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Awen (Early Access)

Procedural Tabletop Fantasy Setting Builder · By Levi Kornelsen

Playtest Alpha, Thread 7: Culture 1

A topic by Levi Kornelsen created Jan 25, 2022 Views: 466 Replies: 23
Viewing posts 1 to 10

Map first; stage instructions in the first reply.



1. Shrublands isles, cliffs, caves

2. Great northern forest,  kicker birds

3. Ice wastes, frozen megabirds

4. High shrubland, shifting stones and wild minerals. 

5. Water forest, giant mangrove-types.

6. Forest and tidal caverns.

7. Fungal shrubland.

8. Cool grasslands, snowcats and aurochs.

9. Warm grasslands, snakes and mega-aurochs.

10. Quaking grasslands; wildcats and aurochs.

11. Desert of the Megalizards.

12. Foggy boglands.

.......

F: Fauns: Hunters, Obsidian Spearheads

R: Rusalka: Aquatic Herders, Nautilus Shells

D: Duende: Fishing, Stone Tools

S: Striga: Arbory/Vintnery/Hunting, Fine stone / wood houses

J: Jotnar: Fishing; drying racks, fishing hovels.

Okay, we're going to do two steps here; do A, then B:

.......

A)  CULTURE PLACEMENT

So, pre-history goes on for however long, with various lifestyles and proto-cultures getting a try (looks like the original Striga had a pretty good run at it, too). Out of this, five patterns for living will be the most successful - the cultures we're about to build.

Now, we want a good spread of "How many Kiths in a culture at its foundation", so let's use that as our springboard. The spread will be:

1x - Culture with one founding kith
2x - Culture with two founding kiths
2x - Culture with three founding kiths

Note that the fact that that a kith is *represented* in a culture doesn't necessarily make it *common;* demographics can be pretty skewed.  So, pick a map location, and declare how many Kiths (and which ones) are in the culture that is being founded there, and what they are - keeping to that spread above.  A format for you:

A1: Culture with two kiths: Abratu, Jotnar.

(The order of kith listing IS demographics: Abratu, Jotnar = More Abratu than Jotnar)

Try to aim for mostly landscapes and Kiths you didn't place, but that's relatively relaxed; just, don't be hiding in a corner with your toys.

Also try to spread these out a bit, if possible; look where others are founding.

...............


B)  MATERIAL CULTURE


Grab a culture sheet or just a piece of paper and sketch out your culture following the book right up to, but not including, language; stop there.

For subsistences, use one from each of your founding kiths, and then add one more (yes, this means cultures with more kiths get more subsistences).

Don't get into heavy detail with it yet - post the fast version up, and if there's too much overlap between any of them, or something like that, we can correct it before you're too set on the results.

Not that it is too important but the Fauns should be in the quaking grasslands (10) rather than the cool grasslands (8).

Ah, bugger; misread something there.

No worries, you're trying to synthesize a lot of information.  I appreciate it.

BC3:  A culture with three kiths: Duende, Jotnar, Rusalka

Aw dang! I was going to put all the fisher-folk together around that number six. I like that we're on the same page!

COUSINS OF THE SEA: a culture of Duende, Jotnar, and Rusalka

SUBSISTENCE FORMS

  • Fishing:  net fishing, spear fishing, basket traps, line and hook (basically this culture knows fishing inside and out)
  • Herding:  underwater Nautilus herds
  • Hunting: seals, whales, and other large sea mammals from hide boats
  • Gathering: edible kelp and seaweeds, bivalves

MATERIALS

  • Bone+Horn:  fish hooks, needles, pins, combs, jewelry, weapons, corsetry
  • Shell:  jewelry, musical instruments, eating dishes, combs
  • Skins:  leather clothing, tents, containers, boats
  • Plant fibre:  nets, baskets, crude ropes
  • Wood:  decorative carved items
  • Animal fats:  soap, perfume, simple lamps

ARCHITECTURE

  • Shared family yurts constructed of nautilus leather and whale bone for developed communities while those who haven't established themselves yet live in improved caves.

OCCASIONS

  • No moon: Ritual self-injury to give blood to the sea in hopes of appeasing it/have it consider you family.
  • Whale migration: Many communities gather together for the whale hunt as they pass through the islands.  This is the time for marriages and general revelry with semi-strangers.

VIRTUE 

  • Courage:  The courage to hunt the whale, fish the biggest fish, brave the wild storms, tell your beloved how you feel, raid a rivals herd, dive to the deepest depths, own up to your mistakes.  Those deemed the most courageous are celebrated, considered leaders, and chosen as the best prospect for a spouse.  Those that show cowardice are considered lesser and gently ostracized though a family is still expected to care for them.  Despite having a physical advantage at the types of activity courage is displayed in, the Jotnar and Rusalka are not considered much more courageous that Duende.  It is the level to which you press yourself and exceed expectations that is respected not the activities themselves, at least ostensibly.

