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Seanni visits the North to ask for a farmer
Seanni goes fishing
Seanni explores ("goes scouting")
Chamrosh wrote:[Nuudotkhyat]
Geography- they have a vast territory, and as they can gather resources from such a wide area, they often work as traders between the other villages. Some years, if the weather favours them, they'll travel continental scales
- they have enough knowledge about canoes to be able cross water with their gear, though they prefer land travel
- they frequently head towards any villages in their territory, and will even stay practically next door if allowed
- good luck getting them lost
- they take obscure paths which are hard for everyone else to navigate, so good luck finding them, too - they spend a lot of time in remote mountain passes, and especially along these, there are many areas where they have sites they return to year upon year, (and eventually generation upon generation)
- tend to cherry pick technology from others they encounter, based on factors to do with nomadism. They favour tools that they can either reliably find other villages who would be willing to mend or replace them with, or that they can make themselves. This leads to them primarily having stone age style tools with the occasional far more high tech item
Religion-monotheistic - their god is essentially shaytan. They are nomadic for fear of him; the exact reasoning differs from person to person, but they all agree with each other's arguments
- they do not worship this god. they can give the illusion of worshiping him, in their ritual attempts to stop themselves being found
- they think people have free will because even a god doesn't have the same imagination as humans intending to cause each other harm for their entire lives. (war is the mother of invention)
- they use poison oracles for omens, using captured animals that are too small for food.
Politics- normally the chief is the previous chief's child. The heir is selected once the youngest is an apprentice, by a council made of all leadership roles, and a few elders. A chief can be removed similarly. The chief's direct relatives are preferred, but it's acceptable to pick a new family. There is no preference for any physical characteristics, but the chosen heir will have additional training once they're skilled in their chosen path, for a few years
- once the previous holder of a role dies or announces plans to retire, the replacement is chosen by council vote, with the chief having a larger sway than the other voters
- elected individuals are allowed to refuse
- if an elected individual is too young at the time that their predecessor dies, a regent is appointed in a similar manner
- once someone retires, whatever job they had, they will normally help with small associated tasks
Cuisine- they do not farm
- there are a very small number of crops in any sense, and all these have single periods which need activity, such as fruit trees, potatoes and bamboo
- no part of an animal is wasted. Because of the number of hollow bones and horns they have at the end of this process, there are a lot of musicians, reflecting their love of portable art forms
- they eat vast quantities of meat in the cold, and are unafraid to scavenge if it looks like the meat isn't infected with anything
- they enjoy eggs and honey when they can find them
- they are mostly lactose and alcohol intolerant, but they like cheese when they can find it, and will trade a lot to have some
- they like hot drinks
- they are very skilled at making preserves
(Originally) the staple foods consist of (I'll make a note of anything I add later if that's allowed at any point):
Main meats: caribou/reindeer, wild boar, blue sheep, water fowl
Main veg: fungi, potato, beans (esp. edamame/soy),
Main fruits: nuts, chalta (elephant apple), persimmon
Main crops
what do you mean, make vaguely sensible choices? Of course, stealing apples off elephants is a good idea
Culture- there is a strong appreciation for art. Everything is either a suitable size for carrying constantly or too big, and in acknowledgement of this, they tend to make a lot of art out of the natural environment. Some symbols are thought to make tracking them harder
- Gatherers are normally women, and Hunters are normally men. That said, it's not an enormous bias either way, and anyone would be welcome among any of the groups. Everyone is trained to fight (even small children), so although only a tiny minority are specialised in being warriors, the majority of the village will turn out in battles (children will never be infantry)
- Shamans are allowed to have children, but it's expected that they heavily prioritise medicine
- some individuals will take years off from the migration - there are numerous reasons for this, such as illness, injury, having just had a child, caring for a relative, being elderly and so on. This is considered to be okay as long as the majority of the group are still moving around, as they return to near enough the same routes regularly enough that they can remember the points to pick individuals up again. For this purpose, there are several highly secluded sites within the area they roam around in which have the ability to support very small numbers of people for a while, each with different structures within them. Each one only has around 3-4 buildings in, and all their blacksmithing abilities are linked to sites like these, hence making them rare
- the nomadic migrations, depending on which routes they are taking, normally last about a year or about 2 years. They'll often follow herd migrations for months at a time
