5 to 7 feet. They mostly eat plants and small creatures, though they can be dangerous to passers-by if driven into a corner or feel threatened. The climate is also a real danger. One foolish enough not to dress well or to allow the cold through may well find themselves with frostbite or suffering from hypothermia. It is rather uncommon to come across those who have died of frostbite in the tribal lands, mostly due to the fact that such falls would have died long before getting so deep into claimed Orcish lands. Education: Treeminds have no schooling system. Children learn in two main ways: play-fighting and through the strange link all Treeminds have with one another. As a Tree-Cub grows, it is bound to play-fight with others of its age, and the strongest tends to be the most dominant and respected. With time, this hierarchy loosens as each Treemind grows and takes their position in the life of the tribe. Young Treeminds, depending on their position, are put in the care of an older and more experienced Treemind who goes about teaching them the ways of their chosen path in life. There is, of course, the Tree-Walker who has immense magical knowledge and is very in tune with nature. The Tree-Walker tends to take on one apprentice and teaches them all s/he knows so that they can carry the mantle of Tree-Walker, with all the knowledge and power of past Tree-Walkers, to the future. The pinnacle of Treemind education is the pilgrimage to the top of the Solitary Mount. It is not known what occurs during the pilgrimage, but those who return tend to have knowledge and magical capabilities beyond the comprehension of any normal Treemind. Family structure (extended family, living situation, marriage, child rearing) Government (selection, church & state, important ruling figures/offices) History Languages (writing accents, dialects) Laws (how formed, how codified, how consistently applied, criminal law, civil law, religious law) Law Enforcement (watch/guard details, honest or corrupt, punishment) Livestock (mounts, pets, hunting animals, food production) Magic Traditions Medicine/Health (who is it available to, magic or science) Military (special units, army, navy, air force, siege weapons) Naming Conventions (surnames, nicknames) Population (total pop, pop of peasants/merchants etc) Religious Traditions (rites of passage, death rites, daily/weekly practices, mythology, marriage) Treeminds keen to prove their mettle can go on pilgrimage to the top of the lonely mountain. Those who return are honoured and given a position higher than even that of the Tree-Mind, they become The Solitary-Tree, sage-like, holy figures who are greatly revered. Romance (casual sex, courtship/dating, what is considered attractive) Superstitions (lucky charms, ill omens) Technology Transportation Trade [/hider]