Although the Totems of the Dead setting isn't entirely humanocentric, it mostly is. The Feral Ones and the Skinwalkers are the exceptions; and they're mostly human, just touched with a bit of the supernatural (not unlike how I did it in DARK•HERITAGE to be honest.) Because my MAMMOTH LORDS is based on a very similar premise (actually, almost the identical premise, plus Ice Age animals) I thought it might be fun to see what they did, and then compare it to my own "calques."
For those who don't remember me using it before, or who are otherwise unfamiliar with the term, calque is a linguistic word that refers to borrowing a phrase or word from one language into another, but "translating" it rather than it simply being a loanword, which is borrowed as is without translation. For example, in English, when we refer to Kindergarten, that is a loanword from German. If it were a calque, we'd call it "children's garden" or something similar, because that's what it means in German. In Tom Shippey's wonderful book The Road to Middle-earth, he describes that Tolkien (both Shippey and Tolkien are linguists) used the concept to "calque" or translate, actual historical cultures into a fantasy milieu, so that the Rohirrim are, in fact, horse-riding Anglo-Saxons of the Anglo-Saxon period of English history—but slapped smack-dab into Middle-earth as allies of Gondor.
Robert E. Howard had already "calqued" (although naturally he didn't use that word) a number of cultures together to create the Hyborian Age; in fact, the Hyborian Age is just a big cobbled together patchwork quilt of calqued historical cultures. For example, the Aquilonians are essentially the Carolingians, the Nemedians are the Byzantines, the Aesir and Vanir are the Vikings, the Cimmerians are the Gaels (both Scottish and Irish) his Stygia is ancient Egypt, etc. Games Workshop also calqued the Old World in many ways; Bretonnia is medieval France, the Empire is the Holy Roman Empire, Tilea is Renaissance Italy, Estalia is an immediately post-Reconquista Spain, and you can easily imagine exactly what places like Norsca, Ind, Cathay, and Araby, for instance, are meant to be calques of.
Anyway, the races of Totems of the Dead correspond more direclty with what I'm doing with MAMMOTH LORDS because in both cases, they take a Hyborian Model and apply it to the New World at the time of the Viking settlement. Totems actually does more than I did, because it's a slightly bigger, more expansive and varied setting than I am likely to develop—but not by much. Anyway, we've got:
Amizani: Amazons. I'm not sure why Amazons are associated with the New World, but Warhammer did it too. They're a completely fictional thing taken from vague reference by Herodotus to what are most likely Sarmatian women. I don't see any reason to have New World Amazons other than an off-hand comment by Orellana about one tribe where women fought alongside the men, so I have no corresponding group in MAMMOTH LORDS.
Arctic Tribesmen: Eskimos, basically. I'm using Inutos—a name borrowed from Lovecraft which obviously is similar to Inuit, to represent them.
Atlantean: In Totems, Atlanteans are not dissimilar to how they are presented in Howard's earlier Kull stories, although they still have a memory of the high civilization that they've left behind. In fact, Atlanteans here are seen as refugees from political turmoil; Atlantis itself hasn't sunk yet and the threat of Atlantean invasion is one of the main conflicts of the setting. In MAMMOTH LORDS Atlantis has already sunk, but it was a wicked, decadent place, and the Atlantean colonies on the southeast of the New World are meant to be more like the Black Numenoreans with even more black sorcery than they are any historical group.
Bantanu: This name is very close to the actual group Bantu, and as such, it refers to an African colonization of the New World which is ahistorical, of course, in real life. Totems also has the Bantanu as possessing a high culture that is largely dissimilar to anything that ever really happened in sub-Saharan Africa, but I suppose you could see them as similar to the Mali or Songhai Empires, but more "utopianized" in terms of art and refined civilizational features. Which is, of course, a little bit ironic since those were Mande and Nilo-Saharic cultures, not Niger-Congo cultures, like the Bantu. Whatever. I have no corresponding group in MAMMOTH LORDS.
Buffalo Plains Tribesmen: Referring of course to the Plains Indians, of various ethno-linguistic persuasions, but all of whom had a very similar economy and social and material culture, like the Sioux, the Blackfoot, the Comanche, etc. I've got two names for them in my setting: Tatonkans and Nakota. In theory, there should be many tribes that are only loosely affiliated, if at all, by similar life-style, but I doubt I really need to come up with names for all of them.
Desert Tribesmen: Refer to the cliff dwelling Pueblo indians like the Hopi and the Zuni. I also include them, and have offered up the names Kayenta and Azani.
Eagle Coast Tribesmen: This refers to the Pacific Northwest coast indians; you know, the tribes that made the famous totem poles of Washington, Oregon, British Columbia and Alaska. I hadn't really given much thought to the PNW as a region that I was likely to use, so I don't have any corresponding group. Instead, I'll actually have "Muans"—Ainu-like people who represent the remnants of Kennewick Man-style pre-Indians. From the other lost continent of Mu, of course. Maybe they'll be responsible for Easter Island like heads too.
Eastern Woodlands Tribesmen: For Totems, they went with the probably rather expedient lumping of the Algonquin and Iroquois groups as eastern woodlands tribesmen. I've elected to keep them separate, because the ethnic and political tension between the Iroquois confederation and the more loosely (but also more numerous and spread through greater geographical area) Algonquin tribes is an important dynamic of the Colonial period of America, and therefore what we actually know something concrete about. The Ojowe and Saunak are the MAMMOTH LORDS calque of the Algonquins, and the Mowawk and Wendat are my Iroquois.
Grandfather Mountains Tribesmen: The Totems map of the continent only has one big, young, craggy western mountain range, so it kinda applies to the Rockies combined with the Sierra Nevada and Cascades together; the Great Basin and American Southwest area that is intermontaine in real life is merely east of the Grandfather Range here. In real life, the tribes associated with the mountains are usually the same tribes that are associated with the plains nearby—which was ecologically much more productive and fertile anyway. I don't know who these guys are supposed to be a calque of, or if they're even a calque of anyone at all.
