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Stormbringer

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Hello and welcome to my new forum game. It has been in the works for a couple of months and is finally ready to start. My thanks to those who talked with me about it and helped me flesh out the concept.

The game is inspired in part by Frymonmon’s phenomenal World in Revolution series and in part by the kinds of map games that have occasionally appeared on this forum (one of which I ran a while back). While WiR has been great at giving the players a chance to experience a specific period in history, I have always wished the pace was faster so that we could witness more of the evolution of history. The map games have tried to do that, but without much structure they have tended to become too anachronistic for my taste.

This is where Rise and Fall of Civilizations comes in. Unlike map games players will send orders to me and I will write the updates so that there is a cohesive story. But unlike WiR we will cover a significant amount of time in every update and will rely a lot less on stats and a lot more on IC posts and updates. Obviously this is a first attempts at this kind of game, so changes will likely happen as we go.

The game is very much a sandbox, but we will keep to at least mild historical plausibility. Most importantly this means that many cultures, countries, empires will rise and fall. It’s in the name after all. I do not think any modern state (except maybe China) can trace its origins directly back to a culture in 2,000 BC. When your culture or country declines or gets wiped out just pick a new one and keep going. I hope that you guys approach the game with the goal of making a cool story rather than “winning” with your country.

I understand that this kind of game may not be everyone’s cup of tea. I am trying to be upfront about what the game is and is not. If you think you are interested in joining read the rules and sign up section.

Rules

Each player will play a culture or country, depending on the level of development and similarity. For example, one player could play the Greek city-states or the Algonquin Native American tribes, though each one encompasses multiple polities. As the game progresses most or all of these will transition into being proper states.

Players will send me two orders per update. Since updates will cover a large period of time these should be pretty general. Going with the Greek city-state example it could be something along “develop a democratic tradition” or “focus on philosophy and natural sciences,” while a French player in the 17th century may send an order “expand aggressively, fighting wars against smaller neighbors.” On occasion I may do a mini-update in between regular ones if I think the events warrant it, but I do not think it will be required often.

Participation is mandatory – everyone must post at least one IC per turn. I do not think it is too much to ask to have the players write some commentary on what is happening in their country. These posts are an important part of how we make a story and are helpful to me in writing the althistory. Sending orders is also mandatory – given the pace the game will progress at leaving a culture/country unattended for a turn or two is not an option.

When (not if) your culture/country declines or is wiped out you will have the option to pick another one or start a new one. So the players who are currently in the game keep playing unless they do not want to. If someone leaves the game then I will take on new players who can pick an existing culture/country or start a new one.

Sign up

The starting date is 2,000 BC. To sign up you need to fill out a template of the culture/country you want to play. I will pick 10-12 of the most interesting, diverse, and appealing sign ups and we will start the game. Those who are not picked right away will have a chance to sub in if a player drops out, and their countries may appear as NPCs in the game anyways.

Template:

Culture/country name
Location: [be specific and include the color you want it to be on the map]
People and Society: [structure of the society, religion, and how it functions]
Government: [brief description of who is in charge]
Economy: [the basis of the people’s livelihoods]
Military: [if there is anything resembling one]

Example:

Norte Chico
Location: Coastal regions of the Supe Valley.
People and Society: Religion consists of a diverse pantheon of gods. There are a number of large built-up urban centers. Music and dance are prominent.
Government: Numerous theocratic chiefdoms.
Economy: Agriculture depends heavily on irrigation due to arid conditions. Textiles are woven by hand.
Military: No organized military.

Here is a map of our World in 2,000 BC for inspiration. You are not at all limited to societies that existed OTL, but some plausibility is required. There will not be a flourishing agricultural culture in Alaska or in the middle of the Sahara.

http://upload.wikimedia.org/wikipedia/commons/d/dd/World_2000_BC.svg

I look forward to all of your submissions!
 
IRC channel:

Link: Coldfront
Channel: #WiR_Main
Instructions:
1) Use the link provided above.
2) Choose the Flash app or the Java app.
3) Create a screen name; it’s recommended that you use your forum name, if available.
4) Close the #coldfront channel that opens automatically.
5) In the command box, type “/join #WiR_Main” without the quotation marks.
6) You’re in the chat! Welcome!
 
