AngIOT - Forge of Civilizations

Angst

Rambling and inconsistent
Joined
Mar 3, 2007
Messages
15,753
Location
A Silver Mt. Zion
FORGE OF CIVILIZATIONS

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Pre-Update 0 theme; click to listen.

And on the pedestal these words appear:
'My name is Ozymandias, king of kings:
Look on my works, ye Mighty, and despair!'
Nothing beside remains. Round the decay
Of that colossal wreck, boundless and bare
The lone and level sands stretch far away.

- Percy Bysshe Shelley, Ozymandias, 1818.

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Welcome to Forge of Civilizations.
Planet Earth. So familiar, yet so unknown, so uncharted, so unbound from history. Let’s see what Earth can become. Join as your very own culture, have it embark upon the sea of history, shaping the world as it wishes until it meets its eventual doom.

This IOT is a grand narrative IOT that seeks to chronicle a feasible history of an alternate Earth. Players participate in building their own cultures and governing their societies throughout a simulated history. A feature is that societies collapse; this is not a game of Age of Empires. Everything may rise and fall at the whims of history, but do not worry too much about the collapse: What’s important is the achievements during your heyday, the sweet taste of history's fickle favor, and the cultural footprint that your society may leave for the future. Everything can be a butterfly effect; I seek very much to have the interconnected nature of culture featured in the IOT, meaning that your values and ideas may shape things you never thought possible.

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Rules
Players participate as sovereign societies, be they tribes, nomads, states or nations. Players act as the Zeitgeist of these societies, managing their economies, military endeavours, cultural policies, and so on. The societies are enabled and limited by their respective society stats, which feature a lot of factors such as religious values, available money, military quality, efficiency of administration and all other things a state bothers with during policking. In this game, all stats are qualitatively handled, even the stats featuring numbers, I will make no calculations at any point during the game. Also, as always, some luck is involved. I will handle everything qualitatively, and carefully, using my analytical skills and real-world knowledge to procure history at the best of my abilities.

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Stats
This is the stats format:

Rome: Angst
Age: Mediterranean iron age
Government: Oligarchic republic. Individual people from wealthy families are elected to rule in the senate. A complex of checks and balances exists, attempting to preserve stability and prevent corruption, although it has recently been failing due to the increasing power of generals.
Infrastructure: Effecient bureaucratic institutions in all areas. Particularly advanced infrastructure with broad access to fresh water. Roman roads connect the whole nation. Participation in military allows for social mobility through granting of land to veterans.
Culture description: Latin majority rule with compliant Etruscans and Gauls in the north and disenfranchised Phoenicians in the Carthage area. Uses the Latin alphabet. Religiously heavily inspired by the Greek pantheon and values.
Economic revenue (reserve): 56 (143)
Army: 8 legions, 1 archers 1 light cavalry, 2 cataphract
Navy: 5 fleets
Military description: Has the most powerful and advanced land military of the whole Mediterranean. Navy is mediocre but stalwart.
Additional notes: Originally a city state on the Italian peninsula, Rome has expanded quite a bit recently, and especially succesful wars in Gaul has made some patrician families particularly powerful.

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Stats explanation
Society (player): society name (player name)
- The society in question, and the player who plays it. If the nation is free to play, there is no player string.

Age: description
- An approximation of the technology of the society. Descriptions of each technology group will be present on Page 1; I will not write "bronze age" here but rather stuff like "Chinese bronze age", "Harappan imperial age", "European renaissance" as 'ages' are usually region specific; some societies never really went through what we understand as the bronze age, for example. Every instance of "string stats" basically outlines how this nation in question varies from the default technology group description.

Government: description
- A short description of the government and the details of its current workings and stability.

Infrastructure: description
- A description of your particular set of bureaucratic administration and infrastructure. Details about particular areas of resource allocation and trade goes here too.

Culture description: description
- A detailed description of the cultural going-ons, be it artistically or socially, outlines the "default" ethnic group and the ethnic groups that aren't assimilated into the society, the religious beliefs and values of the people.

