For many millennium, long before the oral histories can recount has man fed on the fruits and meat provided by nature on nature's terms. They hunted the forests and the fields and scavenged the groves and the shores. They fished from the streams and the shallows of the ocean moving however the rhythm of nature took them. Nature proved to be a harsh mother though, killing those who failed to find food and bring it back to their families. But to those who succeeded and did so often they were richly rewarded with strength and wisdom.
It was not a life of rich innovation, but curiosity is so much a human thing as the bird's urges to fly. Whether it was by conscious effort of their part, or an accidental discovery in the waste piles of hunting camps that man found it was possible to take some of nature's bounty and sew it into the Earth. And to not just tend it all in one space, but to over time modify and change nature's bounty so that it was man's bounty. It was learning to be a nature of master, and not be its servant that sparked a revolution in humanity.
As hunting villages took root surrounded by fields of sewn crops community's rose and flourished around farming. They learned to tend to animals and over time these small villages spawned grander societies. Becoming not just villages but cities. Emphasis on certain luxuries were had and from stone tools and sticks modified for tilling the Earth did they come to adapt tools wrought and molded from the ground: bronze. As the complexities of society became more and more entangled, they built writing. And as it became necessary to travel great distances with so much supply, so did the need for wheels and pack animals. Those who did not wholly adopt one, the other, or all were slowly absorbed or misplaced by their growing neighbors.
Meanwhile on distance fringes, people still held to the old ways. In time, they came to meet these new ways. Whether they adapt them or fight them is up to these people
While perhaps markedly the same as what happened in our world in several places across the globe, this is still fantasy. And one perhaps overlooked, but all the same important. So seeking an excuse to produce more content for something, let me propose this: a nation of politics, community, and societal shift during human kind's earliest most revolutions. The great socio-economic shift from living off the land, to mastering the land.
Perspective writers who wish to take part will have a choice between playing as a foreign society who migrated into the current RP area set on cultivating the wild lands to build their own community. The homeland is expanding and these are the people wanting to escape it for their own reasons or who were forced out as enemies of the off-map realm. All the same, they bring in some way agriculture and the implications it brings: early metal tools, organization, and sedentary communities.
At the same time in the lands they move into men still live as they had been long before. Hunter-gatherer nomads wandering the same tribal territories as they once had, hunting the same deer and picking the same berries as their fore-fathers had long before. And turning to see in the horizon one day the fires of prospective farmers clearing away the forests for their own homes and for their own fields. This may be a sign of terror, or the light of a grand new age to come.
And while this may be proposed as an NRP it's less a Nation RP as it is a Community RP. A Community RP in that what the writer/player controls isn't a formal nation as the Kingdom of France of the Empire of China, but a village or large town already established here, or seeking to be established. Politics still flourish between the communities and in the interests of self-defense they may band together as a single polity or be conquered by their neighbors. In the event of either I do not wish to suggest that when conquered or “annexed” by another that one person has been defeated by the other. The “conquered” individual may still write, or have control of their community as they had before but under the auspiciousness note of sharing a polity with someone else. It will and may be expected that multi-player “nations” arise out of the need or ambition of each community's leaders.
The same rule applies for the hunter tribes who may seek mutual protection with each other as chiefdom. Or may be conquered by a village community, or may conquer a village community themselves. All the same, a loss in war or in diplomacy does not constitute an end. And perhaps at some point we will see a nation lorded over by several persons and not just one, reflecting a internal dynamic either overlooked or character of such new things.
The societies and communities that people will join as will be considered under three particular types:
-Agricultural: a community of people who bring with them the knowledge of farming and the traits associated with it, bureaucratic literacy, metal tools, and professional specialized laborers (soldiers, metal workers, craftsmen, and so on).
-Semi-agricultural/Transitional: communities who have oped into some areas of food production like above, but not all of it. There may be some farming but the society willingly doesn't implement it completely for one reason or another and still relies in large part on hunting and gathering to supplement their diet.
-Hunter/Gatherers: completely decentralized groups of individuals who must prowl the woods and wilderness as their main source of food. The high intensity of their life-style means that not many are as devoted to innovation as farmers, but all people are more a jack of all trades than they. Comprise the most in depth knowledge of the wilderness and what is safe to eat or toxic to man.
Any sort of game-y balance is of least concern, but rather the narrative options available to someone. If I am to knowingly go a gamey direction on anything then it might be the relationship of community size in population with that of their territory, better reflected when I get a map sorted out. But the rule of thumb will most roughly be a hunting society will require ten miles per individual, where as a farming society will be the inverse: ten person per square mile.