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West African Cereal Gatherers


The Cereal Gatherers
Location: West Africa (around Monrovia) with burgundy as the colour
People and Society: Semi-nomadic gatherers. Decentralised religion based around elemental gods with the God of Harvest taking precedence. Music and Dance commmon.
Government: Based around the head of the individual clans that roam the plains.
Economy: subsistence semi-nomadic gathering a wheat, small excess for religious elite (clan Shaman)
Military: Young men that are gathered by the clan elders to protect the clan from raiders/animals
 
http://i.imgur.com/NSZapZ7.png (map) (5858c9 HTML, 88/88/201 RGB)
The Crithian Tribes
Location:

Northern tip of the Crimean peninsula, below the river Dnieper (contemporary name). The people live mostly in plains, with some settlements in the hills.

People and Society:


The Crithians are organized into a wide plethora of tribes. The tribes are fairly small (the largest, excluding the northern settlements, are around 100 people) and all answer to separate Chiefs and Leaders. The most prominent of the Crithian tribes all live on the banks of the Dnieper. There are a few towns on the banks of the river, each one numbering at most three hundred people. The Crithians are pastoral farmers. They are a very traditional culture strictly tied to their religion, which revolves around the river Dnieper (called the Great Water by the Crithians themselves) and the Black Sea, which is seen as the home of the deities. The people believe in a variety of underwater Gods. Most of the deceased are buried in catacombs, but esteemed leaders, children who died in infancy and mothers who died in childbirth are given to the sea (or river, or lake, depending on location) as an offering. Each man must also catch a fish bare handed to prove his worthiness. Most Crithian cultural rituals revolve around their religion and dancing or signing is frowned upon unless done near a large body of water.

Government:

Multiple chiefs rule locally with no central authority. The religion has no official representatives and as such is not a centralised governing force. The separate Crithian tribes co-exist fairly peacefully due to their religion forbidding the spilling of blood of other servants of their Gods.

Economy:

Relies mainly on farming and fishing.

Military:

Each chief has his own small retinue. Due to the strong laws against slaying of “kin”, the Crithians are not military people. The only tribes that hold any kind of dedicated fighting force are in the north, where they defend the Great Waters of the Dnieper from being crossed by strangers.
 
Minoan Civilization

Location: Crete (Red please)

People and Society: At the top of Minoan society is the King under him the noble class. And under them are the trades men warriors and the religious seers who make up the fun parts of Minoan society. Under these people are the land owning farmers and under them are those that own no land and merely work for others. Within Minoan society men and women are almost equal and the Minoans worship a pantheon of female goddesses. Animals also play an important roll in their religion and were often sacrificed (along with humans) to appease the goddesses.

Government: The Minoans are ruled by a patchwork of kings reigning from palaces all over the island. The most powerful of these Kings is a man by the name of Minos ruling from the city of Knossos. Under him are a collection of nobles men who rule the farms and lands outside the city.

Economy: On the island of Crete itself most Minoans farm, fish or herd sheep in order to make a living however trade is also a major industry for the Minoans as they are one of the few peoples on the Mediterranean who have mastered the art of sail.

Military: The Minoans are a seafaring people and as a result of that warfare for them generally centers around naval combat. The Minoans have mastered the construction of complex row powered boats capable of traversing the calm waters of the Mediterranean. However they are also capable of land combat due to internal strife on Crete itself many Minoan "cities" are equipped with a set of walls and a small force of warriors brandishing spears, swords, shields, bows and, slings to protect those walls.
 
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Culture: The Roameni Cities


Location: The island of Syracuse (Yellow color)


People and Society:

The Roameni mainly worship a plethora of gods whom are part of a pantheon of gods, One of the most beloved and feared gods is the God of the sea, Silmarty, that every years demand the sacrifice of a virgin girl to protect ships and the cities from destruction. The roamani are divided en two classes or from the strong military families or from the rest, whom dedicates their lives to farming and fishing. The ruling families posses the weapons and soldiers, control of trade and farms to keep them wealthy and on control.
The king rules by a "divine right" given as descendant from the heroes of the past, founders of the cities and slayers of mythic monsters.