Economic revenue (reserve): value (value)
- Simply outlines your revenue; how many Economy Points (EP) you earn each turn, and your reserve; your unspent EP. EP is basically your money, it’s the base unit for any action you might want to take. The reserve is the amount of EP you have this turn to spend. You can spend less, which leaves the rest available for you to use next turn. But you can also spend more: If you do so, you must note in your orders where that money comes from; it may be tax increases, loans, raiding or pillaging, and so on. However spending more than your reserve will most probably cause some issues that you need to solve during your next turn. For success in your decisions, you should pay EP for any action you do; attacking another society needs supply lines; establishing new trade lines could have shipbuilding; even making a decision in your government requires paying or bribing your bureaucrats. Again, EP is the base unit for any action you might want to take. Use it for everything.

Army: list
- Your army. Different unit types, strengths and costs will be listed in the rules. Some unit types are only available to certain technology groups or cultures. The legion unit in my example stats would only be available to Latin societies.

Navy: list
- Your navy. Same rules as the army rules apply.

Military description: description
- An outline of how well-trained, well-equipped (or, on the other hand, poorly developed) your army and navy is.

Additional notes: description
- Anything about the going-ons in the society that would be relevant either historically or at this very moment.

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Update policy
The game is ordered in turns called Updates, each turn spanning a period of time, which is always a year minimum. For each Update, each player must send orders to me over CFC Private Messaging, describing what that player’s society does during the Update’s time period. Updates should be formatted properly (see below), as I want clear information of what’s going on, good formatting gives you mod karma. Also, you shouldn’t go too much in detail in your orders, neither cultural affairs, policking or war strategies. I don’t want to parse long, dense orders. If you want to go in more detail with your affairs, write stories (fiction or nonfiction) in the thread, and link to those stories in your orders. Those texts can be anything, they can even be images or music that you create. Good or interesting stories gives you mod karma to a reasonable extent; it could be argued it increases your “luck”, but not in an unfeasible way. Also, don’t hold back a war story because you want to surprise attack an enemy: because the world is handled at a macro level, OOC knowledge of what the other players do isn’t going to help you one bit.

The time period covered for each Update varies. We will have two kinds of turn progression: normal time and extended time. During normal time, which is the default, we’ll cover shorter periods of time each turn, looking at history unfolding in detail. But for Update 0, and certain other turns, we will see extended time Updates. Here large periods of time pass over just one turn. The intention is to experience history in detail but also to be realistic and move through eras so we’ll make it through history at a reasonably pleasant and interesting rate. At the end of each Update, I’ll give you a notice if we do extended time for the next Update.

The initial culture applications define the approximate statuses of your cultures by the equivalent of 4,000 BC. Update 0 will cover the time period 4,000 BC-3,000 BC. Then each update will cover about 50 years for a while.

Of course, before anything else can happen, we need to create cultures.

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Orders
You may format your orders as you like it, but only the following format is mod-karma-guaranteed:
PM Title: AngIOT ; [YOUR SOCIETY NAME] ; Turn [# THAT THE ORDERS ARE FOR].
PM Content:
[Spoiler with your stats]
New stories: [Links to the stories you have written since the last update]
Spending: [List of each of your actions with respective EP allocation]
Action details: [Indepth description of each action inquiry. Fill if details are needed for any of your actions]

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Examplary orders
PM Title: AngIOT ; Rome ; Turn 3.
PM Content:
Spoiler :
Rome: Angst
Age: Mediterranean iron age
Government: Oligarchic republic. Individual people from wealthy families are elected to rule in the senate. A complex of checks and balances exists, attempting to preserve stability and prevent corruption, although it has recently been failing due to the increasing power of generals.
Infrastructure: Effecient bureaucratic institutions in all areas. Particularly advanced infrastructure with broad access to fresh water. Roman roads connect the whole nation. Participation in military allows for social mobility through granting of land to veterans.
Culture description: Latin majority rule with compliant Etruscans and Gauls in the north and disenfranchised Phoenicians in the Carthage area. Uses the Latin alphabet. Religiously heavily inspired by the Greek pantheon and values.
Economic revenue (reserve): 56 (143)
Army: 8 legions, 1 archers 1 light cavalry, 2 cataphract
Navy: 5 fleets
Military description: Has the most powerful and advanced land military of the whole Mediterranean. Navy is mediocre but stalwart.
Additional notes: Originally a city state on the Italian peninsula, Rome has expanded quite a bit recently, and especially succesful wars in Gaul has made some patrician families particularly powerful.


