Alternative History Experiment

Culture name: Fravaria
Starting point: Where the Main River and Rhine River meet in OTL Germany, the Southern bank of the Main and the East bank of the Rhine.
Description:
Economic: As of right now the Fravarians are mostly a nomadic hunter/gatherer society with a few basic agricultural methods. They are discovering how to cultivate plants but have not quite mastered the art. There is no real idea of an economy right now, as the tribes do not make much contact with each other and when they do its usually in competition for hunting grounds, though it seems more and more that the various tribes are choosing to instead trade goods to each other rather then kill one another off as they meet.

Military: The Fravarians do not have very well organized military units. The chiefs of each tribe usually occupy the lead military role as well as diplomatic and domestic leadership roles. In times of defense most of the tribes people, excluding children too small to fight and the mothers of the children, will pick up what ever weapon they happen to have to fight off attackers. Though women often aid in the defense of tribal villages and nearby areas, it is most often the men, and more often then not hunting parties out looking for game that run into other villages (occasionally a woman will be a member of a hunting party, though most of the time women stay in the villages to care for the children and elderly, or go out to gather fruits, grains, etc.) and either attack to scare the rivals away, or attempt to raid the other village's food supplies and capture a few slaves.

Cultural: The Fravarians have a very basic, paganistic religion. They worship nature spirits (animals, trees, rocks, anything they find, though especially the spirits of the various rivers and streams) and recognize the solstices. They have a few elaborate festivals in which they sacrifice an animal recently hunted to the spirits to help them in future hunts and, during the winter solstice, they usually sacrifice a pair of virgins (male and female) in the hopes that the next winter will be a mild one and have plenty of game to survive on. The various tribes in an area may have different names for their gods and goddesses, and place different priorities and importance in different ones, though by and large they all practice similar rituals and have basically the same customs as each other. The main gods that the Fravarians worship are:
Valgyer (The God of the Rivers, a giant fish), Hrolf (The Protector of the Woods, a large Aurochs), Sache (Keeper of the Dead, a serpent), Solha (The Sun), and Loohar (The Moon).

An interesting rite of manhood that all young Fravarians must pass is to take down a bull Aurochs all by themselves, and to bring back his testicles as proof of the deed. (Which they will then eat raw at a coming of age ceremony to gain the strength of Hrolf.)

Priorities: Begin uniting the tribes into a larger Fravarian union/confederation.
Begin to develop agriculture techniques.
Develop better metalworking technologies.
Domesticate basic animals (dogs, sheep, etc.)
 
I am excited that this will turn into a NES at some point :)
 
Culture name: Anicistor
Starting point: Northern Indus Valley
Description: Nomadic tribes who's economy is based around hunting. Everything found on the animals they slay is used to further their existence. Very nature based primitive culture.They make war in much the same way as they hunt, with camoflage and ambush tactics. Every male must hunt to provide for their family. The elderly must be cared for, and respected. Women are used for clothes mending and other domestic stuff.
Priorities: Travel north... Perhaps being pushed out from more dominant cultures in the area. Perhaps domesticate dogs to help with the hunting.
 
Amon!

Update your NES!
 
Civilization is hope between ice ages

Will Durant said:
History as man’s rise from savagery to civilization – history as the record of the lasting contributions made to man’s knowledge, wisdom, arts, morals, manners, skills – history as a laboratory rich in a hundred thousand experiments in economics, religion, literature, science, and government – history as our roots and our illumination, as the road by which we came and the only light that can clarify the present and guide us into the future.

The [Yellow River] of [China] is home to the Engardis civilization. The Engardis have embraced sedentary farming, but are better known for their frequent ‘total’ wars which are typically characterized by the wholesale destruction of crops and livestock. This has spurred the formation of large tribal alliances in an attempt to preserve a delicate balance of power. Practically this has translated into a period of enforced stability which has only served to dull the military abilities of the populace. The warlike Baildughciarad are raiders who preyed on militarily weaker sedentary farmers. While they have only just begun raiding into the territory of the Engardis, a small splinter group has managed to install themselves over a sedentary population centre, directly north of the Engardis

In the [Indus Valley], the Khamba have become the premier traders of the world, reaching as far west as the Ranna, and as far north as the foothills of the [Himalayas]. Instead of agriculture the Khamba turned towards aquaculture but as time went on this became inadequate for their burgeoning population. This created a large scale grain trade up the [Indus] which has helped spur the growth and development of other civilizations in the vicinity. Perhaps, the most interesting facet of Khamba culture was the ritual castration of young boys, which has laid the foundations of a priestly caste. The Anicistor have begun a long migration north from the Indus valley having been driven out by the settled agriculturalists of the upper [Indus River]. Quite where they are headed is unknown.

The Ilfeinoi of [Iran] like their fellow nomads the Baildughciarad appeared to be loathe to settle down, that is however where the similarities end. The Ilfeinoi while capable of direct violence seemed to loathe using it, far preferring to simply raid the larders of those they attack on horseback. At the moment they lack the coordination, size or rationale needed to systematically raid sedentary targets and correspondingly have done little of that.

Some of the Materan have managed to make it to the [Arabian Peninsula] while some of their brothers have remained in [Eritreia] even managing to expand into the interior where they are safe from the depredations of other tribes.

The Ranna are the dominant people of the [Fertile Crescent]. They are the first to have true cities, fed by vast fields of barley grown with the aid of irrigation. Ranna also has the most specialized society of the world, with merchants dealing in goods from [India] to [Israel] and even into [Egypt]. Ranna also has the first true kings of kings; rare men who manage during their lifetime to stitch together a loose ‘kingdom’ of cities states, only to have it fall apart when they die. The first units of exchange are beginning to come into everyday use in Ranna.

