Wednesday, December 27, 2023

Real History: Lost ancient colony off coast of Australia that hundreds of thousands once called home discovered

This is a sensationalist article that vaguely implies the discovery of some kind of Atlantis but the reality is that this part of the world was indeed dry land until the floods started and there is now more evidence of people living in these now submerged areas. Hopefully these kinds of discoveries will lead to more archaeology in these kinds of locations and the acceptance that a lot of human history happened along coastlines that are now under the sea.

Lost ancient colony off coast of Australia that hundreds of thousands once called home discovered

Various artifacts and signs of human life were discovered on the northwest shelf of Sahul, located off the coast of the northern region of Kimberley on a landmass that connects to New Guinea, according to a study in Quaternary Science Reviews.

The full research article: Sea level rise drowned a vast habitable area of north-western Australia driving long-term cultural change

Conclusion from the article:

It is clear that the temptation to ignore the continental shelf margins of Late Pleistocene Sahul in debates of early peopling and expansion carries the risk of both oversimplifying and misunderstanding important elements of this period of history. Our analysis indicates the Northwest Shelf was a large habitable landscape that connected the now-separated ancient archaeological landscapes of the Kimberley and Arnhem Land. Reconstructing the palaeoecology of these landscapes in sophisticated ways remains an important goal for future research to understand the potential lifeways of the First Australians. The appearance of new and distinctive rock art styles in the Kimberley and Arnhem Land coincides with major shelf-drowning events and a noticeable increase in stone artefact discard across both regions. We interpret this as the retreat of human populations from the Northwest Shelf as sea levels rose. Now submerged continental margins clearly played an important role in early human expansions across the world. The rise in undersea archaeology in Australia will contribute to a growing worldwide picture of early human migration and the impact of climate change on Late Pleistocene human populations.

Tuesday, October 17, 2023

Real History: New Guinea - lessons from a cradle of agriculture and languages


An interesting video about the linguistic history of New Guinea and what it reveals about the past of the people of the island.

The first inhabitants Indigenous people of New Guinea, from whom the Papuan people are probably descended, adapted to the range of ecologies and, in time, developed one of the earliest known agricultures. Remains of this agricultural system, in the form of ancient irrigation systems in the highlands of Papua New Guinea, are being studied by archaeologists. Research indicates that the highlands were an early and independent center of agriculture, with evidence of irrigation going back at least 10,000 years.[38] Sugarcane was cultivated in New Guinea around 6000 BCE.[39]

The gardens of the New Guinea Highlands are ancient, intensive permacultures, adapted to high population densities, very high rainfalls (as high as 10,000 mm per year (400 in/yr)), earthquakes, hilly land, and occasional frost. Complex mulches, crop rotations and tillages are used in rotation on terraces with complex irrigation systems. Western agronomists still do not understand all of the practices, and it has been noted that native gardeners are as, or even more, successful than most scientific farmers in raising certain crops.[40] There is evidence that New Guinea gardeners invented crop rotation well before western Europeans.[41] A unique feature of New Guinea permaculture is the silviculture of Casuarina oligodon, a tall, sturdy native ironwood tree, suited to use for timber and fuel, with root nodules that fix nitrogen. Pollen studies show that it was adopted during an ancient period of extreme deforestation.

In more recent millennia, another wave of people arrived on the shores of New Guinea. These were the Austronesian people, who had spread down from Taiwan, through the South-east Asian archipelago, colonising many of the islands on the way. The Austronesian people had technology and skills extremely well adapted to ocean voyaging and Austronesian language speaking people are present along much of the coastal areas and islands of New Guinea. They also introduced pigs and dogs. These Austronesian migrants are considered the ancestors of most people in insular Southeast Asia, from Sumatra and Java to Borneo and Sulawesi, as well as coastal new Guinea.[42]

Saturday, August 5, 2023

Elephant Queens & Tiger Kings - 10: Conspiracy of the Idol

    Some ambient music for this episode. 


(Click map to zoom)

Recap: I've been recruited into a diplomatic and trade mission from the City of Pearls to Nanbeg Gakwha, the city of the Longheads a fearsome war-like people that are known for their practice of skull-binding. After two weeks our boats reached their city where we unloaded our mysterious cargo.

During our stay we discovered that an idol has gone missing and that our group has been accused of stealing it. The ambassadors (3 from each boat) were held captive as well as 4 mariners (including myself). There is no evidence of us being involved and it seems that we are being used as pawns in political game between rival factions within the city of the Longheads. After being searched and questioned we are taken back to a holding cell, unsure of our fate.