New stories:
Story about the new gladiators in the Grand Colosseum: http://forums.civfanatics.com/showpost.php?p=14057704&postcount=26

Story about a Roman trader in Persia:
http://forums.civfanatics.com/showpost.php?p=14056901&postcount=21

Spending:
1: 20 EP into beginning the construction of a Grand Colosseum in Carthage
2: 40 EP to train 4 new legions
3: 20 EP into maintaining supply lines for the prolonged war in Gaul

Details:
1: The colosseum would be majestic, made of marble, and oversee the central temples and libraries of Carthage. The idea is to please the Phoenicians and make them feel more appreciative of Roman rule. The best gladiators will be celebrated as folk heros, visited by the patricians and given exotic prices.

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Creating a culture
When you create a culture, fill the following template:

[Culture Name]
Starting Location:
[draw your culture's whereabouts on a map, then upload it and link to it here. Important! For Update 0, you may only create cultures in the red and orange cradle areas. Red is rich, orange is less rich. The green Yucatan will only be accepted as a cradle if at least two players start there (Sorry Tolni; but you can take inspiration from Mesoamerican culture to create your own in any other cradle; it's improper to import real world cultures for this IOT anyways.) After Update 0, you may only create cultures in white areas on the map.)
Structure: [Add a description of your people’s political and social systems: how the culture is organized, how it functions]
Lineage: [How do your people trace descent - When you're born into your society, who do you consider family? Who considers you family? Who inherits what; how is inheritance structured socially or politically? Are there any religious reasons for your hereditary ideal?]
Values: [What do your people believe to be the most important human qualities?]
Religion(s): [Add a description of your people’s religious ideas]
Language(s): [Add a description of your people’s language, including, if applicable, their writing system]
Mythos: [Explain the mythic origin of your people]
History: [Explain where your people *actually* comes from. Geography, migrations, political or ideological developments, warfare and so on]
Economic Base: [Give the general economic basis of life for your people]
Country Names: [Make a list of nation names for me to use]
Person Names: [Make a list of names for me to use of famous persons]
Place Names: [Make a list of place for me to use for notable places]
Props to North King for designing the template I use as a base.

This is the location of the cradles:
Spoiler :
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For this IOT, I much much prefer custom cultures over the cultures of our world. Be creative and get mod karma. After Update 0, the cradles will ideally be filled with cultures, and I will craft appropriate societies from them; then players may select a society to control. Players will get dibs on certain societies, depending on how much the respective societies are designed in accordance to player cultures.

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Map legend
The map will showcase different entities through a palette of colors and gradients:
– we will use “shroud”; after Update 0, areas that haven't been explored will be black.
– the blue blob is the ocean of course.
– societies' territories will be marked by different colors on the map, similar to Europa Universalis or Civilization IV-V.
– “barbarian” territories are displayed by a gray gradient. These are territories where some sort of cultural identities exist, usually labeled by the cultures in question, but no serious statebuilding has happened. From the gray “barbarian” area, players are allowed to create societies based on the cultures that live there.
- “uninhabited” territories are showcased by white terrain. Note that humans inhabit the whole planet except Antarctica, but the cultures of these ares are considered to be undefined; this will allow latecomers to create cultures that they'd find more interesting than the established cultures.
– when discovering unexplored terrain, I might place NPC cultures or societies if no player does it.

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Creating a society
Whether you create a new culture and establishes a society at the same time, or establish a society from the gray “barbarian” areas already present, you should use the following template. Note that new societies aren't as powerful as already established societies, and the societies that are established fresh from white, “uninhabited” territories are the weakest of the bunch. Initially.

When creating a society from a culture, this is the template you should use:

[Society name]
Starting location:
[draw the society's whereabouts on a map, then upload the map and link it here.]
Cultural foundations: [describe the makeup of established cultures that shape the foundation of this society, details are needed only if you deviate significantly from your cultural foundations.]
History: [what made this society surface from “barbarism”?]
Organization: [describe how the society is politically organized, details are needed only if you deviate significantly from your cultural foundations.]
Economic base: [describe what makes the society survive/become wealthy]
Particular values: [again, deviations, describe your society's deviations from the cultural foundations listed above]
Particular cosmology: [this is more oriented towards the society's beliefs in regards to philosophy, religion and other thought paradigms that would be important.]