Ruskar: Although the Russian settlement of parts of America, especially Alaska, post-dates the timing of the setting considerably (to the extent that it represents a "real" time to any degree) Totems has gone ahead and added what are essentially Cossack-style steppe barbarians to the setting. It's actually a pretty fun idea. I don't have them, but my "Vikings" have a number of other nations that are along for the ride—nations that were historically associated to some degree with the Vikings, like the Anglo-Saxons, the Gaelic guys, and the Rus Norse-Slavic syncretic culture. I've got the Haestings, Anglo-Saxons, and the Gaidhel, similar to Hiberno-Norse and Scottish. Although initially dragged along in the shadow of the "Vikings", they've now arrived in sufficient numbers to have their own enclaves and whatnot.
Shenese: There is a lot of evidence to suggest that there may have been a limited Chinese presence on the West coast, which is what the Shenese represent. I had that idea too, although I called them Fusangites, i.e., from Fusang, the Chinese name for what is believed to be a North American colony. As with the pseudo-Vikings, my pseudo-Chinese colony is more of an established entity, and not merely an ephemeral beachhead.
Skadian: The Vikings of Totems. I use Vendels as my name, with the alternate name of Norsmenn. In Totems, they are posited to be three different subraces; the Oesir, the Einheir, and the Sea Wolves. The first two are comparable to REH's split between the Aesir and the Vanir while the Sea Wolves are a more overtly piratical group. I'm only going to go with one variety of pseudo-Vikings, but because I have pseudo-Anglo-Saxons and pseudo-Scots along for the ride, that gives me enough variety.
Southern Empire Tribesmen: The inhabitants of either Maztlani (pseudo-Aztecs) or Yuarcoan (pseudo-Incan) empires. My setting doesn't go that far south.
Spirit Plateau Tribesmen: I'm not exactly sure what these guys represent. I'm not 100% sure what the Spirit Plateau represents (the Columbia Plateau, maybe?) They seem to be Plains Indians but separated by religious tradition or something. Needless to say, I have no real analog in my setting.
I also have an Arctic population that may be kinda sorta like Great Perm, except that I don't really know much about them. I'll make them more or less a Finnish-Lapplander hybrid, call them Kvens, and make them refugees of Zobna, with their new land called Lomar (shout-out to HPL, yo.)
I doubt that they'll be major players in the New World, but I do have a handful of other Old World calques that may or may not make cameo appearances: pseudo-Turko-Mongols called Komans, pseudo-Byzantines called Komnenians (for whom some of the Vendels may have served as Varangian Guards) and pseudo-slav/cossacks called Kayazy. And I might have Cahokians; mound-builder types, although I'm actually mostly thinking that they'd have been enslaved and culturally swamped by Atlanteans on the southeast Gulf Coast area.
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Showing posts with label Mammoth Lords. Show all posts
Showing posts with label Mammoth Lords. Show all posts
Friday, August 05, 2016
Totems of the Dead race/culture calques
Wednesday, July 29, 2015
Mammoth Lords vs. Totems of the Dead
One of my setting germs is MAMMOTH LORDS, and it's one that I've actually been very excited about for a long time. Not that I've talked about it much here, but it's still one of my favorite potential settings.
The idea of it was Howard's Hyborian Age but instead of using various Bronze Age, Iron Age and even Medieval peoples and nations of Europe and the Middle East, I applied the idea to the Viking settlement of America. This allows me to use, as Howard did, alternate names for historical peoples, but because they're alternate, I don't have to worry about chronological exactness or correctness, or other details of actual historical fiction. I whipped up a draft map that looks a little bit like North America, but not exactly, and put names and places down so I knew who was sitting around next to who. Because it was specifically Hyborian style sword & sorcery, I also added some Atlantis in the moundbuilder area, and decided that the pre-Clovis peoples like Kennewick Man, etc. were from the sunken continent of Mu, and would be represented by New World Ainu or something like that. Sounds like a great idea?
Well, apparently it was, because Gun Metal Games totally stole my thunder and did almost exactly the same thing when they published Totems of the Dead for the Savage World game. I don't have this product still, but I do have the sample pdf that they released a while ago that had was a demo or teaser for the product, and which describes very briefly the concept, the geography and some of the peoples.
Sigh.
I also found their map. It looks a lot like mine again. Sigh. Of course, I have the pluvial lakes, and I have a much bigger Chinese (Fusang) presence on the west coast, and I have my Vikings (Vendels) a bit more southerly as well; they're not just up there by L'Anse aux Meadows, they're also the builders of the Newport tower, and the Kensington runestone and the Spirit Pond runestone, etc. In other words, it's not just a handful of villages far up on the Canadian east cost, it's a significant Eastern Seaboard presence.
Like every other setting using the Hyborian model of fantasy everywhere, it's fairly easy to tell who is supposed to represent who. Where I was Vendels for Vikings, they use Skadians. Yeah, that's easy. Where I use Fusang for west coast Chinese settlement, they have the one settlement of Shen. Where they have Anazi badlands and the Ahabi desert, I have the Azani and Kayenta cliff-dwillers. Where they have the Maztlani Empire I have... well, actually I don't really get into Mexico or have an Aztec analog—the American southwest is as far south as I really go.
Anyway, I found this map of the setting, and thought I'd post it. Again: Sigh. I need to make my own draft into something presentable and post it too, but given that I haven't even done that for CULT OF UNDEATH or even DARK•HERITAGE yet, don't hold your breath.
