So, I developed this a few years ago for a Star Wars RP. However, I feel I could make this into a Nation RP, of sorts. I'm not looking to keep this in the Star Wars universe. I'd like to explore the diversity of the planet/realm itself. More information will be provided upon request, but I'll just put this here to see if any are interested in the overall idea. I'd like to stress that nothing is set in stone. Most anything can be changed (I'd just like to reserve the Oew for myself xP). [hider]The heavy and varied terrain of Panatha protects people from each other. Seclusion is easy to find on this planet. Generations passed and this seclusion became the norm. Centuries passed and invading this seclusion was offensive, a taboo. Tribes were small, but inbreeding was never a problem. Arranged weddings allowed for opposing tribes to come together and possibly settle their differences. This rarely occurred, however. A week of peace was welcome, regardless. It’s location in the Outer Rim meant it wasn’t much colonized, if only because of its limited resources. It could be argued that their beliefs are land-ownership bound, but privacy and seclusion are held before what land they inhabit. Many tribes of the Epicanthix are relatively nomadic, though there are still who create more permanent structures into the ground and practice agriculture. They are able to keep a larger population satisfied but are more apt to attack passing-by tribes. Because of this, they are more apt to be attacked, requiring more resources to keep these armies up. Objectively, these villages are just as efficient as the nomadic tribes since the tribes move more often, attacking and defending themselves much less. Both the tribes and villages are led by known oligarchies. They are relatively incorrupt, but there are always those exceptions. These ‘Councils’ are made up of the elders who’ve shone that, through their extensive life-experience; they are capable of successfully leading their tribe or village to any victory. Any loss is counted by the total termination of the village or tribe. This ‘termination’ can be the enslavement or melding of or with another tribe or village. It can also simply be that it was killed off entirely. It is currently seen as honorable to have the entire community to be killed. The slavery, though not oppressive, is a stigma that each oligarchy discourages. Generations passed as did millennia and the amount of conflict only grew as the sense of individualism grew. Sizes of tribes and villages never rose and actually decreased, though this is statistically insignificant. Those who remained nomadic traveled farther distances, gaining space between them and others. Even with more movement or stronger defenses, the villages and tribes knew each other well enough to know what type of terrain they usually settled in and during which seasons. Tribes include, but are not limited to, Mountain, Snow, Forest, and Swamp. Villages include, but are not limited to, Plains, Deserts, Lakes, and Rivers, though the latter is slightly nomadic. The Mountain Tribes, or those with ‘Grii’ in their names, are strong and agile but not quite resilient or wise. They often become physically ill and are known for their shorter lifespans (around 120 years). However, they are difficult to attack and easy to defend (due to their locations), making their ‘shorter’ lives more peaceful. Hunting is the most difficult of the Grii Tribes, but their prey is varied. Many herbs grow on the sides of these mountains as well. These tribes remain closer to the equator and never ascend high enough to where frost forms. Ironically, the tribes which remain higher upon the mountains are seen as more fortunate since they can handle the thinner air. They favor utilities and tools more than other goods and are often sought after for their inventions. The Grii Tribes share a crest with the image of a club within it and the color brown. The Snow Tribes, or those with ‘Oew’ in their names, are arguably as strong as or stronger than the Grii but show a greater resilience to their environment. Interestingly, they have the widest range of lifespans, from 115 to 145, and are also the highest and lowest of all the tribes and villages. The Oew are some of the most aggressive and possessive of settlements. They dwell atop mountains as well as the poles of the planet. Those closest to the poles are seen as stronger as and better than those further or atop the mountains. There is also a semi-strict caste system of various levels, though none are truly above others. The Oew specialize in weapons and wield a wide variety. They share crests with weapons, specifically a spear with spikes along the shaft and the color white. The Forest Tribes, or those with ‘Fiv’ in their names, are known for their ability to travel quickly through the treetops as well as their intimate knowledge of the forests. They are quite difficult to locate, allowing them to live through the typical lifespan of an Epicanthix. Their tree houses are expertly camouflaged, but the travel between the Grii and Udz (since they keep in the forests between them) makes this necessary. They have been attacked many times and have become paranoid of becoming attacked. They use stealth to overcome their foes and are known for their skill movement and silence. Others see them as unnecessarily aggressive while they believe everyone else to be. Communication is not a strong suit among the settlements. The Fiv Tribes share logos with bows and arrows and the color green. The Swamp Tribes, or those with ‘Saq’ in their names, are quite cunning and unusually manipulative though are the least adapted to their environment. They’ve kept as many promises as they’ve broken, which makes them notorious for their seeming inability to cooperate fairly with outsiders. Some might know of the necessary measures taken by the Saq, however. They are known for making traps within the bogs and bayous they live within. Keeping close to the equator, they inhabit the most humid of environments. Above most anything, they specialize in gaining