Things to do:
It was not a life of rich innovation, but curiosity is so much a human thing as the bird's urges to fly. Whether it was by conscious effort of their part, or an accidental discovery in the waste piles of hunting camps that man found it was possible to take some of nature's bounty and sew it into the Earth. And to not just tend it all in one space, but to over time modify and change nature's bounty so that it was man's bounty. It was learning to be a nature of master, and not be its servant that sparked a revolution in humanity.
As hunting villages took root surrounded by fields of sewn crops community's rose and flourished around farming. They learned to tend to animals and over time these small villages spawned grander societies. Becoming not just villages but cities. Emphasis on certain luxuries were had and from stone tools and sticks modified for tilling the Earth did they come to adapt tools wrought and molded from the ground: bronze. As the complexities of society became more and more entangled, they built writing. And as it became necessary to travel great distances with so much supply, so did the need for wheels and pack animals. Those who did not wholly adopt one, the other, or all were slowly absorbed or misplaced by their growing neighbors.
Meanwhile on distance fringes, people still held to the old ways. In time, they came to meet these new ways. Whether they adapt them or fight them is up to these people
While perhaps markedly the same as what happened in our world in several places across the globe, this is still fantasy. And one perhaps overlooked, but all the same important. So seeking an excuse to produce more content for something, let me propose this: a nation of politics, community, and societal shift during human kind's earliest most revolutions. The great socio-economic shift from living off the land, to mastering the land.
Perspective writers who wish to take part will have a choice between playing as a foreign society who migrated into the current RP area set on cultivating the wild lands to build their own community. The homeland is expanding and these are the people wanting to escape it for their own reasons or who were forced out as enemies of the off-map realm. All the same, they bring in some way agriculture and the implications it brings: early metal tools, organization, and sedentary communities.
At the same time in the lands they move into men still live as they had been long before. Hunter-gatherer nomads wandering the same tribal territories as they once had, hunting the same deer and picking the same berries as their fore-fathers had long before. And turning to see in the horizon one day the fires of prospective farmers clearing away the forests for their own homes and for their own fields. This may be a sign of terror, or the light of a grand new age to come.
And while this may be proposed as an NRP it's less a Nation RP as it is a Community RP. A Community RP in that what the writer/player controls isn't a formal nation as the Kingdom of France of the Empire of China, but a village or large town already established here, or seeking to be established. Politics still flourish between the communities and in the interests of self-defense they may band together as a single polity or be conquered by their neighbors. In the event of either I do not wish to suggest that when conquered or “annexed” by another that one person has been defeated by the other. The “conquered” individual may still write, or have control of their community as they had before but under the auspiciousness note of sharing a polity with someone else. It will and may be expected that multi-player “nations” arise out of the need or ambition of each community's leaders.
The same rule applies for the hunter tribes who may seek mutual protection with each other as chiefdom. Or may be conquered by a village community, or may conquer a village community themselves. All the same, a loss in war or in diplomacy does not constitute an end. And perhaps at some point we will see a nation lorded over by several persons and not just one, reflecting a internal dynamic either overlooked or character of such new things.
The societies and communities that people will join as will be considered under three particular types:
-Agricultural: a community of people who bring with them the knowledge of farming and the traits associated with it, bureaucratic literacy, metal tools, and professional specialized laborers (soldiers, metal workers, craftsmen, and so on).
-Semi-agricultural/Transitional: communities who have oped into some areas of food production like above, but not all of it. There may be some farming but the society willingly doesn't implement it completely for one reason or another and still relies in large part on hunting and gathering to supplement their diet.
-Hunter/Gatherers: completely decentralized groups of individuals who must prowl the woods and wilderness as their main source of food. The high intensity of their life-style means that not many are as devoted to innovation as farmers, but all people are more a jack of all trades than they. Comprise the most in depth knowledge of the wilderness and what is safe to eat or toxic to man.
Any sort of game-y balance is of least concern, but rather the narrative options available to someone. If I am to knowingly go a gamey direction on anything then it might be the relationship of community size in population with that of their territory, better reflected when I get a map sorted out. But the rule of thumb will most roughly be a hunting society will require ten miles per individual, where as a farming society will be the inverse: ten person per square mile.
Things to do:
- Collect opinions and interest
- Bother with making a map
- Possibly make custom art so as to not generically pull shit from Googler to decorate this RP with
- App