The idea of it was Howard's Hyborian Age but instead of using various Bronze Age, Iron Age and even Medieval peoples and nations of Europe and the Middle East, I applied the idea to the Viking settlement of America. This allows me to use, as Howard did, alternate names for historical peoples, but because they're alternate, I don't have to worry about chronological exactness or correctness, or other details of actual historical fiction. I whipped up a draft map that looks a little bit like North America, but not exactly, and put names and places down so I knew who was sitting around next to who. Because it was specifically Hyborian style sword & sorcery, I also added some Atlantis in the moundbuilder area, and decided that the pre-Clovis peoples like Kennewick Man, etc. were from the sunken continent of Mu, and would be represented by New World Ainu or something like that. Sounds like a great idea?
Well, apparently it was, because Gun Metal Games totally stole my thunder and did almost exactly the same thing when they published Totems of the Dead for the Savage World game. I don't have this product still, but I do have the sample pdf that they released a while ago that had was a demo or teaser for the product, and which describes very briefly the concept, the geography and some of the peoples.
Sigh.
I also found their map. It looks a lot like mine again. Sigh. Of course, I have the pluvial lakes, and I have a much bigger Chinese (Fusang) presence on the west coast, and I have my Vikings (Vendels) a bit more southerly as well; they're not just up there by L'Anse aux Meadows, they're also the builders of the Newport tower, and the Kensington runestone and the Spirit Pond runestone, etc. In other words, it's not just a handful of villages far up on the Canadian east cost, it's a significant Eastern Seaboard presence.
Like every other setting using the Hyborian model of fantasy everywhere, it's fairly easy to tell who is supposed to represent who. Where I was Vendels for Vikings, they use Skadians. Yeah, that's easy. Where I use Fusang for west coast Chinese settlement, they have the one settlement of Shen. Where they have Anazi badlands and the Ahabi desert, I have the Azani and Kayenta cliff-dwillers. Where they have the Maztlani Empire I have... well, actually I don't really get into Mexico or have an Aztec analog—the American southwest is as far south as I really go.
Anyway, I found this map of the setting, and thought I'd post it. Again: Sigh. I need to make my own draft into something presentable and post it too, but given that I haven't even done that for CULT OF UNDEATH or even DARK•HERITAGE yet, don't hold your breath.
Wednesday, November 14, 2012
"Mammoth Lords" details
I'm trying out the "Mammoth Lords"--although honestly, that's unlikely to be the title I settle on.
Anyway, a few details of what the setting's like:
1) Start by taking a "calque" of North America in roughly 975 A.D. or so, during the highpoint of the so-called Viking Age of Europe. In this setting, travel across the Atlantic will probably be constrained by a brief period (a few years) of exceptionally (and possibly supernaturally formed) cycles of winter storms and other bad weather, effectively isolating North America from Europe for at least a few years. As in other calques, such as Robert E. Howard's own Hyborian age, the Warhammer world, or Paizo's Golarion, I'm not using literal historical groups of people or countries; when I say, for example, Viking, it's understood that I'm using my fantasy version of Vikings, not actual ones.
2) First major difference from real history that I'm imitating; the Viking age here is considerably more "Golden" than it really was; there were more vikings, going to more places and just generally "doing more" than they really did. They've discovered North America and settled it successfully almost immediately, building a number of colonies on the East Coast of Canada the the Northern Seaboard that are still thriving. This doesn't mean that they are all united into a single kingdom; I can see analogs of Knud's North Sea Empire, an eastward looking Kingdom of Sweden and allied Rus states even further east from there as all part of my "Viking Golden Age." Well; fantasy equivalents, rather, of course.
3) The second change major change is that the Vikings, being more successful and widespread than in real life, may have migrated, or caused to migrate, other European populations or refugees. Therefore, there are also population pockets in the New World of Slavs, Saxons, Scots and Irish. Given the heavy Viking settlements and integration in England, Scotland and Ireland anyway, this isn't too much of a stretch--think of the Northern Sea Empire of Knud the Great as a sustainable one and you're mostly there. Keep in mind that by the end of his life, almost all of Knud's closest inner circle were Englishmen and not Scandinavians, too. Anglo-Vikings, Anglo-Norse and Gall Ghaedil and other hybrid Scandinavian peoples, as well as flat-out Englishmen, Scotsmen and Irish who were allied with the Vikings (and Wends too--Knud's grandfather was Mieszko I of Poland, after all) have moved all across the globe, and in most instances still cling to their local culture as they've done so. This way I don't have to get fatigued by too many Old Norse names all the time.
4) Because this is the Bølling-Allerød interstadial, the animal life of Europe and North America is quite a bit different than what we have today. The Great Plains of North America are much like the savanas of Africa; native North American lions, sabertooths, scimitar-tooths, short-faced bears, wolves, coyotes, pumas, "cheetahs" and dire wolves all hunt several species of native horse, ass, "zebra," pronghorn, bison, giant peccaries, giant camels, long-legged llamas, giant sloths and even two species of mammoth (up north the Wooly mammoth, and down south the Columbian mammoth, which is, essentially, just an elephant. Mammoths and living Asian elephants are more closely related to each other than either are to the African elephant) and mastodons. A handful of other fictional critters such as predatory diurnal hunting bats and whatnot, complete the scene.
5) I'm going to assume that the historical populations from the 1600 and 1700s just get pushed backwards in time and get used anyway. Those are the only real Indian populations that we know enough about to calque anyway. Therefore, the Vikings, Saxons and whatnot can interact with the Five Nations of the Iroquois, the Algonquins, and the classic, well-known tribes of Plains Indians, such as Apaches, Comanches, Sioux, etc. With different names, of course.
6) There are hints that the Chinese may have also "discovered" America. In this setting, they have, and also have colonies on the West coast.
