DaftNES Vb

Daftpanzer

canonically ambiguous
Joined
Nov 27, 2002
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Location
Portsmouth, England, UK

Welcome to Earth, although not quite as we know it - this an alternate world, sharing the same physical properties and much the same evolutionary history as our own, but having different geography.


From humble beginnings, you have a chance to forge a bloodline, a tribe, a culture, and perhaps even a nation…

This is the continuation of DNESV, in the style of Alternate Timeline Experiment - each update will see history progress, and new ideas emerge in the minds of Homo Sapiens. The timeline will be pieced together over time. However, this time around, I don’t want to try to force things into a rough analogy of real-world history; there doesn’t have to be a dark age, or a classical age, or even a bronze age. I will leave it in the hands of players to decide.

This is an Earth-like world, which can be assumed to have been through roughly the same history as the real Earth up to the end of the ice age. But, this world has a very different arrangement of continents, and to make things interesting, there are also some surprising animal species (some anachronistic, some invented), as well as a wider range of hominid species still around to compete with the familiar beings we would know as Homo Sapiens. For an in-depth overview of our world at the start of the game, see Update 0.

The rules are simple: players will have influence over a lineage of cultures, rather than one specific tribe, kingdom or nation. Each turn, you can set out your goal (such as exploration, cultural identity, building monuments, diplomacy with another tribe, warfare, building infrastructure, peace and unity, stable government, religious zeal etc etc) and hint at any innovations you want to inspire in your people. Beware, though, that trying to do too much at once may mean nothing is achieved at all. It is perhaps best to focus on 2 or 3 goals or innovations per turn, spread across all of the tribes that you can potentially influence. These actions will have some 'inertia', so if you switch focus to another tribe, you don't have to worry too much about your directions being reversed suddenly.

Where things get interesting is that many tribes and cultures will be of mixed parentage; multiple players will be able to influence them at once. It is up to players whether they cooperate in these cases or work against each other.

To join, players can either pick up their lineage from DNESV (if they had one) or start a new lineage from any existing tribe on the map. Bear in mind that your starting population will depend on the parent tribe, as you will be an offshoot of this, and the owner of the original tribe will also share some influence in your creation until it has developed a clearly unique culture.

As a disclaimer, this game will be unfair. I have randomly generated a set of a pre-determined natural events and epic disasters that will occur on certain turns, regardless of what is happening in the world. I will also be doing adjusted dice rolls for outbreaks of disease to occur. Some of these events will be devastating. I encourage players to look at the long-term game and the survival of culture over time, rather than lamenting too much the fall of any particular kingdom or empire.

Aside from that, I will also be simulating the selfish, opportunistic and unbalanced side of homo sapiens - inter-tribal warfare, civil wars, corruption, degeneracy, uprisings, dumb things and insane rulers will feature. Stable government, good leadership and nobility of character cannot be taken for granted, rather it is something that will have to be invested in over time. On the flip side, you may occasionally (and randomly) be blessed by a gifted ruler or a genius thinker.
 
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Update 0 - A Meandering Tale


Homo Sapiens has been brought to the brink of extinction several times in the past hundred thousand years or so, as attested by their many ancient cave paintings left behind in areas now abandoned to ice and sand. Seemingly locked in the depths of an ice age, the advance of glaciers across the land has recently expanded. In many places, broken and churned up tree trunks can be found jutting out of the ice’s edge, the remains of destroyed forests. The global population of the species remains under three million, spread out across many different climates, and with many different lifestyles. There are hunters, herders, foragers, gardeners, fishermen, as well as warriors, shamans, healers, poets, artists and craftsmen. Humans battle with many terrifying animals and compete against several other species of Hominid, while the world climate remains unpredictable and oppressively cold or dry across much of the land surface. Life, for most, is a bloody struggle against the forces of nature and rival humans - but it is a struggle made worthwhile by the comradeship of the clan, tribe or village. For now, the ice ages continue...