- because of their nomadism, they cannot be materialistic. They struggle to cope with goods with no intrinsic value, and prefer direct goods trade. Normally, they'll only appreciate money for the artistic value. However, they are savvy enough about other village cultures to know that money can have a worth to others, and due to having nowhere to store any statistics, have to have very good memories for numbers. This means that their lack of ability to recognise the point of money does not make them easy scamming targets. They're actually pretty good hagglers and scammers themselves, as no one else knows how much value they actually assign to things. They will also trade in the service of helping people travel between places
- their kinship terminology is notably different to English, with recognition of cross cousins as a different type to parallel cousins and so on. I'm going to have to come up with these kinship terms, so they might not appear immediately, and I'll be using kinship algebra until then. Might end up basing the terms around the kinship algebra
- households tend to be flexible, and because individuals can adjust where they live up to daily, they will. Children will often live in a different relative's house at each camp, in order for them all to spend more time with others their own age
- houses are normally, apart from the rare more permanent buildings, very quickly disassemblable and rebuildable. Most adults are sufficiently skilled at erecting camp, that if they need to, a small group can erect one of their houses in about 10 minutes
Appearances- high mix of ethnic types, due to having an enormous range where they might meet new people, and a very egalitarian thinking between every individual means that the high mix is maintained throughout generations
- high racial mix, again due to their range
- everyone has long hair, except that when trainees become apprentices, they cut their hair short
- hair styles are generally very elaborate
- they don't like wearing bulky armour, as it's impractical yo travel around in. It's rare for them to wear any bulky armour that can't be made quickly or borrowed from nearby villages, which means they rarely go to war with more technologically advanced villages without allies with similar capabilities to their enemies
- hygiene is a big deal, and detours on routes to find good hot springs and bathing spots are very common and strongly appreciated. They don't like winter too much except in hot-spring rich regions as maintaining good hygiene becomes incredibly difficult
- because art either needs to be permanent enough that it can be left behind for a year and still be in tact, meant to be temporary, or entirely portable, there is a significant quantity of art within jewelry, hair-styles (including hair dyes), piercings, tattoos and scarification. Warriors will wear bodypaint while going into battle (at least when it's warm enough that they can have any skin exposed) showing their greatest feats. Most clothing has art work built into it in some capacity, and because most of their warm clothes are furs, the art work is primarily in embroidery
- burials (or "burials", if the deceased wishes) typically feature many grave goods, and jewelry is important among these. Individuals may have hundreds of beads buried with them when they die
Military- horses are enormously useful, and greatly valued, as a military tool as well as a transport tool. Their horses are generally treated as members of the family (if a family has one). A horse can earn just as much of a reputation in battle as a warrior can. Scouts will also use horses to work out if there is likely to be a military confrontation ahead of the main group as they travel, to help avoid any risks, but also to allow the group to prepare
- their natural technology level is comparable to late neolithic Southern Chinese populations. They are advanced stone tool users, with individuals being taught the basics of making stone tools from a very young age, and some individuals even making tools as a means to show off their artistic eyes in a practical-ish way. They are also highly skilled with the use of their stone tools. They use simple flint knives to cut bamboo when they find it as well - they generally use bamboo baskets for practical uses and clay pots for trade but both are proud arts
- wearing thick armour is generally not worthwhile if you're nomadic. They prefer using their wits to mean they don't need it if facing particularly well-armed opponents. Their trade links mean that they quite easily make allies. They will try to fight battles close enough to ally villages that they can ask their ally to supply them to fight off the incoming enemy, who they definitely didn't just lure in, or to use solely range weapons so they don't need to go near better blade technology, or to use clever tricks of the terrain to outsmart their opponents
- They trade for metal bladed weapons fairly regularly, as well as for talismans claimed to be associated with good luck, particularly in battle. The normal weapons they make, however, tend to be a lot more simple. When bamboo is available, they'll use it for making bladed weapons and arrow tips of brilliant sharpness, which are far lighter to use than stone tools. They'll use branches to make spears and javelins, and if there are enough stone flakes around, they'll attach a blade-shaped one to the tip of an unsharpened spear in combat to make a piercing weapon. If they have enough warning of a conflict, they'll often try to make their own natural armour, for instance using shells as scale mail components or using spare animal hide to make leather armour
- they'll often use animal horns to make trumpets which can be used as signals between their warriors
So I didn't want to have to remove the bullet point format, as I thought fitting this into actual proper paragraphs would be very long and tedious, but I might do that later. The village name is a mangling of various Asian languages' words for "Nomad", because I can be very imaginative. It's relatively pronounceable compared to the mangles I made for other words.