7) The Moundbuilders are a nation, or group of nations, still extant in the east central part of the continent. Although some nations, such as the Cherokee and other Iroquois speaking nations, may have some link with them, they purposefully keep seperate; the mound builders are feared and shunned as dark shamans and sorcerers of ill-repute. They appear to be a hybrid culture of native american and stragglers from Atlantis.
8) As the last entry hints at; I'm not at all opposed to throwing in plenty of overtly fantastical elements into the stories. Dark wizards or shaman, ghosts, demons, malevolent spirits; all of these will feature prominently in any stories set in this setting.
Another bit of info, adopted from my very bare wiki:
Northern Europe (although probably not Scandinavia) would be ice free, and calqued cultures similar to the Vikings and others would be present and accounted for. Taking another page from Howard, I'm not using "real" nations, cultures and peoples, but transparent "calques" of them.
Africa would also be considerably different, as the Bølling-Allerød coincided with one of the "Green Sahara" phases. Lake Chad would have swollen to be larger than the present day Caspian Sea, and the Sahara would be largely grassland with antelope, elephants, giraffes, and riparian life and civilization that included crocodiles, hippos, and villages of people who lived primarily by eating fish. If you take the water erosion theory of the Sphinx seriously, then some kind of proto or pre-Egyptian civilization lived on the Nile. If you remember Howard, you'd expect something like Stygia anyway--his "fantasy" Egypt.
In North America, the Berengia corridor would be open. Although sea levels were higher during the Bølling-Allerød than they were during either the Older or Younger Dryas periods, they still were not as high as today. All of the "lower 48" would be ice free, as would much of southern Canada, and a corridor of land east of Canada's Coast Mountains. Much of the Great Basin and American southwest deserts were not as dry during the the late Pleistocene as they are today, so places like Monument Valley, for instance, would be largely wooded, not unlike the Kaibab National Forest today, instead of the much dryer scrub desert that prevails over the canyonlands region today. Huge pluvial lakes, like Bonneville, Lahontan, and the Manly lake system (that, among other things, completely flooded the Death Valley region) as well as numerous relatively smaller but still quite large lakes would have dotted what are today desert regions of the American west. Florida, the Yúcutan and the isthmus of Panama would both be quite a bit wider than they are today. Massive Lake Agassiz, holding more water than all the freshwater lakes in the entire world today, sits in south-central Canada as a freshwater cool inland sea formed by meltwater from the retreating Laurentide ice sheet. Although no one in the setting itself would know this, Lake Agassiz is a bit of a time-bomb waiting to happen; when the ice-wall that separates its waters from the Hudson Bay finally breaks, the catastrophic flooding and draining of Lake Agassiz, over the course of just a few months, the massive influx of water into the Arctic Ocean led to rapid climate change and the Younger Dryas cooling and glacial advance.
The Sunda shelf would be much less submerged than it is today, so much of what is today the East Indies would actually belong to a much greater Malaysian peninsula, up to the Wallace line, at least. New Guinea, Tasmania and Australia would all be connected as the continent of Sahel, which has its own unique megafauna, including giant komodo dragons (Megalania), thylacines, thylacoleos, giant wombats, giant-short faced kangaroos, and other unusual life forms.
The Spartel Bank, off the coast of the Gulf of Cadíz, has only recently been submerged by rising sea-water at the end of the Older Dryas, creating a diaspora of its advanced inhabitants known as Atlanteans. Although this would be entirely whimsical, and nobody believes that these sunken continents have seen the light of day in over 20 million years, lowered sea-levels during the Ice Ages or not, I think it would be fun to have the sunken continents of Zealandia and Kerguelen breach sea level too; they can be the "lost continents" of Mu and Lemuria, doomed to sink again as sea levels rise following the Ice Age--they are in fact undergoing quite the crisis currently, since the Bølling-Allerød is quite a bit warmer and has quite higher sea levels than during either the Older or the Younger Dryas periods that bookend it. When Lake Agassiz floods the Arctic Ocean, these two continents will go completely underwater, and while sea levels will drop again during the Younger Dryas, these will not re-appear; the Muans and Lemurians are undergoing the early stages of their own diaspora, following in the wake of the Atlanteans (who occupied a much smaller landmass anyway) who went through it more recently.
How much of this geography would be known and relevant to any characters in this time frame? I'm not sure exactly how cosmopolitan I intend to make it, but since a false "Golden Age" of the Vikings is another influence, certainly I think it's possible that characters may have been in eastern Europe, the Eastern seaboard of North America, into the interior of North America (where I really plan on having the action center), and possibly north Africa. Any "Chinese" inhabitants on the farther side could have been as far south as the Wallace Line without raising eyebrows, and of course, the American Indians themselves are fairly recently spread from Berengia too, in this scenario. In fact, they are newcomers relative to some of the older peoples living in North America; the peoples affiliated with the Spirit Cave mummy or Kennewick Man, for instance, who have been described as showing physiolocial similarities to the Ainu or far-flung Austronesians. This makes them colonists from Mu; in my setting, much of the people who later emerge as Austronesians are descendents of Muans genetically, if not linguistically, and the stone heads on Easter Island are the last remaining artifacts of their existance from a far flung colony (Zealandia does not extend nearly as far as Easter Island). It's entirely possible that plate tectonics doesn't actually work at all in this fantasy version of Pleistocene earth, which frees me up to do all kinds of geographic catastrophism theories if I want to. Because, let's face it--they're dramatic.