Spoiler :


Domestication

Human beings originated in the south and center of a vast continent that most of them still call home. In every direction there are remarkable stories of adaptation and survival, but the one great innovation of this time is domestication - first in the form of dogs, originating from the Ashala peoples’ taming of wolves in the heart of the continent. The first wolf-dogs have already spread with human travellers all the way to the western and eastern edges of the continent, and even further beyond - repeatedly re-hybridising with other canids along the way, such that there is already quite a variety of dog breeds in existence. Small, hardy species of cattle have also been domesticated in various places, along with camel-like dromedaries which are used as hardy pack animals, and goats have been domesticated by the highland Sentri peoples of the south west. There have even been sporadic instances of Ashala tribes taming horses, but thus far these have always ended up as food during the harsh winters of the far north.

Tribes of the Northwest

In the northwest, the arrival of dog-human partnership has hastened the decline of the Odoni - peoples we would recognise as Neanderthal - pushing them out of their home forests into a band of open steppe, where the last of the western mammoths, giant elk and wooly rhinos still roam, trapped between the towering ice wall in the north and Homo Sapiens to the south. The main enemy of the Odoni is the Vahaeara culture, which is in many ways itself a relic of a previous wave of Homo Sapien settlers in the region; having a generally xenophobic attitude to outsiders, the Vaheara have kept their bloodlines relatively intact over centuries, shown in their blond-brown hair, narrow noses, and relatively fair skin. A worsening climate has forced the northern Vahaeara to abandon their embryonic villages, and they now compete with the Odoni for hunting and fishing grounds. By contrast, the neighbouring Viirsa are descended from Homo Sapiens who, one way or another, have readily interbred with the Odoni over thousands of years, and now share a large portion of their DNA - shown in their darker hair, wide bodies, strong facial features and thick beards in males. Yet the Viirsa themselves are now reduced to a meagre living, wandering amongst a region of cold, bleak wetland and bogs at the foot of the glaciers, where they find an outlet in the creation of exquisite and colourful cave paintings. Some distance to the south, a particularly massive stone circle once erected by the pre-Viirna already lies ancient and weathered, overgrown by hardy connifers.

Both of these cultures have been pushed steadily north by younger, more aggressive and more numerous cultures in the south - the Rashaami, the Ohmiir, and the Rashana all show an admixture of Odoni blood to some degree, as well as a variety of darker skin tones and dark hair, the result of merging with waves of immigrants from the south west. These groups now make up a shared cultural zone of hunter-gatherers that blends into the Sentri in the south and the Ashala of the central plains, occupying the few rich hunting grounds provided by the river systems that flow north to south through the otherwise dry steppe and deserts, full of recogniseable game animals such as deer and boar. Dogs accompany the humans everywhere, and sometimes they also travel with camel-like dromedaries as pack animals, or use lightweight paddle boats to travel up and down their home rivers. These are adventurous and warlike cultures, with bands of warriors arming themselves with wicker shields, flint-tipped spears, javelins, slings and bows; painting themselves with colourful mineral pigments, while their chiefs dress themselves with copper and silver ornaments traded from the far south. These peoples need their valour, for the hunting grounds are not only contested by wandering tribes, but also by fearsome cave bears, aurochs, dire wolves, and giant carnivorous pigs that can sever limbs with one bite. In warmer climbs, the waterways are also stalked by crocodilians and bad-tempered hippos.

The Western Islands

The Vahaeara, even before being beset by enemies and a worsening climate, have regularly taken to the waves on log rafts powered by basic sails, braving icebergs and sudden polar storms. Here they have found verdant volcanic islands in the west; tempered by the ocean climate and hot springs, offering richer foraging, fishing and hunting than the mainland. Indeed, when first reached by humans, the islands were full of large flightless birds, taking the place of deer and cattle, and hunted only by the great sea-eagles of the islands. Some of these giant birds are already extinct, but the hunting of others have been declared taboo - the islanders have developed a whole culture around preventing the over-harvesting of their resources, and a system designed to keep relative peace between villages and tribes. These peoples, known as the Vaheomo, have built some of the largest permanent villages in the world, growing into towns, and have imported dogs and small, hardy cattle from the mainland. Through accidental fermentation of local grapes, they are also beginning to discover the art of making wine. The Vaheomo must be careful to preserve these island gardens, however, so as not to anger the gods; there is always the danger of fierce storms, or of mountains that erupt in smoke and fire. A curse also seems to afflict a portion of the islanders in the form of mysterious diseases and birth defects - though they do not realise it, they are suffering the effects of a limited gene pool, perhaps a result of their ancestor’s xenophobic culture.

