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With the cooling season of Autumn, Ice-types are starting to re-emerge from their hibernation as Ghost-, Normal-, and Flying-types swarm in the largest numbers they will all year. In comparison, wild Fire- and Bug-type populations are falling in number. The migration of Flying-types to the south in search of warmer weather has also started, as Istin City starts to re-freeze and Autumn marks the beginning of Cypwater Point's rainy season. Handlers and Rogues alike should be wary: Ghost-type powers are boosted during this season, at the cost of being more prone to their triggers.

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 The Woadarch, Harper's nothern tribes
Khaleesi
 Posted: Nov 19 2015, 06:55 PM
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The Woadarch
Harper Region's Native Northern Tribes


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With the exception of Cape Augustine's penninsula, the Woadarch territory stretches as far south as Navdia Crater and continues farther north into the Shattersky mountains. They are record-keepers—not of the written word, but of artistic depictions in thread and in ink; cloth for histories and skin for the personal tales they cannot leave behind, even in death. As they are an enigmatic people, the average Harperian might only ever see one on the road unless they are seeking them. And there are many reasons a Handler might seek out a Woadarch Clan, from the ancient magicks they practice, to the leather armor they craft from rare and dangerous beasts, to the specialized pokemon they breed.

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    “Who are the Woadarch? The common Northerner might make reference to the strangely-adorned nomads and their colorful wagons. A less educated person might believe them to be savage tribesman with their striped war tattoos and dyed hair. A scholar could make a flippant remark about the sort of primitive people whose livelihood still relies on the dying species that is the apricorn tree; it is the dye manufactured from its seeds, a creation we Harperians refer to as woad, that serves as the inspiration for their name, after all. But they do not use this name for themselves. No, Woadarch is the label we’ve created for them, as part of a history that separates us from them. But our pasts never should have divided; from the moment Harper’s troupe joined Queen Candance and her tribe, our histories should have grown parallel to one another. Instead, our stories have eclipsed theirs, to the point where we have children still subscribing to the stereotypes of flashing-eyed barbarians flinging dark magicks. When pressed for a name for themselves, all Woadarch give a singular answer: Ti Deinei, or, as far as we understand it, 'The One People.'

    The One People, they call themselves, despite a half dozen languages and dozens more dialects across them, a myriad of skin tones and differing physical and cultural characteristics. Our ancient attempts to break them have not destroyed their sense of unity or appreciation for their origins. We have an obligation to preserve the histories of these clans, to end the misconceptions that nearly lead to their extinction—we have an obligation to educate our children and ourselves.”
— Conall MacGinnis III, in his plea to the Queen for funding for a second Woadarch Museum

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Physical Appearance
  • Hair Color: common; black, variations of brown. uncommon; ruddy browns, auburn. rarely; red
  • Eye Color: common; all shades of brown, hazel. rarely; green
  • Height: noticeably taller than average, with smaller margins in sizes between males and females. Male avg: 6’0’ || Female avg: 5’9”
  • Body Types: Well-built for considerable traveling distances.
  • Complexion: In general—the same or darker than the average Harperian. Shades vary greatly, with the palest tones found in the Northern Clan and the darkest in the Southern Clan. Freckles are common.
Dress
  • Clothing: varies by climate. little distinction between genders. tunics, kilts/skirts, bodice and girdle, boots designed for travel, heavy cloaks. All Woadarch clothing contain impressive embroidery.
  • Armor: crafted from pokemon leather, hide, shell, and chitin. No metal. All Woadarch armors contain impressive embroidery.
  • Accessories: earrings, armlets, brooches, necklaces, bangles etc, formed from bone, twine, leather, and beads. Metallic accessories are uncommon. A colorful, knotted bracelet of leather on the right wrist marks a married person.
  • Hair: kept long in all genders and well-maintained. common; braids, warrior's tails, etc, sometimes dyed with the juice of apricorns. Facial hair practices vary regionally and by individual; there seems to be no accepted standard and beards may also be dyed.
  • Tattoos: See Culture section!
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History

To understand the history of the Woadarch is to understand that little is really known about the history of the Woadarch, even by the tribespeople themselves. The most concrete, universally accepted record is The Harper's Account of Candace of Augustine. Variations of this tale exist, but it is generally believed that Queen Candace’s tribe originated in the Edgewood. Scholar’s interpretations of ruins found in northern Edgewood suggest an ancient civilization that were skilled workers of iron—and they had to be, to fight off the spirits and fae sharing the forest. This does not line up with Harper’s depiction of Candace’s tribe, who, at the time of their alliance, used more primitive tools of war.