Like Howard's Hyborian Age, I want fantasy cultures, but fantasy cultures that are very transparently borrowed, or "calqued" from real life cultures. Here's a quick and dirty list of some of the important ones:
Vikings: Vendels, Varangs, Norsmenn
Lapplanders and Permians: Beorms, Kvens, Veps, Lomarians
Eskimo: Inuto
Anglo-Saxons: Haestings, Marrings
Celts (Scott/Irish): Gaidhel, Gaelings
Picts: Picts
Byzantines: Komnenians, Helladians
Slavs: Kayazy, Leches, Wends, Surbs
Turks: Vatheks, Komans, Khozars
Eastern Woodlands "skraelings": Ojowe, Saunak
Confederacy of the Longhouse (Iroquois): Mowauk, Wendat
Chinese: Fusangites, Tsin
Plains indians: Tatankans, Nakota
Cliff dwellers: Kayenta, Azani
Mound-builders, Mississippians: Cahokians, Chumaws
Atlanteans: mixed with some native americans to form classic moundbuilder culture in the American south
Muans: refugees from a shrinking Zealandia colony; Ainu, Spirit Cave mummy and Kennewick man
Lemurians: refugees from a shrinking Kerguelen—unlikely to appear in significant numbers in Europe or North America
Anyway, a few details of what the setting's like:
1) Start by taking a "calque" of North America in roughly 975 A.D. or so, during the highpoint of the so-called Viking Age of Europe. In this setting, travel across the Atlantic will probably be constrained by a brief period (a few years) of exceptionally (and possibly supernaturally formed) cycles of winter storms and other bad weather, effectively isolating North America from Europe for at least a few years. As in other calques, such as Robert E. Howard's own Hyborian age, the Warhammer world, or Paizo's Golarion, I'm not using literal historical groups of people or countries; when I say, for example, Viking, it's understood that I'm using my fantasy version of Vikings, not actual ones.
2) First major difference from real history that I'm imitating; the Viking age here is considerably more "Golden" than it really was; there were more vikings, going to more places and just generally "doing more" than they really did. They've discovered North America and settled it successfully almost immediately, building a number of colonies on the East Coast of Canada the the Northern Seaboard that are still thriving. This doesn't mean that they are all united into a single kingdom; I can see analogs of Knud's North Sea Empire, an eastward looking Kingdom of Sweden and allied Rus states even further east from there as all part of my "Viking Golden Age." Well; fantasy equivalents, rather, of course.
3) The second change major change is that the Vikings, being more successful and widespread than in real life, may have migrated, or caused to migrate, other European populations or refugees. Therefore, there are also population pockets in the New World of Slavs, Saxons, Scots and Irish. Given the heavy Viking settlements and integration in England, Scotland and Ireland anyway, this isn't too much of a stretch--think of the Northern Sea Empire of Knud the Great as a sustainable one and you're mostly there. Keep in mind that by the end of his life, almost all of Knud's closest inner circle were Englishmen and not Scandinavians, too. Anglo-Vikings, Anglo-Norse and Gall Ghaedil and other hybrid Scandinavian peoples, as well as flat-out Englishmen, Scotsmen and Irish who were allied with the Vikings (and Wends too--Knud's grandfather was Mieszko I of Poland, after all) have moved all across the globe, and in most instances still cling to their local culture as they've done so. This way I don't have to get fatigued by too many Old Norse names all the time.
4) Because this is the Bølling-Allerød interstadial, the animal life of Europe and North America is quite a bit different than what we have today. The Great Plains of North America are much like the savanas of Africa; native North American lions, sabertooths, scimitar-tooths, short-faced bears, wolves, coyotes, pumas, "cheetahs" and dire wolves all hunt several species of native horse, ass, "zebra," pronghorn, bison, giant peccaries, giant camels, long-legged llamas, giant sloths and even two species of mammoth (up north the Wooly mammoth, and down south the Columbian mammoth, which is, essentially, just an elephant. Mammoths and living Asian elephants are more closely related to each other than either are to the African elephant) and mastodons. A handful of other fictional critters such as predatory diurnal hunting bats and whatnot, complete the scene.
5) I'm going to assume that the historical populations from the 1600 and 1700s just get pushed backwards in time and get used anyway. Those are the only real Indian populations that we know enough about to calque anyway. Therefore, the Vikings, Saxons and whatnot can interact with the Five Nations of the Iroquois, the Algonquins, and the classic, well-known tribes of Plains Indians, such as Apaches, Comanches, Sioux, etc. With different names, of course.
6) There are hints that the Chinese may have also "discovered" America. In this setting, they have, and also have colonies on the West coast.
7) The Moundbuilders are a nation, or group of nations, still extant in the east central part of the continent. Although some nations, such as the Cherokee and other Iroquois speaking nations, may have some link with them, they purposefully keep seperate; the mound builders are feared and shunned as dark shamans and sorcerers of ill-repute. They appear to be a hybrid culture of native american and stragglers from Atlantis.
8) As the last entry hints at; I'm not at all opposed to throwing in plenty of overtly fantastical elements into the stories. Dark wizards or shaman, ghosts, demons, malevolent spirits; all of these will feature prominently in any stories set in this setting.
Another bit of info, adopted from my very bare wiki:
Northern Europe (although probably not Scandinavia) would be ice free, and calqued cultures similar to the Vikings and others would be present and accounted for. Taking another page from Howard, I'm not using "real" nations, cultures and peoples, but transparent "calques" of them.
Africa would also be considerably different, as the Bølling-Allerød coincided with one of the "Green Sahara" phases. Lake Chad would have swollen to be larger than the present day Caspian Sea, and the Sahara would be largely grassland with antelope, elephants, giraffes, and riparian life and civilization that included crocodiles, hippos, and villages of people who lived primarily by eating fish. If you take the water erosion theory of the Sphinx seriously, then some kind of proto or pre-Egyptian civilization lived on the Nile. If you remember Howard, you'd expect something like Stygia anyway--his "fantasy" Egypt.
