AngIOT - Forge of Civilizations

That was exactly what I wanted to say: something like a despotate or chiefdom. These words didn't come to mind at the moment :P

To have something like a Louis XIV in the fourth millennium before Christ would be funny.
 
Fasheng
Starting Location:
Spoiler :
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Structure: The Fasheng are ruled by a despot, who controls most aspects of their lives. There is a primitive form of a caste system, with nobles being separated from other members of society.
Lineage: When one is born into the Fasheng, they are welcomed into a lifelong system of competition with extended family. Immediate families are always trying to impress their cousins/ second cousins as well as parents. This tradition feeds into a constant cycle of charity and banquets. One of the reasons that this tradition came about is due to their faith, called Haonism, which practices peace and helping others.
Values: The Fasheng value moral integrity and selflessness above all else. Its what makes the family traditions and therefore is a great judge of character.
Religion(s): Haonism; the belief that one should strive to help others whenever possible, above their own selfish needs, and that peace is always worth the effort if possible.
Language(s): The general language spoken by the Fasheng is a mixture of different regional languages, some influence from the north and some more from the OTL-Vietnam area.
Mythos: The Fasheng believe that they were put there by their deity to establish peace in a vast wilderness of anarchy and wrongdoing.
History: The people of the Fasheng actually hail from the Yangtze river valley, a major river to the north. They migrated south to their present site due to hostility between local tribes of the area.
Economic Base: The people make a subsistence lifestyle from fishing and local agriculture. Rice is a major crop in the area, with a smaller portion of tea leaves.
Country Names: Fasheng, Federation of Fasheng
Person Names: Keishk, Huave, Boakinn
Place Names: Harapi, Jium, Pilea
 
OK; I'm now setting a deadline for culture applications, in order to get things going.

You have until 2015-12-04 18:00 GMT+1 to enter your applications!

Currently 7 people have submitted for the thread. I expect more for this to get going; 12 people or so said they would play in the pre-thread, and some said no but under conditions that I have changed for them to join! I don't necessarily need 12 people but 4 finished applications is not enough for me. :)

Tell your friends! I'll be on NovaIOT every once in a while to present opportunity to talk to me. If unavailable, I'm always up for PM chat.
 
[Awtothir] - Dawnmen
Starting Location: Upper Mespotamia, along the arc of the two rivers, and down into babylon.
Structure:
Like most of it’s neighbors, there is a very strong belief in gender roles, especially the lower in society one is, with the masculine world being outside the home and the feminine world being inside. However, a key difference from elsewhere is that education and all its trappings are seen as an activity of the home. As such, it is actually women who typically gain literacy, and the bureaucrats and functionaries of Awtothir states are overwhelmingly female.

All Awtothir are led by a balance of secular and spiritual power. Whether greater power in a Awtothir City or tribe resides in a King (Known as Krek) or a Magshekem depends entirely on the group, and likely shifts depending on the charisma and strength of the individual.

The Spiritual guardians of the Awtothir are the Sekem, who are drawn up from the ranks of the people of the city based on prophetic dreams they or an already ordained Shekem may have at any age between five and fifteen. Traditionally, shekem were trained in an apprenticeship system with an older shekem teaching a younger shekem everything they know (lore, history, medicine, etc), and, theoretically, passing along the relationships that he has with local spirits. This still tends to happen in smaller Sínja korù villages. However, the advent of larger cities has shifted the focus of shekem training from a one-on-one practice to a more academic institutionalized one, though students are still selected through the traditional methods. In cities, many female Shekem also serve as historians, bureaucrats, and record keepers. Often, in these cases, though Shekem may have Alliances with individual spirits, the city as a whole also has it’s own network of relationships, especially with the spirit of the city.

The Krek is a hereditary position, and is meant to lead the people in all manners secular. Some evidence suggests that this position was originally a “chief-diplomat,” in charge of interacting with other groups of people. However, be that as it may be, the Krek now is ostensibly the one in charge of the military, trade, and development. Beneath the Krek, and there to assist them, are the noble families.