Despite the many dangers of sailing on the story ocean in their primitive craft, and despite the many voyagers that do not return, the Vaheomo seem to have a relentless drive to expand and explore. The most recently-settled island lies some distance to the west, where strange plants grow, frequently wracked by fierce storms and far out of sight of any other land mass. To the peoples who first reached this island, standing here must feel like standing at the edge of the world. There are stories however, of a great ice wall that lies even further beyond, and surrounds the ocean on all sides. More appealingly, some also claim to have seen a great bountiful forest on the other side of the ocean. Some of these tales doubtless come from confused tales of journeys to the south, where Vaheomo voyagers have had sporadic interactions with cultures all along the western coast of the continent, ultimately giving rise to the mystical island culture of the Yakumo - born from a blend of Vaheomo and southern mainland peoples, and a place known for its colourful parrots, monstrous crocodiles, and mysterious stone monuments.

Lands of Silver and Ivory

By land, the south-western reaches of the continent are almost isolated by a vast expanse of scorching desert. Passing through this barrier, the flora and fauna transition to something we would recognise as African, though with the addition of giant carnivorous pigs, and larger and more fearsome species of hyena and several species of great ape, which still compete for humans for control of the best cave sites. In the heart of this region, cradled by uplands and mountains, lies a great network of tropical rainforest and wetlands, complete with giant alligators, forest elephants, hippos, leopards, and giant flightless birds, along with a vast assortment of other species - truly an oasis of life in an otherwise cold and dry world. Seasonal forests, adapted to dry and rainy seasons, lie between the rainforest and the grassland and savanna beyond.

The Sentri are one of the most populous culture groups in the region, and the most influential. Recognisable by their love of red mineral pigments, they are an alpine people, residing above the great forest, responsible for domesticating goats, as well as settling in villages and cultivating herbs and plants where the climate allows a more settled existence. They are also pioneers of metal-working, experimenting with copper and silver to make high-status objects that are traded far across the continent. Most other human cultures in the region have become specialist hunters of savannah or jungle, in some cases specialised over a very long period of time; the Traessa are noteworthy for several genetic traits making them superb and agile hunters amidst the dense jungle.

However, these jungles are contested by another species of hominid, known as the Ignoni - unlike the Odoni far to the north, these Ignoni are much less human-like. They have a short coat of deep red or blonde body hair, and very powerfully-built bodies, slightly taller than the average human. The Ignoni do not seem capable of full speech, but are able to make tools and lay complex ambushes for their prey, which sometimes includes human beings. Though slower breeding than humans, and thus somewhat outnumbered, and seemingly averse to fire, the Ignoni have so far - and apparently for a very long time - been able to keep Homo Sapiens out of their home ranges.

The Sea of Sharks

All along the southern and eastern coast of the great continent, a group of human cultures is to be found, all sharing a common origin - these people are typically short and robust in build, with bushy hair that is often much brighter than their dark skin. Among them, the western Naua and the eastern Mau are the most eager seafarers, learning to work with the powerful ocean currents, and have discovered the basics of sail power for long-distance voyagers. The outrigger craft of the Mau are the most sophisticated yet seen, used in inter-island warfare and trade. Indeed the Mau have colonised some of the richest tropical islands, building permanent villages and trading colourful feathers and giant crab shells to the mainland, which are then traded as far as the Ashala lands. But having spread across thousands of miles, the Mau and Naua cultures are beginning to fragment into new forms. Ocean voyages are extremely dangerous and not undertaken lightly, as there are great storms that sweep through the tropics, and stories of giant sea monsters that can easily rip an outrigger canoe to shreds.

Like the Vaheomo in the west, the most isolated Mau may feel like they are living on the edge of the world. Though lurid stories are told of a great land filled with giants and monsters across the sea, there appears to be nothing but endless, dangerous water to the south and east. There are also giant carved stone heads dotted around the coasts of some the southernmost islands, strange and barely human in appearance - heavily worn by erosion, many toppled or half-buried in sand. Who built these is a mystery, but the Mau regularly leave offerings to these statues to placate the powerful spirits said to reside within them.