It does, though, match a vague event in the far past that resulted in the destruction or total resetting of many civilizations, as well as the eradication of fairy types off the continent. Either the tribes did not bounce back after the fall very quickly, or the absence of fairy types did not require the need for iron weapons, or both, but the old forges were left to decay.

What became of Candace’s original tribe is unknown. Where Harperians regard Candace as their first queen, so do the Woadarch see Candace as their first matriarch, harkening a system that prioritizes inheritance based on the mother’s family line, rather than the father’s, and a hierarchy still employed by Harper’s royalty. Scholars and Woadarch might begrudge the details leading up the alliance between Candace and the Harper, but they are in general agreement of the major events. What occurs afterwards is far more unclear. As the region was explored and settled, there was less need for warriors, conquerors, and hunters, and a demand for organizers and leaders. The settlers and refugees from Caledon wanted governing systems that mirrored their old way of life, and that eventually won out, pushing the Woadarch who adhered to their original lifestyles to the fringes of their modern society.

That wasn’t to say that the fledgling Harperian people and the Woadarch were totally separated; in fact, there is plenty evidence that trade between them was plentiful and they maintained a beneficial arrangement. In these days, Woadarch were semi-nomadic, with significant stations in all of Harper’s growing, major towns.

The inquisition era of the Church of Arceus’s Hundred Years’ War would splinter the Woadarch culture, nearly drive them to extinction, and turn them toward an almost purely nomadic lifestyle. Before any actual fighting, seizes for political power meant that trade routes were cut or heavily enforced, which separated Woadarch clans and tribes. That prompted the division of their language, so that when the Church’s grip finally relented and Woadarch rejoined, it was not unlikely that one tribe was completely unable to communicate with another tribe.

Woadarch were further persecuted by the Church’s thorough eradication of all non-healing magic. Seeing that they were the primary supplier of apricorn-based pokeballs in the north and had a long association with magicks, the backlash to the Woadarch was particularly harsh. To uproot the clans in their cities, Woadarch accounts of histories were destroyed in place of slanderous accusations; Druids performing human sacrifices before a hunt, savage warriors unable to control their need for violence, primitive people who thrived in dark magic. The campaigns were so thorough that, some three hundred years after the War, some Harperians still believe these stereotypes to be accurate. Other clans in this time would either willfully convert (there are still Arcean motifs found in the embroidery scrolls of many families) or assimilate out of survival.

Once a secular government was established, the pressure eased off the Woadarch, even if the stigmas remained. They have lived a mostly stagnant existence since then. A cultural center was built in Harper’s Pass, from which Woadarch could express their concerns. That resulted in the Queen and the Council to formulate laws to protect the apricorn trees, so that now a permit is needed to harvest apricorns or remove the trees. The Center eventually branched out to include a museum, geared toward preservation and education, and around the year 730, a second museum was build in Cape Augustine.


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 Posted: Nov 19 2015, 06:55 PM
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Ti Deinei
The One People

Culture

First and foremost, Woadarch are nomadic. They have neither one central city of operations nor a discernible governing body. Woadarch traverse either as individuals, as families, (mother, father, children, and sometimes extended relatives) as tribes, (small groups with little or no blood relation and an elected matriarch) or, most famously, as clans (large groups with a common ancestor and a hereditary matriarch). The three largest clans are the Northern, Southern, and Eastern Clans, run by the matriarchs Owenna, Sorcha, and Iseabail, respectively.

Woadarch trade primarily with themselves but are known to stop in smaller towns or villages for supplies. The smaller the Woadarch group, the more likely one is to see them mixing with Harperian civilization. Most are not hostile to outsiders, though neither are they friendly and few are willing to stop and chat with those not of Woadarch blood. They have a diverse number of languages and many colorful dialects besides. Thankfully, larger groups will have at least one person fluent in Common so communication with them is not impossible. Traveling individuals will likely pick up Common as well, for survival purposes.