Also powerful, though not nearly as much as the Nobility are the Brewers, who hold a special place in society, as they produce beer and wines (Fruit and honey.) These products are seen by the Awtothir as key to nearly all formal social interactions.

Subservient to them are craftsmen, farmers, and artisans, who generally live on the outskirts of cities and come in to sell their products.

Gender roles within Awtothir society are segregated at the lowest levels, and relatively open at within the spiritual ranks: as Sekems are discovered through spiritual means, there are as many men as women. However, the roles that these Sekems perform are divided along gender lines. Kreks are almost exclusively men.

Lineage: Lineage is traced matrilineally, and descent is traced from various “clans,” those who once led the exodus from the Mawr-Ansa

Values: Respect

Religion(s): The world the Awtothir inhabit is a living one. The world and the spirit world have existed forever in their current state. The material world is mundane and solid and what humans inhabit. The Spirit world is very different, though it is a reflection of the material one. Physical things, events, strong emotions, and metaphysical concepts spawn spirits, who inhabit the spirit world. Most of these spirits the boundaries of reality unassisted, unless they have help from a shaman. Great and powerful spirits can cross over without a problem, though very rarely do so. Instead, their effects tend to be felt even when they remain in the spirit world. Additionally, Shamans (Sekemns) can throw themselves over into the spirit world, at least mentally. Sekemns exist to build alliances and relationships with spirits, ensuring their people are safe.

The Awtothir believe themselves to be patronized as a people by a Great Spirit, or Great Ensha, known as Migwon. Migwon is a great hound, born of the friendship between Sínja korù and Dog. As such, the dog plays an important part in the symbolism of the Sínja korù, representing both Strength and Trust. Additionally, Theran and Jenashak, the Ensha of the great rivers, Shul, the Ensha of the sun, and Aymo, one of the greater embodiments of love, are are believed to be spirits friendly to humanity.

The Shape an Ensha may take is defined greatly by what kind of Ensha it is, though power is a limiting factor. A Very minor fire Ensha, for example, can only be a spark or small flame, while a Great Fire Ensha can appear as anything even vaguely connected to fire. The Truly Powerful Ensha have no restriction on shape.

The Awtothir believe that humans, otters, and dogs are the only creatures with souls. In death, their souls (and that of dogs and otters) makes a perilous journey through the spirit world, the path of which is seen as a great river flowing northwards, until finally arriving and joining with the “Mawr Ansa,” the Sea of Souls, an ocean comprised of the souls of the unborn, where they are washed of their sins and memories, and sent back into life as a newborn child or puppy. The Soul, when it enters the Mawr Ansa is burdened by the weight of the sins committed in life, which drags souls of sinners deeper into the depths of sea, thus taking longer to return to the surface to be reborn. All agree, however, that for a soul to make the journey from death to the Mawr Ansa alone is to court complete destruction. As such, Sekemns are meant to petition friendly minor Ensha to protect and accompany the souls of the recent dead in the village or city, and some even sacrifice a loyal dog upon the death of its owner, so that their souls may safely travel together and be reborn together. Dead bodies are buried, usually with a sacrificed (or recently dead) Pirgwon, and a pitcher of water is poured over the grave to remind the soul of the dead where it needs to go.

With regards to the faith of other people, the Awtothir simply believe that the “gods” of others are simply great Ensha who have demanded a specific kind of worship from humans. Awtothir do not approve of this, as the stories have always said that spirits of that kind are generally not friendly to humans, but know better than to try to actively offend them. AAwtothir travelling to lands ruled by gods will generally carry with them a metal spiral, a token of a friendly Ensha, for protection.

Awtothir believe that the spiral is a difficult shape for Ensha to understand, both confusing and enthralling them, and only those invited in are easily able to travel a spiral unhindered.

Language(s): Proto-Indoeuropean with semetic influences.

Mythos: Human and dog were born on the shores of the Mawr Ansa ages ago, both creatures of the material world and endowed with the inner light of the spirit world. In those days, death was not an obstacle, as the souls of the death had only to travel from the shores of the lake into the water itself, and back out. But things could not remain as such. Deva, an Ensha of death, watched over the people, warding hostile Ensha away.