VALUE

  • Community: Shared blood is the bond that ties communities together.  You can trust those who you are related to and (conversely) those who you are unrelated to are dangerously outside that circle of trust.  This means that marriages between communities and kiths* are extremely important for building bonds and equally for ending feuds.  Adoption is uncommon and looked down upon as being lesser than other sorts of kin, though the rare Jotnar/Duende couples often do so as their only means of having their family continue.  Being cast out of ones family is the worst thing that can happen and generally only happens after continued abuse of their good faith.  Those cast out are rarely welcomed in by other communities because it is assumed they've committed horrific crimes.


*since we didn't discuss fertility elsewhere I'm going with the Rusalka being single inheritance interfertile with both the Jotnar and Duende resulting in larger pale coloured or smaller green coloured Rusalka.  The Jotnar and Duende are not interfertile because that would just give us Abratu, and basic humans are boring

*low whistle*

Niiiiiiiiiiiiiiiice.

E6: A culture with one kith, Striga.

Ooh.  Actual surviving prehistoric culture?

I think so, yeah! Can we do that?

No reason not to, beyond the obvious "most cultures have multiple kiths".

Material Culture

Basic materials:  Stone, Wood, Bone+Horn, Skins, Hair+Wool, Clay, and Plant Fibre.

(Looks like I can level up one material or pick a new one. I feel like picking a new one.)

One additional material: Glass

(I think I have to talk about the examples for each material, so I will. This feels a tiny bit unclear as to what exactly to do here.)

  • Stone: In the mountains, the stone is easy to work with and everyone has a wide variety of tools. There are a few individuals that have a lot of stoneworking skill and there are some basic stone structures for housing and storage.
  • Wood: Most wood items are furniture rather than housing. 
  • Bone+Horn: These materials are often turned into cooking implements or jewelry-like accessories if the hunt is particularly astounding.
  • Skins: Animal skins are turned into suncloaks for day to day travel.
  • Hair+Wool: Some comfort clothing and other decor. Weaving becomes a sign of status.
  • Clay: Cookware and dishes for eating. Clay is tied to the earth, so burial rites make use with clay coverings and decorated cairns.
  • Plant Fibers: Backpacks and hats for sun protection and travelling
  • Glass: Jewelry becomes more status-giving, and elevating food onto refined glass instead of base clay becomes the norm.

Architecture

The common architecture of this culture becomes igloo-like stone dwellings, sometimes with dug basements. Travel dwellings are pod-like sleeping bag cocoons made made of animal hides and hung in trees for safety. 

Occasions

  • Migration of herd animals: When the food animals they largely subsist on go to migrate just before the winter, there is a celebration to send off the animals to be fruitful, so they come back with more numbers to sustain the people. It is taboo to slaughter one of these animals at this time and people fast part of the time in recognition of the reduced food.
  • The middle of the rainy season: At this point, some areas of the valley see a lot of flooding, so folk retreat to cave dwellings for a few weeks. A few people go back and forth to ensure the main houses are fine, but the sudden rising water can catch people unawares, and everyone watches out for easily-lost children who can't swim.

(I rolled for these. I wanted numbers so I didn't have to count out of laziness)

Virtue

Cunning is highly valued as nature can be unpredictable and knowing how to get out of a random, desperate situation in the mountains at night is the height of coolness. Many people tell tall-tale stories of increasingly unlikely situations and it is something of a game to outwit a storyteller.

Values

Ecology is highly valued so society knows its place in the larger ecosystem. Animals are not hunted to the last numbers, plants are cultivated, things are kept in balance between prey and predator.

Did I do this right? I just brainstormed and made stuff up. :)

(1 edit)

F10: Fauns, Rusalka (edit: missed that order was important)

almost done the material culture post, just a few things to finish in the morning

Culture: Fauns, Rusalka, combined

 I'll say that they have fraught interfertility. Pregnancy is rare, but not dangerous, and seen as auspicious. Children vary from looking like slightly different fauns to slightly different Rusalka, but typically maintain the hairiness of Fauns, the skin colour of Rusalka, lose the hoofs, and swim well.

 Subsistence

They continue to herd nautiluses, which now tend to roam less and stay closer to shore due to selective breeding. Hunting with obsidian remains common, particularly the aurochs, although a strategy of pinning them between the land and sea is now common. Obsidian is in fact incredibly plentiful due to nearby geothermal activity. Being now more sedentary, they have started some limited horticulture of seaside plants for food.

 Materials

As mentioned, obsidian remains very important, as does nautilus shell. Fauns have adopted nautilus shell armour for land-based hunting and decorative and religious arts.  Basketry and rope-making ahve been invented, both using a type of seaside shrub and hair from the aurochs. Rough felt clothing and furs are used for special occasions (due to being ruined by the water); most clothing is either stiff leather (due to the water) or roughly woven plant matter. Horns are used for drinking and for decorative items, as well as needles.

Small boats have been developed, used mostly by Fauns.