The Garden of the Southeast

On a large peninsular in the south east of the continent, the Mau and their inland cousins, the Oai, have prospered amongst tropical forest and fertile tropical uplands. Amongst the diverse animals found here are orang-utans, pandas, tigers, as well as unique species of elephant and rhino. However, guarding some of the richest lands are human-like beings known as Atu. Similar to the Ignoni of the west, the Atu are fiercely strong, covered in short dense body hair, with long hair on their heads, and long beards in males. They do not wear clothes, nor speak words, but wield clubs and spears, and live in caves among the lush tropical highlands. Between the Atu and ferocious packs of cave hyenas, humans have yet to conquer this fertile corner of the world.

Thundering Beasts

Before finishing our tour of the human-explored world, it is worth noting the Kutans and the biomes they inhabit, sandwiched between a great ice-covered mountain range and the warmth of tropics, stretching into the lands of the Oai and Susagh’am. Here roam the largest land animals on the planet - not mammoths, but giant long-necked relatives of the rhino, which we might recognise as Paraceratherium. The Kutans rarely attempt to hunt these powerful creatures, their names for which variously translate to ‘Thunder Beasts’. In the forested uplands on their eastern border, there are also populations of giant apes - the largest species of primate, resembling something like an overgrown orang-utan. The males are notoriously territorial, and fully capable of ripping apart a hapless human with their bare hands. Fear of these creatures has had the effect of reducing contact between the different human groups in the area. The lands of the Kutans are also notable for having some of the last sabre-tooth cats, as well as more familiar tigers, ferocious species of bear, rhinos, elephants, wild roosters, water buffalo, crocodilians and the ever-present cave hyenas. The Kutans themselves are a genetic mixture of surrounding peoples, being generally brown-skinned and dark-haired, but borrow heavily from the culture of the Ashala.

In to the East

The eastern edge of the great continent can be described as a mixing of the Ashala and Mau peoples, migrating from the northern steppe and tropical coasts respectively. The Ashala have brought cold-weather survivalist knowledge, hunting skills, domestic dogs and dromedaries, being the dominant cultural influence on land, while the Mau bring a genetic contribution, and have hybradised with the Ashala around the northeast islands to form the Kodaka culture of hardy seafarers, hunting small marine mammals in skin-lined canoes.

Further inland, the Susagh’am are notable for being one of the more settled cultures, building fortified village camps south of the Taiga forest, or wherever the climate allows for year-round hunting, fishing and gardening in the surrounding lands. Spreading out through temperate and fertile lands, the Susagh’am have prospered to become one of the most populous groups. Conflicts between rival villages have seen something of an arms race occur, with palisades going up around settlements, and warriors arming themselves with more powerful composite bows, and armouring themselves with panels made of layered wood and animal hides. Tigers, giant bears, sabre-tooth cats, cave hyenas are also a deadly threat, and have thus far largely prevented Susagh’am from adopting domestic cattle seen in some of the Ashala lands.

A New World

Beyond a region of hot springs that act as a refuge for travellers, a separate branch of the Ashala known as the Ashut’ar have emerged, specialised for long-distance nomadic hunting. These people have small facial features, a somewhat asian appearance, light brown skin and some instances of curly hair - a sign of their partial Mau-Oai ancestry. These were the first humans to cross an ice-free corridor across the roof of the world, following herds caribou and some of the world’s last remaining mammoths into a whole new continent. At first, though, this was hardly apparent, as towering cliffs of ice surrounded them on all sides. Generations later, a determined group of explorers - possibly fleeing a violent conflict with their fellow Ashut’ar - made an arduous journey through what had become a partial gap in the ice to the south, reaching the ice-free coastline only after losing a large portion of their party and being forced to eat all of their loyal wolf-dogs.

Now known as the Ashut'shadb, these people have since migrated farther south, arriving in temperate broad-leaf forests with ample game animals in the form of deer and bison, and have explored much beyond this, finding more strange animals such as glyptodonts and giant rodents. However, with one of the most limited gene pools of any tribe, these people are suffering from high rates of disease and infant mortality. Combined with many ferocious predators that stalk these lands - including giant terror birds, dire wolves, panthers and bears, as well as bad-tempered giant ground sloths - the Ashut'shadb remain on the brink of extinction. However, with a retreat melting of the northern ice sheet, intrepid groups of Ashut’ar have since made the same perilous journey, followed sometime later by the arrival of Kodaka canoes off the coast. There have only been sporadic contacts between these groups thus far. The true extent of this land remains unknown.