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Army and navy units
This isn't really important right now and will be filled out by Update 0 when you will have use of knowing the prices for soldiers. I wanted to get the thread done. :)

UPDATE: I have begun to do some preliminary work for military.
All military units will have two stats: a strength score, an endurance score and a morale score. I might reduce the complexity to just two stats - combat and morale - before Update 1. We'll see.
Again, I'm a qualitative guy. The stats are approximate values, they are displayed for you players to showcase how each unit type compares with other unit types in general. The Military description stat is much more important than the base numbers to decide the outcome of combat.

EDIT: Finally made a table. I might find the unit distinctions useless before Update 1, this list will probably end up with Levys-Infantry-Cavalry-Ships to easen the rules burden; as military descriptions will explain each army composition and quality anyways.

Unit name Description Combat strength Endurance Morale Purchase cost Upkeep
Levy A collection of ordinary, untrained folk such as peasants using simple weapons and tools as weapons. If you have a working draft system, you may buy them for 1 EP. Poor (1) Normal (2) Rabble (1) 2 EP 1 EP
Warriors Soldiers with military training and an assortment of early martial weapons. The bulk of ancient warfare. Normal (2) Normal (2) Disorganised (2) 4 EP 2 EP
Spearmen Trained soldiers with long spears, particularly effective when in formations. Poor (1) Durable (3) Disciplined (3) 5 EP 3 EP
Swordsmen Armored soldiers with significant training to master swordsmanship. Heavy armor makes them fatigue easily however. Strong (3) Burdened (1) Disciplined (3) 6 EP 3 EP
Archers Ranged supporting troops often incorporating skilled hunters of their state. Particularly effective against shieldless soldiers, poor fighting capabilities at close quarters. Ranged, poor (1) Normal (2) Disorganised (2) 3 EP 1 EP
Slingers Ranged supporting troops that aim very accurately at short range. Poor fighting capabilities at close quarters. Short ranged, normal (1) Normal (2) Disorganised (2) 2 EP 1 EP
Chariot archer Earliest cavalry unit, utilizing the mobilility of the horse to stay out of melee range. Early chariots' movement suffer tremendously in rough terrain. Only available if you have horses. Ranged, normal (1) Durable (3) Disorganised (2) 5 EP 3 EP
 
Last reservation just in case I need to format things.

You may now post!
 
Anyone want to collaborate on a fertile crescent application? Get a couple of connected and related cultures there?
 
Good to hear you're both interested. I'm really looking forward to your submissions. :)

EDIT: Map updated. Now Chinese cradles reflect a map from Cambridge History of Ancient China.
 
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Supp!alu//ona
Starting Location: see above
Structure: The Supp!alu//ona are various tribes/slowly forming coastal towns united mostly by their similar belief in "mana" and their language. See below for that.
Each Supp!alu//ona tribe (known as a *Xsosummu) has one patriarchal chieftain in charge of fighting and religious affairs, and one matriarchal chieftess in charge of resource collection, population control, and in general anything the patriarch does not do.
Meanwhile, towns of the Supp!alu//ona operate on a system of councils. A council or "Shammanaal" consists of three influential men and three influential women, who together decide the direction the state will take.
Lineage: In a tribal society there is not much time for "inheritance". In general, once a member dies, his goods are given away by order of who needs the goods most - articles of clothing may go to someone incapable of making their own, while tools of copper and stone tend to go to younger tribes members. A good tool is considered "Huzza//nuš", or descended from the Lords of the Sky of the South.
In the more established towns of the coast, inheritance works somewhat differently. As a man or woman dies, their collective items are shared amongst their children, who may then decide what to do with it. Most of the time, it is donated to the leadership of the respective town.
Values: So far, no concrete values. Everything goes really. Just don't be too evil a person, ok? Care and compassion are also important virtues.
Religion(s): The main ingredient of Supp!alu//ona religion is mana. Mana is considered to be a lifeline throughout the entire world. Mana moves mountains, makes waves stop at the beach, and causes cities to rise and fall. Mana can also be used to communicate with ancestors, in which case copious amounts of hallucinogenics are taken.
Language(s): [Add a description of your people’s language, including, if applicable, their writing system]
Mythos: The Supp!alu//ona declare their lineage to be from the Lords of the Sky of the South - an ancient state, in their mythos, that covers all of Azania. Effectively a retelling of the origins of humanity.
Economic Base: In the villages, farming and hunting are two major sources of income. In the towns, trade and fishery are two important sources of money and sustenance.
Country Names: Takkhashuma//, Ku-!agurru, La*wannusa, Shesunu
Person Names: [Make a list of names for me to use of famous persons]
Place Names: [Make a list of place for me to use for notable places]