Government: Each of the cities are ruled by petty kings aided by a set of strong families.


Economy: The relay mainly on farming, fishing and trading and small sea trade with neighbors in the nearby lands.


Military: Each city and village posses their own small military taken mainly from the ruling families and the king retinue for defense and control of the city.
 
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The Urk'eesh Culture

Location: North-Western coast of the Arabian Peninsula (Feel free to deviate a bit from the map, just a general indicator)

People and Society: The Urk'eesh are pastoral nomads, divided into tribes of extended family that sticks together as a unit. Paternal heads rule informally, generally with eldest male figure in charge as Qazil [Tr:Elder]. Society is primarily based on oral traditions and provide for a strict set of customs in regards to behavior. These are typically recited by the Qazil, but large emphasis is placed upon the role of the father as a teacher to his children. With this comes a great connection between a father and his children, with the misdeed of one attributed to other, a terrible child attributed to an inadequate father and a horrible father presumed to sire undesirable children. Thus, paternal heads strive to establish complete obedience. Women are reserved to lesser roles and are typically seen as little more than properly, the concept of marriage being an unbreakable bond that is arranged by males. Polygamy is the norm, with the Qazil typically possessing the most wives due to his age. The swapping of women between tribes is common as a tool to strengthen relations.

Religion is not uniform among the tribes, each possessing a unique patron spirit. Belief centers around the existence of two types of spirits, those that embody the air and blow the sands [Yali], and those that slumber in the mountains [Wuluul], their dreams controlling the world and creating the stars. Of the two, the Wuluul are seen as the superior, but inactive and uncaring, with the Yali seen as energetic and swirling around the Urk'eesh in their own spirit realm. Worship consists of the recitation of stories, preserved through legends passed down, and the construction of baubles made from animal products like hair. Each tribe possesses a spiritualist that ensures all is done properly as told by the ancestors who serves for life.

Government: Elders informally rule the various nomadic tribes, with oral traditions used to form society and enforce obedience. Inter-tribal communication is uncommon, usually reserved for marriage and raids.

Economy: As pastoral nomads, herding animals across the deserts is the primary means of subsistence for the Urk'eesh, providing meat and milk for consumption. The crafting of baubles from animal products stimulates trade through bartering within tribes, and is the primary source of inter-tribal exchanges, though very limited.

Military: No official military, although inter-tribal disputes are resolved through raids carried out by individuals and sanctioned by paternal heads.
 
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Hồng Bàng Dynasty (may their reign last 10,000 years!)

Location: The Red river delta

People:
Whilst most tribes living in the area controlled by the Hong Bang Dynasty are at this point in time Vietnamese tribes, there are also vassal kings of minor tribes in the mountainous areas north and wesr of the red river.

Society:

Most of the Hong Bang Kingdom consists of rice paddy farming, started in myth by Lộc Tục, the great hero of the people and semi-mythical founder of the Hong Bang Dynasty. Whilst there are small villages, hunting and gathering exists side by side with farming, but is slowly being replaced.
The Lunar calendar of the Hong Bang Kingdom, made by carvings on stone is becoming more and more prevalent, allowing for more accurate planting of rice in conjunction to the monsoon, potentially allowing for an increase and farming and strength of the Kingdom.

Religion:
Loc Tuc, the mythical founder of the Dynasty is a reveered hero, and regarded as "he who gave rice", making the people divinate him in shrines and temples. Another important type of worship is that of the Godess of the Red River, and worship of the moon, in various types and forms, whilst other local deities are also worshipped.
The Red River is worshipped as gods and godesses of life and plentifulness, whilst the moon is worshipped as bringing order to this world.

Government: Inheritable Monarchy, in which de jure the King holds all power to land and people. In reality, the royal family represents a familial clan, having members in the villages ruling in the King's stead, and apart from taxes on rice, used as a currency to pay the men in the King's service, there is no major amount of state sophistication.