The Roof of the World


We finish our journey where we began, with the Ashala on the far northern plains of the main continent, in lands to dry for glaciers to advance, yet still subject to harsh weather. In some of the more sheltered spots of their range, the Ashala have domesticated small, hardy, long-haired breeds of cattle - similar to yaks - and some tribes have turned to herding as a means of survival. Though most adults cannot drink cow’s milk - or indeed, camel milk - without falling ill, a few are able to enjoy this source of sustenance during times of need, thus the genes for lactose tolerance are starting to spread here.

Another fact known to outsiders only through garbled stories, is that the Ashala share their range with human-like beings known as Utur. These are sentient hominids with body hair, varying from white to grey in colour. They wear animal skins, craft tools and weapons, and know how to set fires. These are strong and hardy people, calm and stoic in personality, content to shelter in holes in the ground covered over with skins. Though they lack the vocal abilities of humans, over time the Ashala have gained the trust of the Utur, and relations are mostly peaceful; in some cases, Utur and Ashala live together in travelling groups, and there have been some apparently willing efforts to interbreed, though it seems that no children can be born between these races. Indeed the Utur are indeed a slow-breeding race, and despite the reverence of the Ashala, it seems their numbers are slowly dwindling along with the mammoths and wooly rhinos of the far north...

 

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You may now post! I hope this all makes sense. Feel free to send me a message, either here or on discord. I will also try to pop into #NES chat every so often.
 
The Ashala of the Cauldron Sea gradually become mostly sedentary even as their cousins to the north remain nomadic. THe domestication of various wild grasses has pushed in that direction, as has the development of malting and fermenting those grains into wild beers.
 
Thanks for pointing out a problem with the 'stats' google doc. I use a 'dark mode' plug in so I hadn't noticed some of the text was white-on-white! Fixed now!
 
Vahaearic Lineage

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Primary Focus - Exploration/Expansion

Vaheomo developments in agriculture, husbandry and fishing have under the aegis of the Vahunotana* and the peace of the gods led to continuing population growth such that the isles boast what could be called the worlds first towns. Yet this continuing development puts ever more pressure on local resource supplies, and the Vahunotana code has led the Sagae and Satnae** to enact rites of clan division compelling Vaheomo explorers to seek new lands to settle for their kinsmen.

Furthermore in a similar situation on the mainland the Vahaeara continue to push against the demonic Odoni seeking to dominate hunting grounds and the limited resources in the present cold-snap.

Potential effects of the above focus as it pertains to both groups are noted below.

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note: resource restrictions and population growth on the isles compel expansion

* Vahaeric Religious Law (refer to last order set)
** Medicine men and Wise Women.

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Secondary Effects

Vaheomo

Spoiler :
Population Movements:

The effects of the Vahunotana, notably the "rite of clan division" is likely in its initial phase to result in internal population movements as "cast off" members from the more heavily populated Vaheomo core move to outer islands and intermarry with the locals (rites of clan union), a religious strategy aimed at strengthening blood ties within the culture to facilitate cooperation and avoid conflict. This may likewise have the unintended effect of minimising the problems of inbreeding emerging on smaller islands by ensuring "fresh blood" is inputted.

However this strategy cannot work indefinitely for as the population continues to increase the Vaheomo will be forced to seek new land elsewhere or face internecine strife as the population exceeds the lands carrying capacity. The first and most benign outlet for this outward focus would be the occasional voyage west to seek the promised "blessed land" beyond the horizon spoken of in fable and myth. This would certainly remain small-scale until such time as a voyager returns from the far west (as all who have tried thus far have not returned) and establishes a route to this holy realm.