(Highly incomplete, will add to later)
 
Shung (yellow)
Spoiler :
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Structure: Absolute Monarchy. The Emperor, who is considered the Representative of God Miao on Earth, is the Absolute Monarch of Shung. Below him there is the Imperial Chancellor, who is both the High Priest and the Highest Minister of the Court. Below the Chancellor, there are the Three Ministers: Treasury, Public Works, Military. Each one administers a number of Palace officials responsible for those topics.
Lineage: The eldest member of a family, be it grandfather or grandmother (depending on which of the two are alive, or grandfather if both of them are alive), is the head of the family and takes decision. Younger people have to respect the Elders. The heritage is passed on half to the eldest son and the other half is split equally between the rest of the sons. The daughters are taken care by their brothers until they get married.
Values: Filial Piety, Respect to Elders, Honesty, Culture
Religion(s): The Shung people believe that there is one one all powerful god, Miao, who created first created the Universe, then the Earth and finally the animals and the humans. The Shung people offer wine and vegetables as offerings to Miao once every week and chant religious rites once a month in churches called 'Han Temples'. The Shung religion, called "Miaoism", is relative liberal and mainly focuses on respect to elders and the Emperor, filial piety and honesty while not intervening in matters such as pre-marriage relations, food or other aspects of daily life.
Language(s): The Shung use a complex system of thousands of ideograms with each ideogram representing a letter. The language is called 'Xiao'.
Mythos: God Miao first created the Universe and then the earth before finally creating the animals. However, he felt bored with those brainless animals and decided to create a new specie which would be more intelligent: the humans. One of those human tribes was the Shung. The Shung lived as nomads before being united by the Warrior of the God, Yang Guo, a great leader who was considered a chosen of God Miao. He united the Shung people and led them south, establishing the Shung State.
Economic Base: The Shung people mainly live off fishing, farming and stock-breeding.
Country Names: Jing, Ming, Jiao, Xiang, Liang, Shu, Wang
Person Names: Guo Jing, Yang Kang, Linghu Chong, Xiang Yu, Liu Bang, Huang Deng
Place Names: Jianang, Hanting, Bakang, Guangming, Changdong, Xinning, Kala Ulbare
History: The Shung people migrated from the steppes on the North a hundred years ago. They found a well organized state called 'Qiao' and conquered it in a process of thirty years, exterminating the majority of the Qiao people in the process and assimilating the rest. However, they adopted their government organization.
 
Lineage is more supposed to describe political or social laws of inheritance, the culture's concept of family and such in regards to that. Later today I will add a history section to the template intended for the content that christos created.

Also for other applications, remember you don't have to sound Chinese to start on the Yellow River, same rule of thumb goes for everywhere else. (Christos this is not a snide side remark about you, your application is fine :) )
 
Also joining SK and Thomas's group signup. While I won't be able to roam around in America, I'll find refuge in satisfying my thassalocracy thingy I have.
 
Culture application updated - now Lineage should describe what the culture thinks of inheritance and family and such, Mythos still describes where your culture *thinks* it's from, while History notes where your culture *actually* comes from.

I'm so glad you found yourself a spot Tolni. :) Again, you can take all the inspiration you want from the Mesoamericans. :)

Also, I forgot to write the following:
The initial culture applications define the approximate statuses of your cultures by the equivalent of 4,000 BC. Update 0 will cover the time period 4,000 BC-3,000 BC. Then each update will cover about 50 years for a while.
 
Is it too early for alphabets?

Also, would you mind if in Economic Base I sketch out the names of several cities?
 
We're at the beginning of writing after Update 0. Earliest hieroglyphic writing in Egypt happened durng the Second Dynasty, c. 2,900-2,600 BC, early cuneiform which was pictograms were developed in 3,000 BC, Indus Valley script date 3,500 BC-1,900 BC, the first confirmed Chinese characters have been dated 1,200 BC. True alphabets weren't developed in the real world before about 1,000 BC, I think, where the Proto-Canaanite (Phoenician) script was developed.

