WIP/Unaccepted [center][img]http://fontmeme.com/freefonts/img.php?f=28641&s=74&t=Oqer%20Tribes&c=990000[/img] [img]http://vignette1.wikia.nocookie.net/dishonoredvideogame/images/9/99/Outsidermark.png/revision/latest?cb=20121021202005[/img][/center] NATIONAL (if applicable) -Capital: -Government Type: Tribal Feudal Despot The Oqer live in tribes or hordes with each being unique in some way. In most cases, each settlement is lead by a Warboss with several settlements forming a tribe lead by a Warcheif. -Currency: -Population: ~2.5 Million -Unique Trait #1: 'Ere we go! 'N we a go! - Like all Oqer, the Vazkolhorn have an unbreakable iron will and are ferocious in battle. Always craving a fight, these tribals are warriors beyond proportions, willing to take on anyone in a fight not matter the odds. -Unique Trait #2: (Created by me) -Unique Flaw #1 Animosity - While craving a good fight is always a good thing when it comes to battle, its a problem when there is none. Outside of not ever really developing culture, infighting between tribes is more than common and someone will always end up dead from an arguement, even over the pettiest of things. -Unique Flaw #2 (Created by me) GEOGRAPHICAL -World-Realm Map: -Major Cities: [list][*] [/list] -Major Castles: -Buildings of Interest: -Geographic Features of Interest: RACIAL -Majority Race: Oqer -Majority Race Appearance: The Oqer are a tall and strong people whose bodies were literally crafted for war although evolution has taken over their genes. They have pronounced muscles and thick, leathery skin with shades of green, grey or brown varying between the population. Compared to a normal human, basically everything about them is larger or bigger: larger hands and fingers, longer legs, bigger chests, etc. An interesting note is that they all lack hair outside of their head with few sporting even facial hair, though can retain heat purely through their thick hides. The Oqer also have two, fang like teeth on their lower mouth that are very pronounced with females having slightly shorter, stubbier "tusks". The rest of their teeth constantly fall out and grow back -Majority Race Characteristics: The Oqer are not a natural race, but instead one created by the lost civilization to fight their wars for them. Of course, when they were first made, they were very different, much more savage and brutal than today's Oqer with smaller brain capacities to ensure they didn't get any funny ideas about rebelling. In those days, the Oqer were even taller, stronger and meaner than they were today, a thought that can unnerve many. However, evolution and natural selection meant that some traits have been reduced or increased. In modern times, though still able to live in harsh conditions for well over two centuries, the Oqer are more "human-like", having become shorter and a little more passive than their primordial cousins, a littler. Oqer are still very aggressive and will prefer to use violence instead of wit and diplomacy, for a while, the most advanced kind of diplomacy they knew for a while was to bash their head against the door of the place they wanted to raid while shouting cursing as loud as they could. The race as a whole excels are combat and some are even willing to do stupid things to provoke fighting, even in fighting. No longer able to use the high tech breeding vats of their creators, the Oqer instead are now very fertile with each female able to produce at least three children in one go. However, many of these children do not make it to adulthood due to two reasons: [list][*]A mysterious disease known as "Moon Blood" which the child's blood turns a pale white and dies in a few days. Its unknown what causes this but its thought to have been from something the creators came up with or higher beings "purging the unworthy" has some, more superstitious Oqer will say. [*]Oqer aging rituals requires the child to go through a set of increasingly difficult tasks on their birthdays until they reach adulthood at about the age of 20. Needless to say, some of them will die before then.[/list]It should be noted that Oqer cannot cross-breed with other races due to the high acidity of the male sperm. The only real way to create a "half Oqer" is through the use of advanced technology or magic, neither of which have proven themselves to be very good at appearing the world. The Oqer have less fine motor skills than humans, resulting in cruder construction, again, probably due to something about their intelligence being reduced from their creators. However in place of intelligence, the Oqer have an incredible sense of resourcefulness, able to quite literally make everything from anything. This translate well into survival in combination with their natural stubbornness and willingness to go whatever it takes. As extreme omnivores, they can eat almost anything and will eat anything they can get their hands on, even seeing the consumption of other sentient races and cannibalism as "acceptable". -Minority Races: (If any) NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: Warboss -Ruling Dynasty (If applicable): -Constable Of The Army (If applicable): -Religious Head (If Applicable): -Persons of interest: CULTURAL -History: -List of Historical Grievances -Relations -Cultural Notes RELIGION, MAGIC and ARCHEO-TECH -State Religion: (If applicable. Either create your own local religion or take on a major religion. If creating your own, I will need to approve.) -Religious Information -Religion Demographics: -Holy Relics In Possession: -Holy Sites Under Control: -Magical Information -Archeo-Tech: Phalharamkore - A seemingly anceint wonder drug capible of speeding up growth, induce MILITARY -Total Military Size -Military Details Oqer Warriors - Standard soldiers clad in whatever armor they can find and crude weapons. It is impossible to say what a "standard" Oqer Warrior looks like as they all have vastly different outfits unless the tribe's warchief personally finances the troop equipment, which rarely ever happens as more elite warriors get preference. Often fighting in great big regiments or "Chunks", they're basically an organized mob given cobbled-together weapons and armor and pointed at a direction and hope they don't kill each other on the way there. Their weapons are often great crude cleavers and axes to hack apart flesh and armor of metal plates, bone, wood and even stones for those who are strong enough. Oqer Feral - Oqer who haven't really gotten around to this whole "evolution" thing completely. These Oqer are more like their vat-grown ancestors if someone had put caveman into the mix as well. They are even larger and tougher than normal Oqers and can be identified by their lack of armor or clothes, instead using runic symbols and drawings to call upon their gods to bless them. Ferals speak only in grunts and hand gestures, able to speak with enough training. They are far more aggressive than bog standard Oqer, often ending having to be chained or restrained when not fighting. However, Ferals wield terrifying great cleaving swords or clubs as big as they are, making them incredible shock troops for cutting holes in enemy lines or even battering down walls. Oqer Gilded - Oqer Bowyer Oqer Bangpiper Oqer War Shaman Oqer Rino Rider Oqer