intelligence and secrets of opposing tribes and villages. Insignias of the Saq all show ropes or chains in their patterns and the color black. The Plains Villages, or those with ‘Udz’ in their names, are usually quite intellectual and wise. Unlike other tribes, however, they don’t place such high reliance on physical strength and skill in movement and formations. They focus on defense, something the Epicanthix are also not known for. Ironically, the Plains tribes are some of the biggest, but agriculture and ease of building structures allows for greater populations. They live within the tropics of the planet and construct villas out of grass and mud for the elders of the Council while the rest of the population live in ornate tents. Along with their impressive defense, the Udz are known for their craft in shield and armor craft. These people live for quite a long time, usually 140 years. They share a tribal sign of shield and the color beige. The Desert Villages, or those with ‘Krik’ in their names, are a formidable force to go against for the physical power of their men is only matched by their intimate knowledge of lore and military tactics. Since they live in the desert, they become ill more often than those of other tribes. They are also not known for their dexterity or skills in stealth. The Krik use offensive tactics, but only to drive back those who threaten their solitude. They don’t wish to fight and will tell the intruders to leave before attacking them ruthlessly and completely. The Krik have the most victories in war and, thus, the highest population of slaves. They live in underground tunnels and caves to keep from the sun. Since the presence of slaves is so high, the family is held sacred even above combat and lore. Their signatures share three circles in a line or sometimes interlocking and include the color red. The Lake Villages, or those with ‘Mil’ in their names, are sternly attached to the native lore of Panatha. Many seers and mystics live along lakes to provide others with their knowledge through visions and whispers from the Wisps. They are quite peaceful and friendly, favoring diplomatic solutions to conflicts with other villages and tribes. The Mil are concerned with their mental and physical health, however, and are so superstitious that it clouds their abilities to think critically They build cabins from the woods they live near, which often causes trouble with the Fiv. Fortunately, the Mil choose their words carefully and don’t take more than they are allowed by the nearby Fiv. The Mil focus on their mysticism over combat and seclusion and will house deserters if their auras are not negative. Interestingly, their superstitions seem to have some sort of viability since they live as long as or longer than the Udz. Their flags depict images of smoke and the color purple. The River Villages, or those with ‘Tox’ in their names, are quite adaptive to their surroundings since rivers often flood and they are usually targets for attack to usurp key river ways for transportation. As adaptable as they are, they can be quite hospitable as the Mil are known to be but can be just as aggressive as the Oew. If forced to fight, they adapt tactics from the Fiv and Saq but never initiate an attack. Still, their hidden methods are quite effective and difficult to displace when displacement of their village is a determined mean to an end. The Tox live in boats or structures that shelter them from weather but can float down the rivers they inhabit, allowing them to escape should they need to. Along with this, they are the only tribe to flee from conflict rather than admit complete defeat which places them below all other villages and tribes. However, they prize individual and collective life above combat and pride. The Tox live average life spans because of their fleeing. Their logo includes a star or a collection of them as well as the color blue. Physical maturity is met quite early among the Epicanthix, though varies from individual to individual. Records report full sexual and physical maturity to be around the age of 20 for both sexes. Sexual maturity begins as early as 8 years old and as late 15. Arranged marriages occur between tribes or villages but more often within their own. The children are usually around 16 to 18 years old and are expected to have a child 6 months later (their pregnancies are surprisingly shorter in spite of their lengthened lifespan). These marriages are usually festive and ornate and take months to plan and a week to celebrate. The ceremonies differ from village to tribe but take hours to complete. Gender is quite an important thing among the Epicanthix. Women are revered and respected and held above men. They are expected to learn the deep lore of their ancestors and learn how to efficiently perform the tasks they are born into. They learn lore and healing before the intricacies of their family’s profession. They are also expected to begin to bear children early and constantly. The men are expected to protect, not only their village or tribe, but the women within them. When attacked, the women are targeted before the men in hopes to kill off their lore and ancestry. Interestingly, neither gender is better to bear than the other. The women within the Council are heeded more immediately than the men. It’s an odd form of matriarchy. Names are quite important. The firstborn male is to have the first name of the mother’s last name in a hope to inherit her knowledge and wisdom. His last name is that of his father to inherit his strength and cunning. All other sons are to have a first name start with the same letter as their father’s first name but share no other letters while adapting his last name. The firstborn female is to have a first name most similar to the mother’s first name and the father’s last name for endurance and strength to carry on her duties. All other daughters adapt the same patter as the sons, but this is based off the mother rather than the father. During marriage, neither the husband nor wife adapts the other’s name for each are equally important.[/hider]