But, in the darkness of night, the foul Ensha Sora the Greedy, who had long been jealous of mankind, attacked, and with him came a great wave of dark water which poured into the Mawr Ansa, forever tainting the souls of the dead. Nemor, an Ensha of memory, sacrificed himself for a human friend, melted into the Sea itself, causing the Mawr Ansa to make the dead forget their sins and giving individuals a choice between good and evil. Sova and Deva engaged in a combat that still occasionally shakes the earth to this day. Humanity was forced to leave the spirit world by the rising water, travelling in a myriad of direction, and becoming all the people of the earth.

The Awtothir travelled south, guided down the great river and out of the spirit world by Migwon. For forty years and forty days, the Sínja korù roamed, until the Shekem Elel spoke to the Spirits Theran and Jenashak, who both gave the Sínja korù leave to settle on the shores of their river and taught them irrigation and farming.

And so, over the next thousand years, the Awtothir built a number of walled cities, the greatest being the twin cities of Ther-Gunjyo and Jena-Uimei, on their respective rivers. A series of petty kingdoms and Shekem-doms rose and fell, and never were the Awtothir truly united, though they weathered invasion by the Mimen of the hills and the Werothir of the desert, taking and learning from them.

Economic Base: The Crops of barley and wheat and pomegranate are the heart of Awtothir production. Cyprus is cultivated along the rivers and built into large barges that travel down the rivers to carry goods and to trade with the Hagdish and Argasur

Country Names: Use Proto-Indo-European roots and modify slightly

Person Names: Names tend to be Matronymic.
Male:
Ulkas
Argen
Ari
Kian
Etri
Shamash
Dago
Astar
Padrial

Female:
Aria
Resheka
Kiana
Nadja
Etria
Dagda
Astara
Ratshel

Place Names:Use Proto-Indo-European roots and modify slightly


Spoiler :
Someday, I'll actually get to play a game with these people.
 
I am not going to start this IOT with the current number of applicants. Culture application deadline extended to Sunday 6th, 16:00 GMT +1.
 
Ok, here's the deal - I expected more players to participate, which would easen the workload for me when creating the game on a global scale. Problem is, of course, that not enough of the yes-voters from the pre-thread have showed up. I do think I'm going to try and start this anyways.

I will probably start this. I will surely start it, however, if we get just one more person in. Help me finding someone!

No new submissions will be allowed in the Indian cradles. This is to ensure player interaction, with the number of players we need them closer. :) By Update 0, most of the world will be covered by shroud.

Culture application extended finally to Wednesday 9th, 16:00 GMT +1. If we get one more applicant before then, I will start updating it by that point. If we don't I might not start this. Tell your friends!
 
I really wanted to join but I am overloaded. :(
 
As you can tell, this is a stillbirth.

The reason is that I really wanted that extra player. I assumed we got as high as 12 players in per the prethread - The game being of this scope, I think we got too little participation for what it was.

Here's the deal though - I don't actually mind just having a few players. We just need less territory covered, a smaller (initial) scope for the IOT.

I have something else in mind that I've started to work with. It is a fantasy setting, its cool feature being a complex, pre-defined magic system that can be researched and philosophized about - similar to how we, in our own world, have spent quite a while to try and understand the nature of being, and on the way our cosmology has moved between animism, pantheonism, monotheism, and quantum physics, and all other sorts of ideas, with philosophy touching upon anything on the way there. That random old Greek philosopher that proclaimed that everything is water, while Democrit declared that everything is made up by tiny atoms? Well in this fantasy IOT, the water guy may end up being right. It really goes down to how you, as players, look into the magical framework behind the world. You might be right or wrong as you write a great fantasy story - for science! I'm currently writing up the world's rules, and the initial cradle will be 300x300, meaning that I'll be totally fine with just 4 players initially.

Also, you don't have to go all high fantasy. For those that are disappointed their hard work goes to waste, you're allowed to export your cultures from this IOT to the eventual thread. Don't worry, be hypedy.

:)
 
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