The Woadarch wagon is also a cultural icon in itself. As eclectically outfitted as the people who live in them, the wagon is a staple of their lifestyle. It serves as home, transportation, and storage. They are often decorated with embroidered cloth and drawn by large pokemon. Every wagon bears a lantern with colored glass that can be exchanged for other colors, to invoke the protection of a territory's patron god. Standard wagon size becomes smaller the farther north you are, as mountainous terrain becomes more treacherous. Northern hunters will leave the wagons behind to seek prey on foot.

As mentioned before, this is a matriarchal society. Preference for leadership is slanted exclusively toward women but in all other matters, the genders are considered equal. This is seen no more clearly than in their dress; with universally long hair and unisex clothing, it is often hard for outsiders to estimate a Woadarch's gender. All Woadarch learn the basics of combat, embroidery, pokemon care, and botany. Children often follow family lines into a certain duty, though some may choose a role, and others still may be born into one, as is the case with magic and druids. All Woadarch begin training early in life.

Woadarch culture is based on three tenets; the spear, the spade, and the needle. The spear represents the warrior, the spade the druid, and the needle the artist.

The Needle; Embroidery and Artistry
    Artistry takes three main forms: Lineage, Body, and Flesh. The former two are displayed in the form of embroidery. There is an enormous emphasis in Woadarch culture on this skill, because this is their primary form of record-keeping. The Woadarch do not have a written language. Instead, they tell the stories of their ancestors and religions through needlecraft. Impressive patterns serve as evidence of a family's conquests, ancestral lines, historical accounts, and much more.

    A family's Lineage is cherished above all things. A tremendous cloth scroll and/or tapestry is held by every family, which is protected, maintained, and contributed to by the matriarch. These works can date back centuries. The oldest of them are found in the hands of the Eastern Clan's matriarch, Isaebail, and her people guard these records with all their might. Ones belonging to families lost or dead can be found in either of Harper's museums.

    The Body tells a more recent history, but are no less remarkable. Woadarch wear their history on their clothes. Children are given the clothing their siblings and parents wore before them, and are encouraged to contribute to the embroidery before they outgrow the outfit. Too young to hunt or receive tattoos, they practice on scraps of cloth, mimicking their favorite ancestral stories or folk tales, and are emboldened to tell their own stories on new clothing, which they must make themselves. The most impressive of Bodily embroidery is reserved for armor. Because their armor is crafted from only the most dangerous of hunts, the highest attention is given to this. The embroidery here tells not only the story of the hunt that produced this unique set of armor, but also of all hunts made successful because the armor was worn.

    Artistry of the Flesh manifests as tattoos. This is a long-standing practice done by the Woadarch, using the dyes made from apricorns, which are colloquially referred to as “woad.” The tattoos are highly personalized accounts of their hunts and other accomplishments. A Woadarch's first tattoo is earned when they turn fifteen in an event that observes their entry into adulthood, called Tairseach. A parent might add ink for each of their children, a handler might memorialize a beloved pokemon, or a warrior might mark every kill. These are the stories too personal to manifest as cloth and thread alone; these are the stories Woadarch take with them in death.
The Spade; Apricorn Tree and Druidism
    The most pervasive symbol occurring in Woadarch embroidery is the Apricorn tree. Almost always, this is depicted as a thick tree within a circle, whose gnarled branches extend toward the sky and then twist downward to mingle with its roots. Much of the Woadarch lifestyle revolves around this tree, but it also represents balance and a cycle of life, death, and renewal. This circular tree has taken on many adaptations through the years, though the most significant alteration is seen in the Southern clan, where the imagery of wheels appears more commonly. Still, its origin in the Apricorn tree is unmistakeable. The apricorn tree plays an immensely important role in Woadarch life to this day. The tree provides shelter and fuel, the apricorns provide dyes, pokeballs, and pokemon food. The purposeful destruction of an apricorn tree is seen as a most serious offense; during the Hundred Year War, rival Woadarch clans would burn whole orchards of trees belonging to their enemies.