Phina D Wolf wrote:
We are blessed to live in the time of peace and prosperity almost a century since the Ninth and final Pass on Pern. Our beautiful southern continent has been settled, and our old Hold was filled to overflowing with Pernese men, women and children. So many, that one man has been sent out to find a place to start a new Hold. The place he has selected is near the Black Rock River, and the newly founded black Rock Wear. The earth is rich, the river overflowing with fish, and the game is plentiful. Our Hold will grow and grow until there is not a man alive who has not heard of Redmire hold.
Food
Fruits - grapes, moonflower fruit, redfruit
Meat - bovines, porcines, fish (big, small)
Vegetables - carrots, corn, onion
Produce
Food - bovine meat, fish, porcine meat, wine
Items - glass, leather, wood items, cloth, raw ore, refined ore
Other - fire-lizard eggs, runnerbeasts
Bird - Birds-of-prey are used as messengers and help in finding seeds.
Bovine (cow) - Bovines are used to till the soil, get milk, and as meat.
Canine (dog) - Canines are used as guards and herders.
Feline (cat) - Felines are used to kill pests.
Fire-lizard - A novelty rediscovered in the Ninth Pass, a fire-lizard acts as a pet and messenger.
Runnerbeast (horse) - Runnerbeasts are used by runners and as racing animals.
miss brightside wrote:
Under the beating sun of the desert lies a proud and sturdy cowboy village. It's name is Devil's Peak. It sits at the edge of a dry and unforgiving mountain range, where legend has it Satan himself wanders. Brave as the villagers are, none would ever dare venture out there. It would only mean certain death. Instead, their territory expands out west of the mountains, covering a vast expanse of dirt, cacti and fruitless trees. Not much is to be found out there, but the occasional forest or waterhole.
The village itself is situated right next to a waterhole in one of the few places with fertile soil. The buildings and houses are built mainly from wood and clay. The style is pretty much what you'd imagine a wild western town to look like, with dirt roads, rickety old buildings and horses. Horses are the peoples' preferred method of travel and just in general widely valued.
The people of Devil's Peak are not the wisest or most intelligent people you might hope to find, but they make up for this is braun. Collectively they are very loyal to one another and everyone has a will of iron. Weak minded people are generally shunned. They are very suspicious of outsiders and don't trust easily. At any sign of threat they will fight tooth and nail to defend themselves. Living in such a barren environment the townfolk have become very resourceful and build lots of weapons and simple machinery. It is neither patriarchal or matriarchal, and roles of people depend solely on ability and age.
The appearance of the people is quite varied as they were originated from travellers coming together, although the majority have developed pale or lightly tanned skin and black or brown hair, but generally they have toned builds thanks to their manual labour. They are all human.
Resources:
Vegetables :
Potatoes, beans, onions.
Fruit:
Apples, berries, tomatoes, peaches.
Meat:
Mutton, cows, chickens, turkeys.
Special animals:
Horses, dogs, cats.
Materials:
Leather, sheepskin & wool, metal, wood, flint.









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