Economy:
The Economy largely depends on rice and taking of said rice by the King, whilst the still hunting and gathering parts of society are not yet liable to the King. The secret of producing silk is slowly becoming more and more prevalent, and has recently discovered, leading to a nascent cultivation of silk by some farmers, in conjunction with rice.

Military: There is a small force of warriors and guards directly responding to the king being basically his companions, whilst vassal kings in the mountains also keep their small bands of warriors. In the event of war, more men are drawn from the villages and the royal clan to fight for the King's cause.
 
Hittites

Location: Northern Anatolia, colour- Gold

People and Society: The society is feudal, with contracts and oaths of fealty being highly valued, and need to be renewed upon the succession of those who have made the oaths. This system base the basis for the whole society, with peasants and craftsmen living on their land on the condition of service towards the nobles who held the land. Peasants and craftsmen can set up their inheritance, and craftsmen can sell their property, but only if approved by their lord. Slavery also exists, and masters have total control over the life and death of their slaves, though in practice animals were usually killed in place of the slaves, and the master compensated. In spirit the Hittite law code was more humane than those of the Babylonians and Assyrians. The lack of a reliable native population is a serious weakness to the Hittites, since they recently entered the lands of northern Anatolia.

Religion: Before the centralization of the Kingdom, most communities had local deities, usually centered around a fertility god controlling the weather, with his wife and family also comprising other deities. The central deity is sometimes identified as a 'storm-god'. The combined pantheon had thousands of gods and goddesses, owing in part a failure to combine similar gods into single deities. The general religion is an amalgam of local practices mixed with Hurrian mythology. One of the more unique and widespread types of deities are gods of oaths, owing to the high value placed in the feudal system. ((more detail will be made if centralized)).

Government: Kingdom ((The Hittites would develop a complex government ruled by a King supported by powerful officials, usually of the royal family, as well as appointed governors. However this system only appears to have come into place C. 1900 BC-1800 BC, so at this point it might be a more decentralized and simple system)).

Economy: Primarily agriculture, but also significant amounts of metal working, bronze at this point, but later Iron as well. The currency was based on silver from the Taurus mountains, and other interesting economic factors are honey's significance in the diet of Hittites, and a recognized class of craftsmen especially potters, cobblers, and carpenters, in addition to the smiths for the metal working.

Military: Bronze weapons and chariots were the main weapons of Hittite forces, who had recently subjugated northern Anatolia.
 
((A mix of an OTL culture and my own invention)).

Seated_Female_Figure_LACMA_M.2000.1a-f_%281_of_3%29.jpg


Oxus Confederacy.
Location: Within the red lines. Actual colour to be used: dark blue.
People and Society: Society is based primarily around a caste system, leading to some rigidity but also a number of intricate artistic pursuits by the artisan caste, used in trade with nomads and neighbouring civilisations. Religion is a form of primitive dualism based around light and dark.
Government: Loose confederation of tribes who elect their leader, the Sa, who leads them in times of war and exacts a tribute to pay for the warrior caste.
Economy: Agriculture along the Oxus and some limited herding.
Military: Primarily based around horse-archery, a technique inherited from the northern nomads. Some bronze weapons gained through trade. Large warrior caste keeps the borders safe, and is directly controlled by the Sa.
 
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The Talan Laigh

PvEIwvCm.png

((Located in OTL’s Southern Ireland))

People and Society
The Talan Laigh, although a singular culture, consist of not one but several tribes. These tribes, while each holding variations of the same customs and traditions, recognize a common ancestry and a cultural bond. There are no areas that could even remotely be considered urban in the area controlled by the Talan Laigh, save for some small clusters of huts that could be called villages. The vast majority of the Talan Laigh are some form of farmer, with more primitive hunting and gathering also prevalent. Craftsmanship and martial skill are highly valued, and consequently the most skilled artisans and warriors hold the highest places in society (below the chieftains and the shamans) of course. Hunters, gatherers, and primitive cultivators form the core of the Talan Laigh society, providing the sustenance for their whole tribe.