    The Matriarch is responsible for the protection of her people and their histories, yet it is druid's duty to preserve the apricorn. Harperian people have the most unsavory opinions of the Woadarch druid, but they play a far wider role than just mage to their tribes. They are also accomplished botanists, philosophers, healers, and teachers. A larger tribe or clan may have several druids, with one Archdruid serving as advisor to the Matriarch. Druids imbue the apricorn shells with magic to make pokeballs, create pokemon food and dyes from the innards, and plant seeds as they traverse their territories. Pokeballs crafted from apricorns are not of the plain, white variety as is produced by the Mage Guild; these are colorful, natural, and clearly designate their purpose.
The Spear; Combat and Hunting
    Today, the Woadarch are peaceful, but that was not always the case. Queen Candace's tribe certainly was not, though they had unknown territories, wildlife, and hostile enemies to deal with. Woadarch achieved relative peace after Harper the nation was formed, which lasted until the Hundred Year War. That conflict drew out the worst of the clans and tribes. Between fighting Harperians over acquired land, battling with themselves over what territory was left, and contending with wild pokemon, a lot of Woadarch blood was spilled during this period. These are dutifully depicted in family tapestries, but how that history is interpreted is up to the individual. That infighting ended toward the conclusion of the War, when the Southern Clan's ancestor negotiated a peace between clans and between the Harperians, which is commemorated with an annual festival just north of Marchton.

    Nowadays, Woadarch are no less fierce combatants than they were before, though their enemies this time are wild pokemon. A child's training as a hunter begins as soon as they can carry a shield. Young warriors stick with scavenging, hunting small game, and protecting the family until they are skilled enough to join a hunting party. There is no one event that marks a young one's graduation to a fully-realized hunter; this is a title they must earn through pure martial skill, pokemon handling, or both. Combat training also involves learning to fight and hunt alongside a pokemon. They are notable for their skill with spears, shields, javelins, and bows.

    There is no greater pride to a warrior than to bring down ever more impressive beasts. Because they are nomadic, they do not have access to great forges and, by extension, steel weapons. Their hunting methods, using weapons made of wood, bone, rock, and other pokemon parts, can appear primitive to outsiders. The average Woadarch won't have anything against modern weaponry and it is not unusual to see smaller groups or individuals furnished with them. But this is the way Candace's tribe survived, by spear, pokemon handling, and wit, and this is how they will continue to do things.

    While, yes, they are absolutely thrill-seekers and trophy hunters, it is considered blasphemous to leave any part of the hunt to waste. Your deeds will be recorded upon your skin and cloth scrolls, so there is no need to keep reminders of that pokemon's body that serve no other purpose than as reminders. All parts of the pokemon are used. Armor crafted from such unusual and rare pokemon are considered extremely valuable.
Pokemon
    Compared to other Harper native races, who look down upon or discourage the use of pokeballs, the Woadarch may seem dispassionately distant from their pokemon. However, as long as there has been magic and there has been the apricorn, the Woadarch have been using pokeballs. Neither are they known for practices that prioritize the bond between one person and their first pokemon. Pokemon are tools—but that is not an insult. The armor they wear are also tools and those they stitch lovingly with intricate embroidery. Pokemon are essential companions. They drive their wagons, they protect their families, and they are partners in combat. A Woadarch, especially a hunter, will own multiple pokemon; a sword is good against one enemy, but sometimes you need a bow and arrow.

    No one pokemon is considered more important than another. A pokemon doing poorly at something is considered a failure on the part of the handler, not the species. Still, people have preferences and superstitions, and some Woadarch like to own pokemon that evoke their patron, namely water, fire, and electric types. In the Eastern Clan specifically, the growlithe and arcanine are prized. Amphibious pokemon are necessary for traversing the wetlands of the south, and electric-types are utilized against the flying-type prey of the north. Someone who can tame a wild pokemon is considered a better handler than using a bred one, and Woadarch dislike purchasing pokemon from outsiders.
Yearly Festival?
    To commemorate the end of the Hundred Year War, a festival is held every March. This is traditionally hosted by the Southern Clan, as it was their ancestor that negotiated peace between the clans, but all Woadarch are invited to attend. For several weeks, a veritable wagon-city crops up north of Marchton. Woadarch celebrate with feasts, story-telling, song, dance, and the exchange of skills and goods. Most of the festivities occur closest to the Rocky Sea, but at the edges of the wagon-city, outsiders will find Woadarch selling their wares. The highlight of the festival is a youths' tournament, where young warriors demonstrate their martial and handling skills against other clans/tribes. These are two against two battles, one human combatant and one pokemon, and the winner is showered with gifts from all the Clans and is typically invited into the most prolific hunting parties. To place highly in this tournament is a great honor.