I'm slightly liberal with technology as I want to allow human agency to have a say here. Try to find a reasonable ground to stand on; I will definitely allow early forms of writing, but developments beyond that should require a good reason.

EDIT: Forgot to link the Phoenician alphabet.
 
Arqasur
Starting Location:
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Structure: A thalassocratic society, with merchants trading far and wide. Being a successful merchant is what everyone strives towards. It is the goal of every good man to profit from the worst situations. Other prestigious positions, like clergymen are also desired, and ship-builders are some of the most respected men in the city.

Lineage: Mixed Matrilineal and Patrilineal. It depends on the social occupation of the family in question; merchants usually give inheritance to the member of the family with the greatest profits made, whether he is male or female. Non-merchants and poorer merchants however usually trace their lineage through sons rather than daughters, although exceptions do exist.

Values: Greed, trade, exploration, exploitation and expansion.

Religion(s): The cult of the Lovers is one of the main cults that reign, as they’re the famous couple which supposedly turned the waste into a habitable planet. It is widespread, and temples towards the cult exist in many places. The priests of the Cult are actually usually two - a man and a woman, representing the love which made this world.

Other cults that prosper are the one to Massir, the deity that multiplies profits and turns bad ventures into profitable ones. Unlike the cult of the Lovers, however, there’s far less temples, and more household shrines, usually by merchants desiring to preserve their profits, for that a merchant without a shrine dedicated to him will surely have bad luck and his profits will inevitably go to waste.

And, of course, the god of Wind, Kassabar, who tames the storms and makes the winds soft and easy for sailing. A galley without a statuette to him is sure to sink without his divine blessing. For that reason, captains and merchants usually have at least one, and it is believed that the more ornate it is, the better blessings you shall receive.

Stemming from the tale of exile, many Arqasurs believe that their spiritual ancestors are still on that heavenly isle, and it is their duty to connect to them, lest they get passage to that isle and live out their life in great comfort.

Language(s): Cuneiform.

Mythos: Once upon a time, all the Arqasurs lived in peace on a heavenly isle high above the skies. Men and gods lived together in eternal happiness. But one mortal, fell sick in love for one of the goddesses, who was the beautiful Arqare. He wanted her all for himself. This was a sin, for that there, no “mine” or “yours” existed, and men and gods were free to live as they wish. There was no property. For this greed, he was banished down to the barren ground. All alone. For all eternity. His name was Sur. His love, however, realized that, she can’t actually live without him. However, she would lose her deityhood if she went down to the barren lands. Yet, she did, and with her final act of deity, she sprang life to the wasteland. Soon, they had progeny. The Gods didn’t forget, however, and cursed them with a desire to have eternal greed and desire for hoarding, and that they would be never at rest in one place; for that the Arqasurs would have to wander through the land forever, never finding their true homeland..

Economic Base: Trade. Trade is the lifeblood of Phoenicia. Slaves, wool and pigments; this is what drives the economy. And many cities were established to aid that trade, on the Palestine coast and on Cyprus, thought to be to many a holy site.

Country Names: Isqulan, Kitiouea, Ashcre, Aruga.
Person Names: [Make a list of names for me to use of famous persons]
Place Names: Arqarepos (Cyprus)
 
Edited my post with lineage.
 
