[h1] The Skogatti [/h1] [h2] About [/h2] Natives to Orst, these surface-dwellers brave the harsh overworld and revere its raw, natural strength. Their fur is short and colored according to their environment: Gray in mountainous areas, white in snowy mountains and tundras, or blue in coastal and near-coastal areas. They average 7 feet tall with a few burly brutes reaching over 8 feet. Despite their strength, they tend to have less overtly attenuated muscles owing to their fur and the cold-shielding blubber of some. [h2] Reputation [/h2] Cat-orcs. That's what the Skogatti amount to in the eyes of so many across Orst. Not that they particularly resemble cats besides their tails, claws, and sleek faces and bodies, but they display all the strong-headed boasting and warring of an orcish nuisance. At the same time, there's more to them than scrapping and skirmishing: Some Skogatti are capable of stoking the supernatural and otherworldly forces that pervade the world. [b]Organization[/b] — Tribes, each having their own Prowl in some forest, tundra, or mountainous region. The tribes are split into clans; one clan reigns over the rest. [list] [*] [b]Technology[/b] — Very little. They have not yet worked out anything approximating an Industrial Revolution. Compromising their capacity for tech is a dearth of creativity and guile, which others chalk up to a deficit in intelligence. They know of metalworking, but only use it for weapons, tools, and jewelry; No advanced construction methods. [*] [b]Magic[/b] — They may rely on spirits, but not all magic is through them. Rituals give the Skogatti a gateway into performing the impossible. The Earth Riders tribe holds supremacy in ritualwork. [*] [b]Religion[/b] — Shamanism permeates their whole culture. Proficient warriors will seek out spirits rather than tinker and advance technologically. Luddites as they are, they believe the chaotic natural world is as it should be, and attempts to conform it to one's own predilections will only end in mass death. [/list] [h2] Tools [/h2] The most creatively inclined Skogatti become shamans, revered for their spirit-calling that lets them control powerful forces beyond the mundane. Entire natural disasters have been formed by the greatest shamans -- and many more like to make claim to contributing towards those disasters, themselves directing spirit beasts as loyal minions or forming weapons of energy to bypass simple defenses. Their weapons and tools are never more than stone, wood, and the occasional steel piece salvaged or traded for. By and large, Skogatti lack the creativity and creational capacity for complicated technologies -- it's a curse that impedes their species, thought by many Skogatti as a literal curse. What they can't create, they simply steal. [h2] Places [/h2] Each tribe keeps to its own Prowl, unless they're trying to take another tribe's territory. As the name suggests, they prowl and stalk their borders to patrol for invaders of all species. Only Skogatti are allowed in Prowls. This does not mean they won't trade or send barterers and messengers to marketplaces. [b][i]List of Tribes*:[/i][/b][list] [*] [b]Earth Riders[/b]: The Earth Riders clan laid claim to the Moving Island not too long after it first settled in the sea, and have since grown into a large and prosperous tribe in their own right. In addition, their current oracle Tirir is perhaps the most adept Skogatti priestess -- when she's lucid. The one clan comprises the entire tribe. Most of their fighting ends up being infighting. [*] [b]Stone Mounters[/b]: The deadliest of the bunch. They confine themselves to forests and mountains west of the Ténèmarais. Many appear in battle riding stone beasts, "chariots", or so on, animated by magic; they're historically the most apt with spirit-calling. The Knife Fingers clan is the ruling family, boasting powerful fighters wielding even more powerful aura-based magics; they earned their name from their signature enhanced claw strikes. Unlike most tribes, their unique location led to them coming in all three common coat-colors: Blue, gray, and white. [*] [b]Rift Jumpers[/b]: Living in the Ténèmarais itself, the Rift Jumpers keep a safe but variable distance from the Mold, a hazard they view as godlike. The most well-rounded both magically and physical, their clans are named after the manner in which they live: The Haze Breathers formed a quasi-symbiotic relationship with the bio-metallurgic termites known to that region, while the Corpse Cloaker clan have made base inside the hollowed trunk of a mangrove which those termites has evacuated, claiming they drove it out using their might. No single clan can be said to rule the Rift Jumper tribe. [*] [b]Salt-Hide[/b]: The tribe of Salt-Hide lives north of the Rift Jumpers. They also take to the waters more than any tribe. Their ruling clan, Coral-Armor, lives in a submerged fortress of reefs and caves. Other clans make do with pirating, albeit via animals, board- or body-surfing, and canoes instead of robust ships. [*] [b]Snow Reavers[/b]: The chilly counterpart to the Rift Jumpers, these Skogatti pay tribute to the Hungering Veil. They span the eastern half of the south, camouflaging in the snow. Many are known to embark on journeys to Hom or to attempt a pilgrimage past the Hungering Veil to live on its west, due to their shrinking territory. Many of the latter perish. [/list] *Not an exhaustive list of tribes by any means; will grow as time goes on.