    [ OOCly, this festival is also marked by a special Shop thread in The Market. This is the easiest opportunity to purchase Woadarch-related items, though it only lasts through March. Otherwise, goods will have to be bought ICly in Travels, Freeforms, or other threads. ]
    Main Points:
Religion/Beliefs

It is difficult to pin down the Woadarch faith. With no written language, there is only the embroidered recordings of events from which to build a basis of understanding. Moreover, facets from many different religions have been picked up by the Woadarch over the centuries, from Arcean to Dorani. Summaries of modern Woadarch faith generally include multifaceted polytheism, the veneration of nature (particularly the apricorn tree) and balance, and the patronage of the Legendary Beasts.

The oldest clan's history scrolls give a fragmented idea of a creation myth. Most predictably, this starts with the same tree symbols that persist into their modern embroidery. A great tree seeded what would become the earth. Its branches entangle with the heavens and its roots mingle far into an otherworld. The size of the roots directly match the reach of the branches to symbolize a perfected balance. An enormous serpent gnaws at the roots in the lower reaches of the otherworld, while a dark-winged bird sits amongst the tree's branches. Mages have been able to return some of the faded color to old embroidery, and the green, blue, and red colors of the snake, tree, and bird, respectively, have lead many scholars to believe these early stories to be interpretations of Zygarde, Xerneas, and Yveltal. Various other interpretations have been established, from Honchkrow to Articuno serving as the bird, to multiple pokemon- or strictly nature-based versions of the tree.

Farther along the scrolls, many depictions tell cautionary tales about fae, deviant creatures born from the otherworld who try and lure souls to their realm. This has been regarded as mere fantasy until recently, with the reintroduction of fairy-types to the region. Considering the length of time used to show iron and poison as effective countermeasures against the fae, this can be seen as more of an instruction manual than myth. The bird leaves the world tree to fetch souls and bring them back, and/or flies out to collect knowledge. The tree seeds new life from the knowledge the bird brings and from the soils in which the snake lives and nurtures.

user posted image
(art by porridgebeast)

The Hundred Year War enacted numerous changes to their religion which brought the Legendary Beasts Raikou, Entei, and Suicune to the forefront. Besides the influx of Arcean tenets, the destruction of ancient tapestries and scrolls, and the assimilation into other cultures, the shift in focus was also a practical one. Raikou, Entei, and Suicune were only vaguely featured in the old scrolls, as beasts that survived off the fruits of the great tree, but in all interpretations, they were nomadic. Reclusive, strong, and honorable, they traversed wide territories and never crossed paths except when meeting at the tree. The Legendary Beasts served Woadarch's new lifestyle.

Woadarch view Raikou, Entei, and Suicune more as patrons than as omnipresent gods. They protect the land and watch over travelers. Entei embodies passion, art, and an enduring spirit. Raikou personifies combat, skill, and freedom of the body. Suicune represents balance, flexibility, and a pure mind. Woadarch employ light to catch the attention of a patron.

At minimum, a Woadarch's wagon will always be outfitted with a lantern. That lantern has small panes of colored glass that can be changed to alter the light's color. It is the eldest female's duty to keep the lantern lit for her wagon. Hunting parties cannot always bring a wagon with them, but they will still carry a lantern by hand, exchanging the bearer in order of seniority. For individual/very small groups, a lantern isn't always feasible. In these cases, it is acceptable to carry candles with colored wax, to light while one sleeps. As important as it is to keep the patrons' eyes upon one for protection, the lantern must also remain lit in the event of death; the patron will come to keep one's soul tethered to the body until the Bird can collect it, return it to the tree's cycle, and, in some versions of their faith, be one day reborn. Otherwise, the soul is liable to wander and become lost, stolen, or malformed into an evil spirit.

user posted image

It is the druid's duty to handle spiritual matters, for they are the most connected to the world tree. They maintain the upkeep of an apricorn as they do the souls of their kin—with nurturing and gentle hands. Places of worship and of education are established in groves, which also serve religious ceremonies, marriages, and other rites of passage, such as the Tairseach.

