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THE PRIVILEGED
Superficial, slightly decadent, pursuing perfection of their
look and attitude. Led by Flame (but many believe that his
key and cunning advisor, Harmony is the real power). The tribe
inhabits a large dam on a large river. With tunnels and underground
vaults, they are hidden in their own little world. Some believe
that The Privileged invaded from a foreign land and are in
control of the machines.

THE BARBS
The Barbs are led by the warrior Zora. The Barbs are almost
feral, untamed, uncultivated. At one with the natural world
around them. Content to live as their primitive ancestors
did, in simple huts, living off the land, taking only what
they need. Their gods are the sun and the moon, and the rain
that makes their crops grow.
The Barbs are the free eco people - who
know herbal lore and pursue balance with nature.

THE ANTS
Ruled over by the flamboyant High Priestess, Faygar, who has
gathered around her all the timid, frightened, superstitious
survivors. Children desperate for someone to lead them, save
them. They worship the past of their long-dead parents. The
world of technology, computers, and space travel; when mankind
seemingly had control over the elements. The Ants are stuck
in the past, believing the Ancestors will save them, but in
the meantime they settle for farming and hard work.

THE DISCARDED
Not so much a tribe as such, but a renegade band of children
who have been banished to live like peasants - as either servants
to The Privileged or 'sentenced' to work in the mines or as
slaves on plantations administered by The Privileged. If you
are caught by the Privileged, watch out, you're destined to
become a Discard. Being such a mix of Tribes originally -
theirs is a volatile, dangerous and often treacherous existence.

THE WARPS
Picked by the Privs for their hardness and their strength
- the Warps are physically fit and full of courage. Shadow
is respected and feared by all of them - he goes further than
all of the others, and keeps his nerve. He never cries out
in tests of courage.
They have games among themselves - tests of prowess and courage,
challenges of strength and endurance and their own belief
system, valuing courage and discipline.
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