The second outlet would be trade with (see below) followed by settlement on the mainland. Given the cultural and kin ties that exist with their Vahaeara cousins and the religious memory of their ancient homeland Vahuano*, Vaheomo settlement is likely to focus on the lands of the hunter-gatherer Rashaami people. This is even more likely given the relative paucity of Naiyori and Vahaeara lands (hot and cold respectively) which are not suited to importing the Vaheomo lifestyle and agricultural crops. After initial trading relations are established, settlement is likely to proceed along the coast with fishing and agricultural villages being established in the temperate broadleaf biome and in the warm grassland along water courses and at the mouth of the Naiyoro river (river going from lake through Rashaami lands). These settlements would (initially) facilitate trade with the Rashaami and would be continually expanded and reinforced by settlement from the Isles as they are used as an outlet to relieve population pressures on the same isles.

As the population continues to expand, pushing ever further into the interior with land being taken for agricultural development, conflict, while not inevitable, is likely to ensue as the Rashaami seek to preserve their hunting grounds from Vaheomo encroachment.

While fearsome warriors such a conflict is unlikely to end well for the Rashaami for three main reasons:


Spoiler :
1) The Rashaami lack knowledge of seafaring and therefore cannot reach the core Vaheomo lands on the islands. This means the battlespace will always be in the Rashaami "core area" and the Vaheomo settlements on the mainland can be continually reinforced by the burgeoning insular population, whose core interests would remain inviolate. Even if the Rashaami did develop the capacity to travel at sea the Vaheomos advanced (for the era) knowledge of sea craft ensures their advantage on water. Rashaami hostility given the Vaheomo cultures xenophobic attitude may furthermore only serve to encourage a more aggressive settlement response.

2) The agricultural and fishing knowledge of the Vaheomo and the aforementioned population growth noted above that this entails means that demographically the Rashaami, a primarily hunter-gatherer society are likely to be overwhelmed by numbers in time. The Vaheomo can support more people per unit of land than the Rashaami can.

3) Rashaami weakness is likely to be exploited by neighbouring peoples. Certainly the Vahaeara, who see all their mainland neighbours as enemies and contaminated by blood ties with the odoni (who they consider as demonic) would seize any opportunity to reclaim their ancient homeland.


It is further pertinent to note that trade (see below) will provide an avenue for technological advancement for the Vaheomo ensuring they are up to date with the latest military advancements.

Additionally it is important to note that if a route is discovered to the western land that progress towards conflict with the Rashaami is likely to be slowed down as settlement energy is focused in that direction. The level of Vaheomo settlement may not reach critical mass to spark conflict with the locals if an easy alternate place of settlement exists. It is simple logic to follow the path of least resistance.

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* Vahuano is basically the land of the Rashaami, and also the original homeland of the Vahaeara (and by extension the Vaheomo) before they were pushed out by pre-Viirna expansion.

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Trade:

Vaheomo exploratory impulses will (As previously mentioned) likely start with the development of some measure of trade. Initially, the need for resources together with ever increasing Vaheomo confidence in sea craft is likely to result in trade between the continental and insular branches of the Vahaeric cultural sphere (ie between the Vaheomo and Vahaeara). With a shared culture (such that they do not really consider each other to be distinct peoples in the way they view other nations, and indeed they form a cultural continuum) and common values, it is likely that new bonds of intermarriage and kinship will be forged to cement these relations (and strengthen the gene-pool), as interior goods such as furs and bone are traded for wine and other insular products (As well as goods from further afield, see below)

The Vaheomo furthermore are likely to trade with the Naiyori, who share cultural ideas and pre-existing ties with the same enabling contact through trading rituals even as the Vaheomo consider them a lesser people. Through them the Vaheomo are likely to export their religious ideas far and wide as well as their wine and other unique goods, while importing Naiyori specialties (copper) as well as goods further afield from the Sentri and others. These are likely to in part be on traded to the Vahaeara as part of an expanded trade network.

Trade will also at least initially as a matter of pragmatism be established with the Rashaami, facilitated by settlement and ritual. Through this the Vaheomo would obtain javelins, spears and knowledge of the same as well as dogs for breeding and goods from the further east. Indeed the most important thing to note regarding these trade networks is that they would undoubtedly serve as a source of knowledge for the Vahaeric cultures, facilitating the transmission of new techniques and technologies to the people as well as enabling the export of local goods and teachings (the Vahaeric gods and religion) to their trading partners.

