Aug 5, 2026 8:08 pm
Because of the harshness of the environment, the entire region is only sparsely populated. The isolated clans reside within larger pockets of the tiny vegetative environs hidden about the badlands and along accessible stretches of the river. With the significance in the difficulty of travel, it is possible that there are more isolated villages than anyone realizes, including clans from all nine tribes of all three species.
No matter the species or the tribe, most ancient peoples decorate their skin with patterns of dye made from various minerals or plants. Though the specifics of patterns are unique to each individual, a commonality exists between members of clans tasked with specific stations in life. The colors themselves and the coverage area also have meaning with amazing similarity between clans, even totally unaware of the existence of the other. The only major difference is that darker colors are used more often by those with lighter skin and lighter colors by those with darker, but that is merely a practicality so that the patterns may be better seen by others.

Once children reach an age of which they are expected to contribute to the community, they are allowed to choose their own interest, unless they have previously demonstrated the talent to manipulate waylines (use magic), then they are relegated to those stations associated with such influence of the gods.
Player characters are considered to have never shown such talent, even though all have it. Most children choose to join the hunters, because it seems exiting. Green is the dominant color associated with hunters. More than half of the children abandon the idea of hunting within the first Cycle of trying it. Red is the dominant color associated with prospectors, which is the second most popular choice. This too is often abandoned within the first Cycle. Yellow is the dominant color associated with faith. Red from clay and green from various plants are readily available. Yellow from certain flowers is only a little harder to obtain. All other colors are more difficult to acquire, except white from chalk, which is reserved for special ceremonies or associated with nefarious groups of cannibals.
No matter the species or the tribe, most ancient peoples decorate their skin with patterns of dye made from various minerals or plants. Though the specifics of patterns are unique to each individual, a commonality exists between members of clans tasked with specific stations in life. The colors themselves and the coverage area also have meaning with amazing similarity between clans, even totally unaware of the existence of the other. The only major difference is that darker colors are used more often by those with lighter skin and lighter colors by those with darker, but that is merely a practicality so that the patterns may be better seen by others.
OOC:
No this is not mandatory. It is simply for ambiance.

Once children reach an age of which they are expected to contribute to the community, they are allowed to choose their own interest, unless they have previously demonstrated the talent to manipulate waylines (use magic), then they are relegated to those stations associated with such influence of the gods.
Player characters are considered to have never shown such talent, even though all have it. Most children choose to join the hunters, because it seems exiting. Green is the dominant color associated with hunters. More than half of the children abandon the idea of hunting within the first Cycle of trying it. Red is the dominant color associated with prospectors, which is the second most popular choice. This too is often abandoned within the first Cycle. Yellow is the dominant color associated with faith. Red from clay and green from various plants are readily available. Yellow from certain flowers is only a little harder to obtain. All other colors are more difficult to acquire, except white from chalk, which is reserved for special ceremonies or associated with nefarious groups of cannibals.


