[hider=The Wanderes] Nation/Clan/Kingdom/Tribe Name: The Wanderers Represented Color: Sky blue Race: Humanoid cat-people Features: The wanderer nation are a female dominant society. The males of the tribe are overtaken by "the feaver" during puberty and some do not survive. During the fever they become obsessed with a mono mania over some specific perceived fault to be corrected. This could be a technological missing link or just as likely a work of philosophy, poetry or law (the three often becoming one and the same due to a verbal history tradition.) During this time a Male might make some huge great advancement or die trying, as the fever consumes all their energy and attention. STRENGTHS: Huge technological leaps, but localised to towns, one town for example might have a water wheel but another will have a windmill and never the twin will meet (in games terms this might mean they can try anything once including vastly perfected tools. Though once used it is erased.) The females of the tribe are hardy and practical. Though they try to preserve these relics of the fever, they often cannot grasp their intricacies or simply do not care. The females occupy a warrior-hunter cast with some of the best trackers and cartographers seen throughout the races. Indeed the females, in order to become leaders must first have journeyed out of civilisation to live amongst the wilds for many years, intermingling with other cultures before they can attain the title of pathfinder. This process is mostly organic. As far as magick goes the dominant understanding is that of oral history, totemic symbols and druidry. The druids make use of henges, herbs and worshiping nature through carved totems where stories are related by the town cryer. Breed: Explorer breed Capital: Nexo Founded by the great sailing cat Nexonia, the huge catamaran is now turned upside down and its ships hull serves as the walls to a great fort. Ruler: Pathfinder Nexonia Type of Government: Tribal druidic hierarchy where the higher up they are the more connected to God they are. In this instance God is the nature and environment spirits. Religion: Ancestor totems, oral history, nature spirits. Geographical Location: Please pick somewhere cold for them. They are naturally resistant to cold due to the large amount of antifreeze in their diet. They are also the only ones who can grow perma-crops in the permafrost. History: Largly a wandering nomadic society they are renown for being very inward looking. Once the permacrops were discovered they set down where no other race would, the frigid tundra, which to them is the same as summer or autumn and they dress accordingly. Their hair is a dappled spot of leopard or snow leopard platinum blonde when the winter season causes this change of coat! Their faces resemble humans except they have black tear ducts like the leopard. They are also known for building huge totums for living in, these airscrapers are built from great trees. But for now the first settlement is made from upturned boathulls which coincidentally are very aerodynamic for the whipperwinds and resist the buildup of heavy snow and ice. The history of this tribe is spotted, I joke, they mostly are peacefull and barely interact with any that do not venture to the tundra. There was once a great war with the trolls who had begun to venture to the cold, pushed by some unknown force, in that time the pathfinder gathered the best hunters and formed the wardens. Led by the great general Meekus, a man who had recovered from his fever with great military acumen, they made use of great scouting and skirmishes to slay many trolls and turn them away. [/hider]