Koynar
Starting Location:
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Structure: A society with totalitarian traditions where absolute monarchies are the rule. The people were divided between two groups: those under the protection of the reigning Warann (something like 'Hill Lord', possibly due to the local geography), akin to the nobility / bureaucrats / aristocracy, and the simple peasantry, composed of the rest of the population (priests, artisans, soldiers, and rich people without the sympathy of the monarch also fall into this category).
Lineage: The lineages are traced from both father and mother, and children adopt the surname of their interest, usually the most prestigious (this was a moment of great social importance, because that's how you would choose the clan, or Hunna, from which you would be a lifetime member). It was from this choice that one could define from where his lineage would be drawn, and from whom he would receive his inheritance. After the breastfeeding period, a child's education could happen in two ways: their parents could raise her personally, or they could send her to one of the schools, institutions that generally educated children in order to make them masters /professionals in certain professions (there were schools that trained military skills, others gave preparation for future craftsmen, sailors and back-breaking workers, like miners and farmers). Therefore, the definition of family was confusing, but generally the family unit included only parents and siblings (blood brothers or foster brothers, in the case of schools) and can be extended to the clan members.
Values: Courage, persistence and tradition, be it on land or sea, in valley or mountain. He who turns his back to a fight also turns his back to his people, and in eternal shame will live and die. Life in the Anatolian mountains is hard, as hard as navigating in the busy waters of the sea to the south, but a man must stand firm. "Brave Koynari, tradition is your spear, courage is your shield and persistence is your armor."
Religion(s): The Stone Cult, or Urmunwar Telorn. A pantheon of gods created the world, and should be revered and respected by all. The Stone God is the leading and supreme deity, hence the name of religion. Mountain peaks, because of their difficult access, are considered sacred by acting as "tests" for men intended to prove their strength. Caves and underground environments are considered sacred cemeteries, as it is tradition among the powerful to build large tombs deep in the earth, while those with fewer resources are buried in shallower holes (cremation and any other disposition of remains are taken with disgust, always being avoided). "We came from the earth, and to the earth we shall return." There is no religious institution, all spiritual assistance is provided by independent priests. Important ceremonies should, however, always take place in a stone hall, preferably on a mountain and never in the underground, "because this part of the world belongs to the dead."
Language(s): The language is called Tirn Tahei't, or "The Voice of Tirn", simply Tirnian (Tirn is a God, more on that later). The writing is done with representative drawings, like hieroglyphics.
Mythos: In the beginning, there was nothing. Then came 'Artam the Supreme', Stone God, and created the rocks, forming the world, adding mountains, hills and valleys, deep caves and large basins, empty and lifeless. And then came Uramiri, the Goddess of Life, and Enestor, the God of the Waters, which were soon called upon to help. Soon, the empty basins gave way to vast oceans, and the plains and valleys were filled with life. The final touch was the creation of humankind, an act attributed to a joint effort of the three gods, but with greater contribution from Artam. Other minor deities emerged as the world was being shaped by humanity ...
History: From the mountains of the Iranian plateau, they migrated to Anatolia through Mesopotamia (it is not known what caused them to leave the fertile river banks). A people used to life amid high ground, they have developed defensive tactics of battle, and superior resistance to face the frequent rises of the rugged terrain in which they live. It is believed that the custom of having absolute leaders came from the migration period, when a strong figure assumed the role of guiding the people to their future, and now that they reached Anatolia, they seem to have finally found their permanent home. Still, the sea seems more tempting than ever ...
Economic Base: The coastal plains are a major source of food, being areas of agriculture and fishing. To the north, in the mountainous terrain, grazing, mining and quarrying are the major economic activities.
Country Names: Koynari Kuhiwar, Umedhib, Artuzh, Aitohari, Kirpazh, Utazhkit, Kentokar.
Person Names: M: Arzham, Ogzham, Marzham, Kenetar, Umotar, Ametar, Engzhtar, Rukozhtar, Enytor, Darator, Menktor, Hellenor. F: Kementari, Izhari, Ferzhtari, Tezhnari, Urmintari, Arzhari, Menkte, Enyte, Ogzhame, Marzhari, Hellenari.
Place Names: Numzath Ohi't, Ohiri Tarki't, Wanettar't (mountain names), Olui'ik, Zarta'ik, Tarbi'ik (river names), Tarka'ap, Zumer'ap, Muzhta'ap, (plains names), Marzh'takkut (sea, ocean).
 
Here, here, I just want to say that "absolute monarchies" implies a whole set of ideals that perhaps what is barely a collection of similar tribes has not developed yet. I assume we all operate on this basis and "absolute monarchies" simply mean that chieftainship is in some form supreme and hereditary.
 
JohannaK is right. In general improper treatment of historical development will be treated as such; infact the societies with "absolute monarchies" will often be treated as, for example, despotisms or chiefdoms, depending on the area's development and the interaction with the rest of the culture.

Absolute monarchy is something quite European and was connected to the Renaissance. It doesn't mean much else than despotism outside that context.

EDIT: This is not a bickering over the applications. I will note if something really improper is displayed. I have certain expectations of what the players in question mean with "absolute monarchy" and will work with one such approximation.
 
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