In North America, the Berengia corridor would be open. Although sea levels were higher during the Bølling-Allerød than they were during either the Older or Younger Dryas periods, they still were not as high as today. All of the "lower 48" would be ice free, as would much of southern Canada, and a corridor of land east of Canada's Coast Mountains. Much of the Great Basin and American southwest deserts were not as dry during the the late Pleistocene as they are today, so places like Monument Valley, for instance, would be largely wooded, not unlike the Kaibab National Forest today, instead of the much dryer scrub desert that prevails over the canyonlands region today. Huge pluvial lakes, like Bonneville, Lahontan, and the Manly lake system (that, among other things, completely flooded the Death Valley region) as well as numerous relatively smaller but still quite large lakes would have dotted what are today desert regions of the American west. Florida, the Yúcutan and the isthmus of Panama would both be quite a bit wider than they are today. Massive Lake Agassiz, holding more water than all the freshwater lakes in the entire world today, sits in south-central Canada as a freshwater cool inland sea formed by meltwater from the retreating Laurentide ice sheet. Although no one in the setting itself would know this, Lake Agassiz is a bit of a time-bomb waiting to happen; when the ice-wall that separates its waters from the Hudson Bay finally breaks, the catastrophic flooding and draining of Lake Agassiz, over the course of just a few months, the massive influx of water into the Arctic Ocean led to rapid climate change and the Younger Dryas cooling and glacial advance.
The Sunda shelf would be much less submerged than it is today, so much of what is today the East Indies would actually belong to a much greater Malaysian peninsula, up to the Wallace line, at least. New Guinea, Tasmania and Australia would all be connected as the continent of Sahel, which has its own unique megafauna, including giant komodo dragons (Megalania), thylacines, thylacoleos, giant wombats, giant-short faced kangaroos, and other unusual life forms.
The Spartel Bank, off the coast of the Gulf of Cadíz, has only recently been submerged by rising sea-water at the end of the Older Dryas, creating a diaspora of its advanced inhabitants known as Atlanteans. Although this would be entirely whimsical, and nobody believes that these sunken continents have seen the light of day in over 20 million years, lowered sea-levels during the Ice Ages or not, I think it would be fun to have the sunken continents of Zealandia and Kerguelen breach sea level too; they can be the "lost continents" of Mu and Lemuria, doomed to sink again as sea levels rise following the Ice Age--they are in fact undergoing quite the crisis currently, since the Bølling-Allerød is quite a bit warmer and has quite higher sea levels than during either the Older or the Younger Dryas periods that bookend it. When Lake Agassiz floods the Arctic Ocean, these two continents will go completely underwater, and while sea levels will drop again during the Younger Dryas, these will not re-appear; the Muans and Lemurians are undergoing the early stages of their own diaspora, following in the wake of the Atlanteans (who occupied a much smaller landmass anyway) who went through it more recently.
How much of this geography would be known and relevant to any characters in this time frame? I'm not sure exactly how cosmopolitan I intend to make it, but since a false "Golden Age" of the Vikings is another influence, certainly I think it's possible that characters may have been in eastern Europe, the Eastern seaboard of North America, into the interior of North America (where I really plan on having the action center), and possibly north Africa. Any "Chinese" inhabitants on the farther side could have been as far south as the Wallace Line without raising eyebrows, and of course, the American Indians themselves are fairly recently spread from Berengia too, in this scenario. In fact, they are newcomers relative to some of the older peoples living in North America; the peoples affiliated with the Spirit Cave mummy or Kennewick Man, for instance, who have been described as showing physiolocial similarities to the Ainu or far-flung Austronesians. This makes them colonists from Mu; in my setting, much of the people who later emerge as Austronesians are descendents of Muans genetically, if not linguistically, and the stone heads on Easter Island are the last remaining artifacts of their existance from a far flung colony (Zealandia does not extend nearly as far as Easter Island). It's entirely possible that plate tectonics doesn't actually work at all in this fantasy version of Pleistocene earth, which frees me up to do all kinds of geographic catastrophism theories if I want to. Because, let's face it--they're dramatic.
Like Howard's Hyborian Age, I want fantasy cultures, but fantasy cultures that are very transparently borrowed, or "calqued" from real life cultures. Here's a quick and dirty list of some of the important ones:
Vikings: Vendels, Varangs, Norsmenn
Lapplanders and Permians: Beorms, Kvens, Veps, Lomarians
Eskimo: Inuto
Anglo-Saxons: Haestings, Marrings
Celts (Scott/Irish): Gaidhel, Gaelings
Picts: Picts
Byzantines: Komnenians, Helladians
Slavs: Kayazy, Leches, Wends, Surbs
Turks: Vatheks, Komans, Khozars
Eastern Woodlands "skraelings": Ojowe, Saunak
Confederacy of the Longhouse (Iroquois): Mowauk, Wendat
Chinese: Fusangites, Tsin
Plains indians: Tatankans, Nakota
Cliff dwellers: Kayenta, Azani
Mound-builders, Mississippians: Cahokians, Chumaws
Atlanteans: mixed with some native americans to form classic moundbuilder culture in the American south
Muans: refugees from a shrinking Zealandia colony; Ainu, Spirit Cave mummy and Kennewick man
Lemurians: refugees from a shrinking Kerguelen—unlikely to appear in significant numbers in Europe or North America
Tuesday, June 12, 2012
Beaten to the punch
Based on a comment here on this blog, I went and looked up Totems of the Dead, a Savage Worlds setting supplement that is a sword & sorcery version of vikings in America. Since that's been a pet project of mine percolating in the background for some time while I did other things, I was naturally very interested in it.
It looks like they completely beat me to the punch, and did everything I was going to do and more. Argh!
Here's the summary from the RPGnow page on it:
It looks like they completely beat me to the punch, and did everything I was going to do and more. Argh!
Here's the summary from the RPGnow page on it:
Know, noble reader, that before you lies a savage new world of sword and sorcery like no other.