Offerings, however, are left at shrines. There are small and constructed of stone, and are found absolutely all over the north. Woadarch aren't required to leave an offering at every shrine they pass, but are at least obligated to visit, pay respects, and repair a shrine if necessary. For a hunter, an offering is usually a vertebrae from their last hunt (a piece of exoskeleton or other parts are acceptable if the pokemon had no spine). Children or the elderly may offer a recent art or embroidery project. Someone may leave an offering for one main patron, for each patron whose territory they've passed through in their life, or any number of gods they also worship as a consequence of intertwined faiths. Offerings are made in acknowledgment for protection, in request for guidance, or in gratitude to the great bird who ferries the souls of their deceased loved ones.
    Main Points:

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Khaleesi
 Posted: Nov 19 2015, 06:56 PM
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nerd hater
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Member No. 1506
Joined on 17-March 14.


Characters:
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The Clans

user posted image

Though the tribes observe no real boundaries, it is widely believed by all Woadarch that areas of the region are protected by three primary legendaries; overseeing the northern foothills and mountains is Raikou, the southern strip as far as the desert is Suicune, and the easternmost forests is Entei. Each area contains many smaller tribes and individual nomadic families that traverse the entirety of the north. A lantern is always lit on every Woadarch wagon, and colored glass denotes which patron god’s protection is being invoked; yellow for Raikou, blue for Suicune, and red for Entei. However, each area has its own large, primary clan that rarely travels into the area of another legendary. If these three clans have names for themselves, they are unknown, but Harperian people and scholars largely refer to them as the Northern, Southern, and Eastern Clans. Observation of these main Clans has suggested that their territories are based on terrain and the type of apricorns native to those regions (with white apricorns found in all clans, since it grows only around the Rocky Sea).
LINK TO WOADARCH NPC PROFILES


Northern Clan
    Matriarch: Owenna
    Patron: Raikou
    Native Apricorns: user posted image user posted image user posted image
    Pokeballs: Moon Ball, Heavy Ball, Fast Ball
    Terrain: Foothills and Mountains
    Notable for: leatherwork from highly unique/rare pokemon
    Naming System: based on Celtic Welsh (here’s a name generator)
    Description: Raikou watches over the largest section of the north, but also the most dangerous. Northern Clanspeople mostly traverse the foothills of Route five. Promising hunts, however, will drive Owenna and her warriors into the Shatterskies in pursuit of rare or difficult pokemon. The native apricorns here, Black and Yellow, have hardy skins to endure the harsh northern weathers, born from thick, wind-blasted trees, and this reflects upon the personalities of Owenna and her clansmen—robust, reclusive folk that mistrust strangers and maintain reluctant relations with the people of Istin. Their apricorn craft has been fine-tuned to meet their needs in the hunt, with Moon Balls to tame the bizarre creatures found in the mountain caverns and Heavy Balls to contain the massive beasts they take the most pride in hunting.
Southern Clan
    Matriarch: Sorcha
    Patron: Suicune
    Native Apricorns: user posted image user posted image user posted image
    Pokeballs: Lure Ball, Friend Ball, Fast Ball
    Terrain: Wetlands and plains
    Notable for: ingenuity in wagon design, hospitality
    Naming System: based on Celtic Irish (here’s a name generator)
    Description: Cutting a neat curve from Dedrius to Marchton, Suicune oversees the most charitable of the three main clans. Because they travel through the river-strewn west to the tips of the Navdian desert, every wagon in a Southern Woadarch caravan is suited to traversing a multitude of terrains. Much of the embroidery in Sorcha’s clan’s history depicts wheels over flora or fauna; wheels as calendars, wheels as symbols of innovation, wheels as record-keepers. The Southern Clan has had the most outside influence from other peoples, and that can be seen in their overall darker complexions, the Navdian inspiration in their tapestries, and the Bulwari ingenuity in their amphibian wagons. The Southern Clan is the most divorced from its magic roots and, for that reason, their culture is the ‘easiest’ for most Harperians to digest. Sorcha’s clan hosts an annual festival, in March, north of Marchton where Woadarch gather to feast and trade goods and stories.
Eastern Clan
    Matriarch: Iseabail
    Patron: Entei
    Native Apricorns: user posted image user posted image user posted image
    Pokeballs: Level Ball, Love Ball, Fast Ball
    Terrain: Forests, valleys, and the mountain pass
    Notable for: elaborate and complex embroidery, oldest clan
    Naming System: based on Celtic Scottish (here's a name generator)
    Description: It is believed that Cadance’s arcanine was a child of Entei, and for that reason it became their patron god of protection. These eastern forests were the origin of these tribespeople, and all Woadarch acknowledge this. Over time, however, Iseabail’s clan has dropped in numbers and fewer Woadarch overall visit this eastern quarter as more Harperian nobles carve out land for their cities and fortresses. The peninsula was once where the Harper forged an alliance with Queen Candace and her tribesmen. Now, Iseabail’s clan fiercely fights against the influence of Harperians and their destruction of Woadarch culture in the form of enormous and elaborate embroidery. All Woadarch people maintain a history of their families on scrolls and directly on their armors, but Iseabail and her clansmen craft beautiful works of art in the efforts to maintain their stories. Besides Iseabail’s clan, much of the Woadarch living in this region are very much assimilated with modern Harperian culture.
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    Leather Gear purchasable from all of the clans / clan matriarchs:
    (A player can purchase a piece of armor at its [FULL PRICE] or bring materials to a woadarch and have it crafted for a small fee.)
CODE
[h]Item Name:[/h] [full price]
Mats: 1 specific pokemon part + vague material + [price]
[i][ effect ][/i]


