Half half orcs. (1/4 orcs) and goblins living in a harsh desert. Varaleth [hider=WIP] [centre] [b][color=ed1c24]Name:[/color][/b] Varaleth [b][color=ed1c24]Flag:[/color][/b][/centre][URL=http://s1148.photobucket.com/user/Holy-Hunter/media/image_zpske64qlvr.jpeg.html][IMG]http://i1148.photobucket.com/albums/o567/Holy-Hunter/image_zpske64qlvr.jpeg[/IMG][/URL] [b][color=ed1c24]Demonym:[/color][/b] El'garth [b][color=ed1c24]Description:[/color][/b] The El'garth are exotic, tribal barbarians. Restless free spirited, sensual and wild in nature. Each one individually proud, competitive, curious and stubborn. They are nomadic people who value song, dance, stories and riddles, even going as far enough to use them in trade. Despite this there is no great library or hordes of books, their minimalistic primal herding lifestyle and aptitude to travel leaves them not wishing the burden of carrying many items. Memory, interpretation and flair add to the value of a story passed on. Unwritten stories always hold greater value. Through this passion they have a maintained a strong rooted belief in and attachment to the 'old ways'. They are superstitious, ritualistic and spiritual. They have an affinity towards animals and the weather. Animals their main source of food and lively hood, a respected inspiration to many of their stories. While the weather is seen as a sign from a greater power and they live at the mercy of it. [b][color=ed1c24]Government:[/color][/b] The land is full of separate individual tribes, the tribe that holds the Bazzar rules the land. [b][color=ed1c24]Economy:[/color][/b] Tribes pay tribute, some in loyalty to the leading clan, others to the church in superstitious belief. Either way it ensures favour and a place of sanctuary if ever required. [b][color=ed1c24]Religion:[/color][/b] The El'garth of Varaleth believe in the spirits of animals, and that the ancient and powerful ones control the elements. This is how their stories go. [b][color=ed1c24]Geography:[/color][/b] The land of Varaleth is a vast hot dry arid desert, tormented by fierce winds and sand storms. Bodies of water scare and edible vegetation even rarer. There are few animals that are suited to such an environment and even fewer plants, but like the El'garth, those that have adapted have adapted well. [b][color=ed1c24]Population:[/color][/b] 2,500,000 [b][color=ed1c24]Demogrphics:[/color][/b][list] [*][b]60% Blooded[/b] The main species of the land are humans with faint orcish lineage and traits. Some stronger and more prominent then others. Tough smooth olive skin with some bearing a faint motley of orange or yellow patches. They are slightly taller and more physically adept then the average human. [*][b]25% Goblins[/b] Goblins are goblins. Little conniving scavengers that stick together in small groups and hang around heavy population areas. [*][b]9% Ogres[/b] At about 10ft tall and full of muscle ogres are old and ancient. They are simple beings and often prefer to be left alone. They have been known to briefly mingle with long standing clans for an exchange of services. [*][b]5% Other[/b] it is rare but other creatures from Albion occasionally find them self in Varaleth for one reason or another. Curiosity, outlaws. The strong make their own way while the week survive as slaves or future food. [*][b]1% Ogre Shaman[/b] The deadliest of all Varaleth's creatures. Ogre Shaman appear different from a standard Ogre but have the ability to shape shift at will. They can commune with nature and all of its beasts. [/list][b][color=ed1c24]Noteable locations:[/color][/b] [list][*][b]The great Bazzar[/b] In the center of the desert. Right in the heart of the sand, lays the oldest and most prolific sturdy structure in all of Varaleth. Built to house a population far greater than it has seen in many years. The Great Bazzar is far wider than it is tall, being quite a low built city with much rooms hidden beneath the earth. The towering walls that surrounds it blends perfectly into the floating sands. Beyond the sheer walls is an intricate and complex maze that stretches for miles. [*][b]The bone pit[/b] [*][b][/b] [/list][b][color=ed1c24]Noteable people:[/color][/b] [list][*][b] [/b][i] (king)[/i] [*][b] [/b][i] (Head of church)[/i] [*][b] [/b][i] (Ogre Mage)[/i] [*][b] [/b][i] (Famous merchant)[/i] [/list][b][color=ed1c24]Institutions:[/color][/b] [list][*][b]Shadow dancers[/b] An organisation of female only assassins raised beneath the temple of bones. They are fast, agile and nimble. Extremely deadly they are personally selected by and for the church. Supposably selected at birth for their midnight black skin, truthfully they undergo a long process to dye their skin. Never seeing the light of day growing up beneath the temple they only operate in the cover of night in which they can see perfectly. It is believed that they cannot speak and instead communicate through body language. The cost of practising long lost and forbidden arts. [*][b]Sage circle[/b] [*][b][/b] [/list][b][color=ed1c24]Military:[/color][/b][list][*][b]Army[/b] Small, each tribe has their own warriors which are mostly just hunters, herders and shamans capable of battle. The Bazzar has an Army that protects the king and the church but it is only of a size large enough to fend off multiple clans. [*][b]Navy[/b] Non existent. [*][b]Other[/b] Nature is their ally when it comes to defending their near inhospitable land. As Well, dangerous creatures and Ogres are often hostile to intruders. [/list] [b][color=ed1c24]Other:[/color][/b] 3str Animal kinship and use Bazzar defence Environment adjustment -Sand/wind, eyes -Heat, skin and feet -Water retention and stomach adjustment 2weaknesses Cold Superstitious [/hider]