A terrible new age has dawned upon the Untamed Lands. The shining age of the ancestors is crumbling beneath a rising tide of blood and slaughter. Here lie the civilizations of the Untamed Lands, warring with their neighbors just to survive as their crops and game dwindle. The Skadians with their dragon-prowed ships, the Shenese with their wealth of silk and steel, the Maztlani with their obsidian edged blades and the Tribal Confederacies with the unbreakable strength of many arrows. Ruskar invaders stain the snow crimson while Atlantean war parties ravage the eastern shores. Meanwhile the serpent folk lie coiled to strike the warring human nations.
Hither lies a land in need of heroes.
Gird yourself for adventure and harden your heart against nameless things lurking in shadow. Explore the cliff-side ruins of the ancient Stone Shapers and seek treasures in the abandoned monuments of the Mound Raisers. Face off against vile sorcerers, simian sasquatch, the impervious Uktena serpent and ravenous wendigo or beat back elder horrors reawakened from ages long past. Live, love, slay and celebrate each victory as though it may be your last.
In this the Players Guide to the Untamed Lands, you will find a wealth of information including:
• A plethora of human cultures for you to play
• New weapons and equipment!
• New edges including Legendary edges!
• A magic system fitting for the sword and sorcery genre
• New arcane backgrounds such as the blood mage and rune caster
• New setting rules
Wednesday, November 24, 2010
Calques
I've blogged before about the genius of the "Hyborian model" of campaign design; the idea of very thinly disguising real cultures as fantasy cultures by renaming them, but giving them enough markers that they resonate with readers as obviously similar to a real life culture that they can then identify with. Robert E. Howard's Hyborian age is the perfect (and one of the originals) example of this: for example, his Æsir and Vanir cultures were obviously Vikings, his Stygians were obviously ancient Egyptians, his Turanians were obviously Turks, his Corinthians were obviously ancient Greeks, etc.
For my Pleistocene Sword & Sorcery setting, which has been perpetually on the backburner as I've developed my other main setting, here's some examples of the correspondences I'd like to use. Calques, if you will, where one culture is migrated from the real world setting into the fantasy setting with an almost one-to-one correspondence. Certainly, unless claimed otherwise, you can assume that something that you know about, say, the Vikings will apply to the Vendel, my fantasy version of them. Here's the list:
For my Pleistocene Sword & Sorcery setting, which has been perpetually on the backburner as I've developed my other main setting, here's some examples of the correspondences I'd like to use. Calques, if you will, where one culture is migrated from the real world setting into the fantasy setting with an almost one-to-one correspondence. Certainly, unless claimed otherwise, you can assume that something that you know about, say, the Vikings will apply to the Vendel, my fantasy version of them. Here's the list:
Vikings : Vendel
Saxons : Hæstingas, "Haestings"
Celts (Scottish/Irish) : Gaidhel
Byzantines : Komnenians
Slavs : Kayazy
Turks : Vatheks
Algonquins : Mawrocs
Iroquois : Manahatts
Chinese : Fusangians
Plains Indians : Tatankens, Nakota, Nuumu Komantsi
Cliff dwellers : Kayenta
Aztec/Maya/Toltec (combined for ease of use) : Tlanoc
Mound builders : Cahokia
I might need to come up with some North African, Sahelian, and Middle-eastern calques as well, but let's not get ahead of ourselves. And, of course, I've got Muans, Lemurians and Atlanteans to deal with as well. That's certainly more than enough to get up and running, covering almost all of Europe and North America. That's more than enough setting for the time being.
Monday, July 27, 2009
Pleistocene wiki
For some reason, I'm on a real roll making updates today. Might as well keep striking while the iron's hot.
Every once in a while, I'll get an idea for a setting, go create a wiki, spend about five minutes working on formatting, and then walk away from it to more or less forget about it. I've got no fewer than eight setting wikis in progress, and only one of them really has enough content to be useable (which is because it was used for my play-by-post "Demons in the Mist" game,) while a second one approaches useability, if not completeness.
One of these wikis I just rediscovered while going through my old files; it had formatting and a splash page that literally said nothing more than "Coming soon..." Whoops! Six months or more later, that's kinda embarrassing.
Anyway, I added a little bit more to the splash page. It's little more than a half-page summary of what could one day be a setting Bible, but it's a bit of a start. The idea was a combination of two ideas that I already had, and thought worked better as one. The first idea was an alternate history in which Viking settlement in America was more pervasive and longer lasting, allowing for a string of prosperous and stable Viking colonies on the northeast coast of North America, interacting with such locals as the Five Nations, and late stage mound builders. The second idea was a Conan-esque Sword & Sorcery setting that uses North America before the Pleistocene megafauna extinction event. So, you've got sabertooths, mammoths, mastodons, Scott's horse, American camels, dire wolves, etc... and familiar animals too like bison, lions, deer, bears, etc. This was more overtly fantastic, being always envisioned as a sword & sorcery setting, than the alternate history one, but still... I decided that the two concepts were a match made in heaven. Here's the defining principles of the setting, as it will eventually develop, from the wiki frontpage.

1) This all takes place in North America in roughly 975 A.D. or so, during the highpoint of the so-called Viking Age of Europe. In this setting, travel across the Atlantic will probably be constrained by a brief period (a few years) of exceptionally (and possibly supernaturally formed) cycles of winter storms and other bad weather, effectively isolating North America from Europe for at least a few years.
2) First change from real history; the Viking age here is considerably more "Golden" than it really was; there were more vikings, going to more places and just generally "doing more" than they really did. They've discovered North America at least 100 years before Lief Erikson's time, and settled it successfully almost immediately, building a number of colonies on the East Coast of Canada and the Northern Seaboard that are still thriving.
3) The second change from real history is that the Vikings, being more successful and widespread than in real life, may have migrated, or caused to migrate, other European populations or refugees. Therefore, there are also population pockets in the New World of Slavs, Saxons, Scots and Irish.