Gogoat Grass-Pelted Cuirass: 525g
Mats: (1) gogoat fur + (3) pieces of leather + 450g
[ grants wearer more defense in grassy terrain ]

Snorlax Breastplate: 850g
Mats: (1) snorlax pelt + (3) pieces of leather + 500g
[ grants wearer some resistance to fire and ice ]

Aerodactyl Brigandine: 1600g
Mats: (1) aerodactyl skin + (3) pieces of leather + 600g
[ causes attacker to tire more rapidly than normal ]

Liepard Pauldrons: 540g
Mats: (1) liepard pelt + (2) pieces of leather + 380g
[ protects wearer from paralysis to the upper body ]

Charizard Scaled Bracers: 1500g
Mats: (1) charizard tail + (1) piece of leather + 350g
[ in strong sunshine, boosts the attack of the wearer ]

Gabite Gauntlets: 750g
Mats: (1) gabite skin + (1) piece of leather + 200g
[ inflicts damage to foes on contact ]

Vullaby Feather-Lined Greaves: 475g
Mats: feathers from (1) vullaby + (1) piece of leather + 300g
[ as the wearer takes damage, their speed increases ]

Scolipede Gorget: 400g
Mats: (1) scolipede shell + (1) piece of leather + 150g
[ contact with the wearer may poison the attacker ]

Absol Helm: 1125g
Mats: (1) absol horn + (1) piece of leather + 450g
[ induces a headache when a terrible event is about to occur ]

Zangoose Cloak: 550g
Mats: (1) zangoose pelt + (2) pieces of leather + 300g
[ grants wearer immunity against toxins ]

Aromatisse Fur Shortcloak: 950g
Mats: (2) armomatisse furs + (1) piece of leather + 300g
[ has a smell that is disarming to human attackers and mildly attractive to wild pokemon ]

DYES: Large Armor: 55g || Small Gear: 25g
    Other Goods:
      Apricorn: 100g
      Apricorn Pokeballs: 150g
      ( Apricorns and pokeballs are only purchasable from the clan where that apricorn is native. Apricorn pokeballs are carved with ornate designs that mimic the creator's embroidery style )
      Pokemon Parts: 100-800g
      Mage Charms: 100-1000g

      Aptitudes taught by the clans / clan matriarchs:
      Leatherworking (specialty: rare pokemon)
      Nomad Lifestyle/Wilderness Survival/Travel Endurance
      Embroidery
      Pokeball Crafting (from apricorns only; will have to take the shells to be imbued with magic by a mage to make them work)
      Hunting & Tracking (specialty: rare pokemon)

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