Technology:

The exploratory impulse may spur further advances in sailing technology, while population pressures may result in a refining of existing agricultural and fishing techniques and methods. That said the primary source of new technical knowledge is likely to be through trade, through trade knowledge of metalworking may be imported along with new military technologies and the like.


Vahaeara

Spoiler :
Population Movements:

Compared to the Vaheomo, who have historically had somewhat positive contacts with "lesser peoples" the Vahaeara are more xenophobic, and their foreign relations (Vaheomo aside) have invariably been hostile, coloured by their relations with their neighbours the Viirsa and Odoni who have always been their foes. Continuing with this historic pattern, the present privations afflicting the people will spur greater competition and hostility against the Odoni.

This is not likely to be a concerted "campaign" or even a programme of clan division and settlement in the manner of the Vaheomo (see above). Rather it would proceed as a simple case of resource competition and migration. The Odoni and the Vahaeara both desire control over hunting grounds and resources, furthermore the Vahaeara need more land to support themselves and view the Odoni as nothing less than demons and seek their eradication as a religious imperative. As a result where they make contact a fight is inevitable and to the victor goes the spoils.

Apart from the conflict with the Odoni, the Vahaeara have historically had an isolationist posture regarding the Rashaami which is likely to remain so if the situation remains unchanged. However if (see above) the status quo does alter to the Vahaearas advantage, perhaps the technological gap is reduced through trade with the Vaheomo and the Rashaami are weakened through other factors... then they would certainly make use of the opportunity to reclaim their ancient homeland. This would likely manifest as Vahaeara expansion down the Naiyoro river (river coming from lake) and tribal migrations to the grasslands and forests of the interior of the region.

Conflict with the Viirsa is not likely unless they attack the Vahaeara.

Trade and Tech:

The Vahaeara would trade with the Vaheomo, by virtue of shared cultural traits and kindred blood. Through them they would likely gain knowledge of new technologies and deepen in their understanding of the Vahunotana as well as gain access to novel resources from the south and from the isles. Conversely they would trade ivory, pelts and the like from the interior to their insular kin.


Map

~ below map indicates population movements (likely and potential) and trade routes for the Vahaeara/Vaheomo complex. The details behind them are above.

Spoiler :
 
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@Jehoshua, I'm incredibly (really) grateful for the orders and level of detail you've given for this and DNESVI. I feel bad though, as I know I can't do justice to this without the game slowing to a crawl. I also don't want others to feel like they are obliged to go into the same level of detail.

Background detail is always welcome, but I'm really happy with just a few pointers as to how players want to nudge things in the world. I'd suggested two or three main goals or projects per turn, for everyone's benefit, as we get through turns quicker, and the world can develop and be more interesting.

So my main takes from your orders.

  • Agriculture on the islands
  • War against the Odoni
  • Finding new lands / islands
  • Intermarriage of islanders and mainlanders
This is stretching things a bit but is doable, as there's already momentum in these areas.

I didn't mention too much of the religion and culture of the Vahaeara, as update 0 was already quite a chunky piece of text. I will go into more detail in future, you can assume that nothing has been un-done from the previous thread!

:salute:
 
@Daftpanzer - obviously they're not obliged. I just like to explain my reasoning when I submit orders to provide context for what I'm doing. That is why my main objective (get new land) is out in the open while my thoughts regarding potential effects and the driving imperatives behind the actions (trade as vector for tech transmission, cultural commentary, factors in war, Vaheomo population growth as a compelling reason for territorial acquisition and the like) is spoilered.

If you want to distill it down to key dot points for orders. Then my orders would be as below.

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1) Find and settle (or conquer) new lands (Unknown West and/or Rashaami for Vaheomo, Odoni and/or Rashaami for Vahaeara)

2) Trade with mainland (Vahaeara only with Vaheomo, Vaheomo more broadly)

3) Intermarriage between Vahaeara and Vaheomo.

-

If you want to explicate what this means for both factions in simple form.