 Architecture:

Buildings are usually by the seaside. A raised base of stone, earth or sometimes wood piles is constructed, to keep them away from high tides, and semi-permanent wood and animal skin tents are built on top, which are robust to the common earthquakes. Rusalka primarily live on land with the Fauns.

 Occasions;

- Main Auroch migration begins: As the weather gets cold, everyone starts spending more time on land, heated by geothermal activity, rather than in the cold ocean. At the same time, the numbers of aurochs increase and they start relying on the hunt. The first hunt of the season is a joyous occasion, dedicated to the gods of the shaking earth to ask them to supply a bountiful hunt and quell the shaking.

 Full moon: It is known that the moon affects the tides, and thus it is believed to watch over the sea. On the full moon, people gather in boats at sea, decorated with nautilus shell chimes.

Virtue:

Generosity: Society is built on webs of mutual obligation, relying on different foods and resources with seasonal and ecological changes, and with catastrophe coming often. There are strict moral obligations on when you must give freely in times of strife, even to your enemies.

 Value:

Ecology: the people of the land and the people of the sea; the aurochs and the nautilus; these are all a part of a delicate system that ebbs and flows with the tide. When disaster strikes - earthquakes in particular - it is because things are out of balance.

(2 edits)

G2 Culture with two Kith, Striga, Faun

I will do my material culture this weekend!

Awesome!

(3 edits)

Material Culture

Striga, Faun

Materials

  • Stone, Wood Bone and Horn, Skins, Hair and Wool, Clay, Plant Fiber
  • Copper
  • Advanced with Wood

Architecture

The basic architectural style is split log longhouses. They are known to create homes for times or trouble in the trees of their heavily wooded forest area.

Occasions

The culture honors the lunar phases specifically the Crescent Moon and New Moon. They call the Crescent Moon the Blessed Smile, stolen away by the Shadow of the New Moon, a time for caution.

The Time of the Smile is a celebration of great feasting, joy and dancing. The Shadow Time is celebrated by a festival where children dress as the Smiling Man or the Shadow and chase one another. The Smiling Man is a devilish trickster.

Virtue and Value

This culture values personal cunning. Cunning has helped their people survive in the great forest and brought the early Soviety together. Their society values Freedom. What this looks like is that every person contributes to the community but is expected to develop an interest of personal significance, a spark. They balance exploring their spark with supporting the needs of the community.

Note: If you're ready to get into material culture, go straight on; we are plenty spaced out already.

I'll aim to look at this tomorrow. I was a little unclear about what was needed.

Sorry for the wait folks - A culture of Striga, Duende and Rusalka can be found at F6. This culture relies heavily on horticulture, fishing and hunting, and the majority of the buildings along the coast are made of stone dragged up from the shoreline and secured with dried seaweed, hemp and wood. The buildings a bit further away are made from Clay and Wood, and are either longhouses made from whole timber logs secured with a mixture much like adobe. Those with families, children or with a higher social standing typically live in the longhouses, while often those who are younger or who are recent arrivals to the community are providing shoreside lodgings in the smaller, stone huts lining the coast. 

The people of this culture are driven by a sense of courage, honor and community - it is a seafaring community that prides itself on its shipwright, fishermen, sailors and divers. Those who take risks on rough waters or who brave fires, monsters or other dangers are often recognized by their peers in this community through tattoos, many of which are painted around any scars that the individual received from the danger in question. This community does not recognize foolhardy idiots who challenge the impossible simply because they can - they instead decide to honor more heavily 'those who had no choice'. Gender, Kith or partner-preference be damned - your standing in the community is based on merit as well as by recognizing those whom you have taught something important with to raise *their* standing as well. As such, those of the highest standing are usually local elders, teachers, professors or clerics. 

Families tend to be monogamous, and divorces are actually a local public spectacle; local law states that a divorce may only be granted IF the party wishing to be separated is willing to stand forth with a blade against his soon-to-be-former spouse. If the separation is mutual, the duel is short. If the separation is contested, both parties are honour-bound to duel until first blood or until the other party yields to the others demands. Couples that stay together are encouraged to have as many children as possible, and the community will actively offer their talents or knowledge to aid kids regardless of who their parents are. Orphans are usually cared for by any elderly without living kin, but are not discriminated against or pitied any more or less than any other child. 

The culture is governed by a council of Five Elders which debate and decide on matters by way of 3 vote majorities. These Elders name their successors before death and upon receiving the position can only be removed from it by Death itself (I think I mentioned dueling before.. did I mention dueling?) Each role that the Elders fill represents a side of the priorities of the culture - Water, Wood, Fire, Stone and Blood. Water and Wood are concerned the gathering of necessities such as firewood, coal, food, hemp, lumber, kelp and seaweed. Fire and Stone are concerned with building maintenance, clean water wells or filtration systems, forges, smelters, shipwright etc. Blood is concerned only with the defence of the cultures people and internal matters of justice. 

The economy in town is based on silver coins, precious stones and rare seashells. As a seafaring culture, they are known to travel up and down the coast (maybe even to other cultures).