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Ishkwan (Kwan)

At the arrival of the Darkness, the land was abandoned by those above, and those below. Now, only the Ishkwan remain. The Survivors of the Darkness; and they were not left untouched.   Gifted with different heritage, each of the 17 tribes are different, holding different elemental power. Rock Fire Water Electric Grass Psychic Poison Ground Bug Flying Ghost Dark Steel Fighting Dragon Fairy Normal ice. These powers are held differently by different clans, but each tribe is united by their power.   The Ishkwan, being so fundamentally tied to the elements sometimes find themselves tied to a spirit Companion. An Ishkwan may become bonded to a single Pokemon upon the completion of their warrior ceremony; a bond which can seldom be broken except by death   Template: What is the gift What is the thread that ties them together Where do they live How do they survive What do they do (exports)   Special information   Clan Variations

Basic Information

Anatomy

All roughly humanoid, however many variances occur between tribes and even clans

Additional Information

Perception and Sensory Capabilities

depends on tribe and clan

Civilization and Culture

Naming Traditions

Noun Adjective - received upon naming ceremony Monosyllable - childhood name All names must refer to or remind on of the tribal element

Major Organizations

Three Factions

Average Technological Level

Low tech level; most technology owned has been salvaged from the ancient world

Major Language Groups and Dialects

Each tribe has its own dialect, however only one language is spoken in the great beyond

Common Customs, Traditions and Rituals

Naming Ceremony, Warrior Ceremony

Common Taboos

Must not become one of the Clanless

Common Myths and Legends

4 Heavenly Kings Eventual Return of the Traitorous Chiefs

Interspecies Relations and Assumptions

Relations between factions are tense and often aggressive; with factions can range from amiable to tense

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