Spoiler :
Vaheomo

1) Finding new lands
2) Trade with mainlanders*
3) Intermarriage between the different Vaheomo islands and with the Vahaeara.(??)
4) Colonisation of the Rashaami coast and potential war with the Rashaami (minor if large scale settlement of virgin land possible, major if not)**

Vahaeara

1) War with the Odoni
2) Trade with the Vaheomo*
3) War with the Rashaami if prudent and the chance avails, continued isolationism towards them if not.**

* pretty much a single thing taken together.
** if the Rashaami are on the backfoot regarding Vaheomo incursions, the Vahaeara would pile on. Again pretty much go together.
?? I consider this to go together with the trade action, but that's up to you and I classed it separately in the three point plan.


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Note I: the agricultural developments I was referring too were those that have already happened as noted in update zero and in the Vaheomo profile. So no need to include them as part of orders. Get rid of that and you pretty much have the three points I've listed. :)
 
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Sentri and Masa Influence

  1. The Sentri delve further into the mountain. The discovery of precious materials propels the Sentri to seek to go further into the mountain. They seek to explore the mountain's underdeeps and what lies inside of their precious towering peak.
  2. The Sentri study the warfare tactics of the tribes around them. The Sentri see that many powerful warriors are present in other tribes, so they seek to understand the ways of those around them. Wise men seek to learn from their friends and foes, so the Sentri study their ways as much as possible.
  3. The Masa domesticate animals, like the Sentri and Omhir around them.
Feel free to use (2) and (3) as any guiding influence for any cultures that I have influence over. I don't feel (1) is applicable to others, except perhaps trade from new materials or discoveries. If you need more ideas as to what is found under the mountain, I can develop it further.
 
@Daftpanzer anyone I can take? I'd like to play, I've never done this before though (read quite a few but still confused)
 
Not sure understand exactly what we are supposed to do for orders so tell me if I got this wrong:

Naua

Primary focus: star-gazers. The naua develop a spiritualism based on the stars and constellations. The constellations represent the pantheon and the 'wild stars' (planets) their messengers. The clergy are 'itinerant-like and travel far and wide (like the planets among the stars). This is expected to stabilize culture and language across the population.

Secondary focus: Quarries and masonry. The Naua villages and buildings become more permanent and sophisticated as their mastery of stonework improves.
 
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Thank you guys - these orders are just about perfect!

@Immaculate, I should point out that cultures diverging isn't neccessarily a thing to avoid at all costs, as both parts will still be under your influence, so if you want to change things let me know. Pilgramage is a bit of a odd fit for the Naua, as they are living in one large island in the west, and island chains in the east, seperated by a large expanse of ocean that only a few would attempt to traverse in their lifetime (given current technology). I could go with the idea of pilgramages on the larger western island.

@Jkchart, there's plenty of options! Anything in the list of cultures marked with 'NPC' is something you could pick up, aside from that you can create a branch of any existing tribe, so its really up to you. There's a mix of peoples from hardy survivalists in the frozen north, to tropical seafarers, and there are peoples experimenting with metal forging, farming and herding. At the top left of the map, we also have tribes pushing into a new continent.
 
Kodaka Directions
  • Begin forming permanent settlements on the coasts of the two larger home islands.
  • Improve shipbuilding so the tribe can expand it's range.
  • The tribe members on the other side of the ocean will begin trying to trade with the people living there.
 
@Jkchart You can pick any one or two and splinter a group off.
 
Hi @Daftpanzer , after some consideration, I'd like to pick up the Hannu for play. I will try to be specific for both the East Hannu and the West Hannu where necessary, since they are located in two areas, as to give you a general idea as to what both sects of the culture are doing. Let me know if my orders don't work or you need me to add more detail - apologies since this is my first update!
  • Migration: The West Hannu spread out along the coast, with many moving further west along the coast towards the western Kutan. Some also build small boats and sail toward the islands between them and the Mau, off to the East. The East Hannu delve towards the northern river and into the forests on the peninsula to the south.

  • Permanent Settlement: A group of the West Hannu remain at the small cove and begin to develop a fixed village, starting smaller scale agriculture in the area.

  • Trade: Hannu traders from both sets of groups set off towards the Kutan and the Mau nearby in order to promote commerce and friendly relations.
(Note I'm of the mind that it is possible, if I can suggest it, to split the East and West into two separate cultures soon, since they are spread out geographically into two separate areas and I have different ideas as to where each culture can go).

Thanks! :)
 

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