Government
The five tribes of the Talan Laigh are each led by chieftains (called "Talan Cor"), who reign for life and are chosen by popular support. Wars between the tribes are rare, as whenever disputes arise (whether they be over fertile land, hunting grounds, or some other matter) the Talan Cor can convene and work out a compromise. Any wars that do flare up are often small-scale and with little casualties. Sometimes, instead of wars, tribes will settle disputes through personal combat between two "champions", each representing the collective martial skill of his tribe. This is considered more noble than battles with numerous participants, and less blood is spilled and regular life goes uninterrupted.

Economy
The economy of the Talan Laigh is predominately agriculturally based. The Talan Laigh lack a common currency, instead utilizing a complex bartering system with which people trade for food, clothing, and tools. Although the required minerals are somewhat rare, pottery and craftsmanship is a central part of Talan Laigh culture. Most families have at least one piece of pottery in their huts, as both a decoration and a cultural symbol. In Talan Laigh society there is a strong emphasis on the collective well being of the tribe, and as a result there is little difference in terms of wealth within the tribes.

Military
The Talan Laigh do not have a formal military; however, as a culture that highly values martial skill and physical strength, most males and even some females own weapons and are skilled in wielding them. The chieftain of a tribe can theoretically call upon his people to follow him into battle, but the Talan Laigh owe their chieftains no military obligation. As a result, any force the Talan Laigh could muster would be disorganized and composed of volunteers only - meaning unpopular conflicts garner little to no volunteers, whilst popular ones can raise a significant number of warriors.
 
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Name: Assyria
Location: Mesopotamia ((OTL Assyria)); their colour is brown
People and Society: Assyria is a kingdom on the rise, with trade flowing through Niniveh and farms flourishing. The Assyrian religion is comprised of a large pantheon of gods. Ashur, the national deity, has precedence.
Government: King Ilu-shuma rules over Assyrians with almost total power.
Economy: Assyria's economy is primarily agrarian.
Military: The Assyrian military is mostly based on spearmen with shields, giving them a strong infantry force.
 
The Zhun Dynasty

Location: Here and the color should be some sort of green

People and Society: The people living within Zhun dynasty live in villages near the rivers. They rely on the rivers to provide irrigation for their farms and for their livestock, and a source of food is also fishing. They are mainly unorganized animists, in particular revering the spirits of the river that provide for them so much. Originally a dozen different minor tribes, they have been united for 2 centuries and therefore differences seem to be only minor.

Government: Despotism. The Zhun are lead by the strongest of the members of the Zhun Dynasty, carrying the title of Huangdi. The Zhun are all descendants of the warlord Zhun who united the tribes through force and diplomacy.

Economy: Barter-based and quite well-developed, with both saltworks, jade shapers and bronze smiths in addition to agricultural goods. All families must pay a tithe yearly to the of Zhun.

Military: A small but well-trained and well-equipped elite of the nobility serve Zhun as his bodyguards and standing army, and ensure that laws are upheld. A much larger peasant levy who are untrained are however called upon in more serious situations. They are equipped with bronze weaponry and in their army are both cavalry and charioteers.
 
Name: Sqaulish
Location: Pacific NW North America (from Puget sound up to around Vancouver) I'd like a shade of green if possible
People and Society: The Squalish are a loosely knit group of tribes inhabiting abundant lands. The bounty of their land supports fairly large permanent villages. Society is stratified into a distinct aristocracy, commoners, and slaves. The aristocracy and commons are hereditary states, while children of slaves are considered free. Rank is determined by prestige, which is gained by holding feasts and entertainments, leading religious observances, and leading in such a way as to earn respect.
Government: Independent villages headed by chiefs and linked via kinship and marriage
Economy: Staple food is salmon and other seafoods, which are farcically abundant. Hunting and gathering supplement this and provide other resources. Stone tools dominate, and people live in wooden longhouses
Military: no organized military. Small scale warfare happens but clans usually compete for prominence non-violently
 
Name: Sqaulish
Location: Pacific NW North America (from Puget sound up to around Vancouver) I'd like a shade of green if possible
People and Society: The Squalish are a loosely knit group of tribes inhabiting abundant lands. The bounty of their land supports fairly large permanent villages. Society is stratified into a distinct aristocracy, commoners, and slaves. The aristocracy and commons are hereditary states, while children of slaves are considered free. Rank is determined by prestige, which is gained by holding feasts and entertainments, leading religious observances, and leading in such a way as to earn respect.
Government: Independent villages headed by chiefs and linked via kinship and marriage
Economy: Staple food is salmon and other seafoods, which are farcically abundant. Hunting and gathering supplement this and provide other resources. Stone tools dominate, and people live in wooden longhouses
Military: no organized military. Small scale warfare happens but clans usually compete for prominence non-violently

So like the otl Squamish?
 