4) The third (and possibly most significant) change from real history is that the extinction event which impoverished the megafauna of North America supposedly 10,000 years ago never happened. The Great Plains of North America are much like the savannahs of Africa; native North American lions, sabertooths, scimitar-tooths, short-faced bears, wolves, coyotes, pumas, "cheetahs" and dire wolves all hunt several species of native horse, ass, pronghorn, bison and even two species of mammoth (up north the Wooly mammoth, and down south the Imperial or Columbian mammoth, which is, essentially, just an elephant, as closely related to the African and Indian elephants as the African and Indian elephants are to each other) and mastodons. A handful of other fictional critters such as predatory diurnal hunting bats and whatnot, complete the scene.
5) Since we know very little of the American indian populations of 975 A.D., I'm going to assume that the historical populations from the 1600 and 1700s just get pushed backwards in time and get used anyway. Therefore, the Vikings, Saxons and whatnot can interact with the Five Nations of the Iroquois, the Algongquins, and the classic, well-known tribes of Plains Indians, such as Apaches, Comanches, Sioux, etc.
6) There are hints that the Chinese may have also "discovered" America. In this setting, they have, and also have colonies on the West coast.
7) The Moundbuilders are a nation, or group of nations, still extant in the east central part of the continent. Although some nations, such as the Cherokee and other Iroquois speaking nations, may have some link with them, they purposefully keep seperate; the mound builders are feared and shunned as dark shamans and sorcerers of ill-repute. They appear to be a hybrid culture of native american and stragglers from Atlantis.
8) As the last entry hints at; I'm not at all opposed to throwing in plenty of overtly fantastical elements into the stories. Dark wizards or shaman, ghosts, demons, malevolent spirits; all of these will feature prominently in any stories set in this setting.
Every once in a while, I'll get an idea for a setting, go create a wiki, spend about five minutes working on formatting, and then walk away from it to more or less forget about it. I've got no fewer than eight setting wikis in progress, and only one of them really has enough content to be useable (which is because it was used for my play-by-post "Demons in the Mist" game,) while a second one approaches useability, if not completeness.
One of these wikis I just rediscovered while going through my old files; it had formatting and a splash page that literally said nothing more than "Coming soon..." Whoops! Six months or more later, that's kinda embarrassing.
Anyway, I added a little bit more to the splash page. It's little more than a half-page summary of what could one day be a setting Bible, but it's a bit of a start. The idea was a combination of two ideas that I already had, and thought worked better as one. The first idea was an alternate history in which Viking settlement in America was more pervasive and longer lasting, allowing for a string of prosperous and stable Viking colonies on the northeast coast of North America, interacting with such locals as the Five Nations, and late stage mound builders. The second idea was a Conan-esque Sword & Sorcery setting that uses North America before the Pleistocene megafauna extinction event. So, you've got sabertooths, mammoths, mastodons, Scott's horse, American camels, dire wolves, etc... and familiar animals too like bison, lions, deer, bears, etc. This was more overtly fantastic, being always envisioned as a sword & sorcery setting, than the alternate history one, but still... I decided that the two concepts were a match made in heaven. Here's the defining principles of the setting, as it will eventually develop, from the wiki frontpage.

1) This all takes place in North America in roughly 975 A.D. or so, during the highpoint of the so-called Viking Age of Europe. In this setting, travel across the Atlantic will probably be constrained by a brief period (a few years) of exceptionally (and possibly supernaturally formed) cycles of winter storms and other bad weather, effectively isolating North America from Europe for at least a few years.
2) First change from real history; the Viking age here is considerably more "Golden" than it really was; there were more vikings, going to more places and just generally "doing more" than they really did. They've discovered North America at least 100 years before Lief Erikson's time, and settled it successfully almost immediately, building a number of colonies on the East Coast of Canada and the Northern Seaboard that are still thriving.
3) The second change from real history is that the Vikings, being more successful and widespread than in real life, may have migrated, or caused to migrate, other European populations or refugees. Therefore, there are also population pockets in the New World of Slavs, Saxons, Scots and Irish.
4) The third (and possibly most significant) change from real history is that the extinction event which impoverished the megafauna of North America supposedly 10,000 years ago never happened. The Great Plains of North America are much like the savannahs of Africa; native North American lions, sabertooths, scimitar-tooths, short-faced bears, wolves, coyotes, pumas, "cheetahs" and dire wolves all hunt several species of native horse, ass, pronghorn, bison and even two species of mammoth (up north the Wooly mammoth, and down south the Imperial or Columbian mammoth, which is, essentially, just an elephant, as closely related to the African and Indian elephants as the African and Indian elephants are to each other) and mastodons. A handful of other fictional critters such as predatory diurnal hunting bats and whatnot, complete the scene.
5) Since we know very little of the American indian populations of 975 A.D., I'm going to assume that the historical populations from the 1600 and 1700s just get pushed backwards in time and get used anyway. Therefore, the Vikings, Saxons and whatnot can interact with the Five Nations of the Iroquois, the Algongquins, and the classic, well-known tribes of Plains Indians, such as Apaches, Comanches, Sioux, etc.
6) There are hints that the Chinese may have also "discovered" America. In this setting, they have, and also have colonies on the West coast.
7) The Moundbuilders are a nation, or group of nations, still extant in the east central part of the continent. Although some nations, such as the Cherokee and other Iroquois speaking nations, may have some link with them, they purposefully keep seperate; the mound builders are feared and shunned as dark shamans and sorcerers of ill-repute. They appear to be a hybrid culture of native american and stragglers from Atlantis.
8) As the last entry hints at; I'm not at all opposed to throwing in plenty of overtly fantastical elements into the stories. Dark wizards or shaman, ghosts, demons, malevolent spirits; all of these will feature prominently in any stories set in this setting.
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