The Dalycana of [Isreal] are peculiar in that they have some degree of solidarity between groups even going so far as to elect a King of Dalycana for the duration of a conflict. This unity was put to the test when the Waldigo and Dalycana fought a large battle on the River [Jordon]. The King of Dalycana managed to hold his ‘subjects’ together long enough for some Dalycana to charge the enemy flanks winning the battle. It has for the moment stopped Waldigo expansion but hasn’t managed to drive them completely back. They are also perhaps the first to work on metals even if they haven’t used it for much more than simple decoration.

The [Nile] has seen significant development, the Ik have managed a level of development similar to the Ranna relying however on smaller far more numerous population centres for strength. They have however suffered the occasional raid by the [Lower Egyptians] and by the redoubtable and bloodthirsty Waldigo. Neither has been able to do much damage to the numerically superior Ik who have increasingly begun to trust military matters to a small landed elite which has begun to pay dividends successfully repelling a large raid by the Waldigo.

[Crete’s] Waldigo for all their cannibalism are perhaps the most philosophically inclined murders in the world. They have managed to establish settlements in [Cyprus], [Greece] and [the Levant] all of which currently function as little better than winter lodgings for when the raiding season ends. The Waldigo are also the first to discover writing with carefully etched markings being made on the bones of those they have slain.

The Fravaria of [Frankfurt Am Main] have begun to practice agriculture, carefully clearing a section of forest before planting a crop and returning to harvest it at the end of the year.

One of the Waarsazian tribes of [Australia] took to clawing at the soil with sticks, before promptly dying of starvation due to missing of ordinary harvests. The neighbouring tribes have adopted their story as a cautionary one with which to frighten their children.



Engardis (Politics, Empire and Leadership)
[+2] Points

Baildughciarad (Warfare, Raiding, Leadership and Conquest)
[+2] Points: bonus option for detail

Khamba (Trade, Religion, Settlement and Specialization)
[+3] Points: bonus option for detail

Anicistor (Migration, Raiding and Vision)
[+1] Points

Ilfeinoi (Migration, Raiding and Leadership)
[+1] Points

Maternan (Adaption, Migration and Vision)
[+1] Points

Ranna (Trade, Leadership and Empire)
[+3] Points

Dalycana (Leadership, Specialization and Religion)
[+2] Points

Ik (Trade, Warfare and Empire)
[+2] Points

Waldigo (Religion, Settlement, Conquest and Raiding)
[+3] Points: bonus option for originality

Fravaria (Trade, Empire and Religion)
[+1] Points

Waarsazian (Adaption, Migration and Specilization)
[+1] Points
 
Map:

Spoiler :
earthblanksymphonicao5-2.png


In addition to your orders you have points accrued at the end of each turn. These can be spent on all manner of things, I've already covered some of those examples, but if you're not sure about something feel free to ask. Those little descriptors next to your cultures name are the "paths of least resistance" for points spending. Feel free to spend elsewhere but there might be consequences if your decisions aren't made clear. It's also my way of letting you know what I think in a few simple words about the present trajectory of your culture.

States with migration next to their name might be able to go that extra mile in its journey or might be able to traverse a hostile state if a point is spent. States with vision might adopt a local prophecy of a chosen land as their own and journey towards it without second thoughts or it might be spend on attempting to discover some distant place. States with specialization might be able to affect a significant shift in how their culture is ordered etc. Hopefully they are self evident, but if their not feel free to ask.

I also appreciate criticism! So please criticize - especially the update style!
 
Perhaps I will, Abaddon. As for the update, it's perty flai.
 
I also appreciate criticism! So please criticize - especially the update style!

Like it.. a title would be nice though.. also the spoiler of national bonii is not opening for me for some reason, but i can see it when I quote it..perhaps a few little pictures? (aethetical nuances I admit.)
 
I'll add pictures next update, I did have some on my HD somewhere.
 
Good stuff. What do you need from us this update? Simply a spending plan?
 
Interesting, though I don't have enough time to join at the moment.

One thing I'm curious to see is if you can model cultural influences/shifts semi-accurately. Players tend towards static cultures sometimes. If this is still here in a month or two I might join.
 
BTW, can I get a more detailed idea of what Empire means? Is it the skills related to running an Empire, or making an Empire?
 
Knowing what does the stuff in brackets means in general would be nice actually. Will someone, ideally Masada himself, enlighten me?
 
I thiught he did:

States with migration next to their name might be able to go that extra mile in its journey or might be able to traverse a hostile state if a point is spent. States with vision might adopt a local prophecy of a chosen land as their own and journey towards it without second thoughts or it might be spend on attempting to discover some distant place. States with specialization might be able to affect a significant shift in how their culture is ordered etc. Hopefully they are self evident, but if their not feel free to ask.
 
Ah so he did. Thanks Androgans.
 
The update will be tonight, hopefully.

I would like orders in this template:

Culture name: Same as tittle
Description: What the player hopes to change
Priorities: What the player hopes to achieve
Spending: What the player wants to spend points on

Cobalt Command said:
What value are stories to this experiment.

They have value, exactly what they translate into in game terms will depend.

Lord_Iggy said:
Could I create a New World civilization Masada?

Not at this moment, I would like more players first, if that doesn't happen I'll let players run two cultures in different areas.

Thlayli said:
Interesting, though I don't have enough time to join at the moment.

Five minutes of order writing and ten minutes of update reading is to much!

Neverwonagame3 said:
BTW, can I get a more detailed idea of what Empire means? Is it the skills related to running an Empire, or making an Empire?

Both.
 
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