Basically a rip off of the real life coast salish peoples, yes

Can you either change it to Squamish or something completely different? I'm going to get a facial tick otherwise.
 
The Real People/Iñupiat
Location:

The Far North region of Alaska including the Seward Peninsula. Color is Ice Blue or RGB 224; 255; 255

People and Society:

Society is organized into large family-groups, small bands of pastoral caribou herders, and the funny, wise shamans. The family-groups are relatively large and wide-spread in thanks to polygamist traditions and the relative apathy about whose child is whose with family ties being carried down the male line. The pastoral caribou herders are nomads and are well-respected among the populace, much like how modern-day people view farmers. The shamans are the key aspect of both religion and governance and form the backbone of the Iñupiat society by traveling throughout the lands, bringing innovation to and from villages, acting as the one whose counsel was always sought, and acting as a form of diplomat and negotiator between various family-groups, bringing with them roots and tubers as gifts to smooth out rivalries. The Iñupiat are a peaceful people, never having the need to fight off incursions from other peoples, yet when there is a conflict that has not be mediated, it is mostly due to the dispute over owed gifts or violations of succession laws.

The religion of the Iñupiat, which is not followed by most of the Iñupiat who are not dependant on the land, is centered around the appeasement of the spirits in the land. Shamans are those who devise ways of pleasing the spirits and put them to the test, spreading their discoveries that work and revising and reforming their methods that don't. Windbreak building, ceremonial dances, bloodletting, and the obligatory shouting at plants are all methods at which the shamans attempt to please the land.

Government:

The closest thing to governmental figures are the shamans who serve as mediators, medicine-men, and the informal voice and representative of any village they reside in.

Economy:

Most of the economic activity of the Iñupiat is focused on the coast where fishermen commonly venture out in umiaks in order to hunt seals, walrus, and get horrifically murdered by dr- I mean polar bears. There has been some inquiry on how to obtain more reliable fish harvests or how to reduce the time and effort it takes to hunt down seals, but the shamans in pursuit of these lofty goals have been so far unsuccessful.

There remains, however, a large amount of the population and these remainders are mainly hunters and gatherers, with some groups maintaining small herds of caribou for trade purposes and for transport usage.

Dogs are widespread throughout the whole of the Iñupiat culture and serve as everything from guard dogs to extremely rapid transportation.

Military:

Sorry, no. We're not the Chukchi over here.



If anyone was wondering, the inspiration for the Iñupiat comes from the Lands of Ice and Mice by Guy Deschamps and DValdron. It's a very good read and I encourage all of you to read it.
 
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Knʿn


Location: The Levant, in Purple

YMscrWg.png

People and Society: The knʿny, or Kinahnum as they are known to their neighbours, are a society predominantly of craftsmen and merchants, acting as couriers of goods between the lands of Kemet and Sumer and Azuhinum to the east, as well as the Nesites to the north. They are also adept sailors and fishermen.

Religion: The knʿny are like most of their neighbours polytheistic, and particularly influenced by the Kemetic religions – Ba'al Hadad, Anat, and Melqart are notable amongst the pantheon.

Government: There is no one government of the knʿny, though a common feature amongst almost all of them would be the patriarchal clans they build themselves around; even in the rudimentary cities where either a single man or a council of elders rule, these clans hold a certain sway.

Economy: Though still largely dominated by agriculture (be it farming or pasture-work), craft-working, particularly in dye, is common, and trade is a mainstay for many.

Military: Decentralised as they are, the knʿny have no formal military – the small communities that dot their lands however often have the barest semblance of guards, armed in the fashion of the era – clad in cloth, with reed or wooden shields and bronze-tipped spears. Slingers also are common amongst the people.