Read the other episodes here: Game Diary: Elephant Queens & Tiger Kings


We are held in our cell all day with no explanation and eventually all go to sleep, not sure what the future holds. Together our group consists of 9 ambassadors and 4 mariners (including myself).


Will we get more clarity in the morning about our fate? Ask the Oracle.

Action: Investigate

Theme: Ruin

Major Plot Twist: A trap is sprung


I wake up in the middle of the night, there is only the faint moon light from small windows high up in the room. I notice a figure skulking nearby, moving to the centre of the room. There is something gleaming in his hands. I think it's the idol. A small golden statue.

I decide to get up quietly and see if I can manoeuvre to a position that will give me and advantage to pounce on him.

Thursday, August 3, 2023

Real History: How an advanced civilisation vanished 2,500 years ago – BBC News

A look at a Bronze Age civilization in Southern Spain. This site was deliberately buried so the architecture is well preserved and you get a great sense of what it must have been like to walk through the building thousands of years ago.

Learn more about this civilisation here: Wikipedia: Tartessos

Friday, July 28, 2023

Real History: Chaco Canyon

A look at the Chaco Canyon culture in New Mexico. The architecture of the great houses is especially interesting and a provides great inspiration for alternative types of urbanism in an ancient setting. The average contains 200 rooms and some as many as 700.

Read more about the: Ancestral Puebloans

Note: I've collected all my Real History posts in one place: Real History

Saturday, July 22, 2023

Real History: Rice farming in India much older than thought, used as 'summer crop' by Indus civilisation

Thought to have arrived from China in 2000 BC, latest research shows domesticated rice agriculture in India and Pakistan existed centuries earlier, and suggests systems of seasonal crop variation that would have provided a rich and diverse diet for the Bronze Age residents of the Indus valley.

Rice farming in India much older than thought, used as 'summer crop' by Indus civilisation

Sunday, July 16, 2023

Wednesday, July 12, 2023

Sundaland Sword & Sorcery Adventure Generator

Yet another Sword & Sorcery Adventure Generator, but this one is tailored to my Bronze Age to Antiquity setting. 

After my tables I've collected some more great free Sword & Sorcery adventure generators (From which I myself have taken inspiration or outright borrowed).

Use the following tables in any configuration you wish as many times as you need to spark your imagination. Go to the content overview for more random tables that will be of use. The Random RPG Faction Generator is particularly useful for adversaries and allies in ongoing campaigns.


Location: Where does the adventure take place. 1d12

Setup 1, 2 and 3: The situation at the start of the adventure. 3d20

Hook: How the players get involved. 1d6

Patron, ally, client, help-seeker: Who is asking for help or on their side. 1d6

Task: What has to be done? 1d6

Reward: What's in it for the players? 1d6

Antagonist or Adversary: Who is working in opposition to the players? 1d6

Obstacle: What stands in the way? 1d12

Complication: What makes the situation complicated? 1d6

Twist: What unexpected thing happens? 1d12


Location (1d12): 

1. Island: Archipelagos, bays, lagoons, coral reefs, sand bars, cliffs, limestone karsts. Pirates, serpents, leviathans.

2. Savannah: Open grasslands, scattered trees, rocky outcrops, bush lands. Heat, herd animals, predators.

3. Valleys: Cliffs, crevices, hidden paths, winding trails, boulders, deep rivers, waterfalls, rock falls, ledges, overhangs. 

4. Caves: Shallow caves, deep cavern systems, giant sink-holes, cenotes. Echoes, eyes in the dark, hiding places.

5. Temples: In ruins or pristine, abandoned or in use, huge complex or small as a house. Worshippers, fanatics, priests, acolytes.

6. Village: Along the river bank, high on a cliff's edge, on stilts over water, distributed across a wide area, closely packed with defences. Fishermen and women, hunters, weavers, warriors, gardeners.

7. City: Abandoned or occupied, falling into ruin or thriving, enclosed within walls or spread out across a wide area. Merchants, guards, soldiers, artisans bureaucrats, 

8. Table top mountain: Cliffs, hidden access, unusual flora and fauna.

9. Volcanic: Ash lands, lava streams, geysers, geothermal pools, noxious smells.

10. Swamps, marshes, bogs, mangrove forests: Occasional islands of firm ground, tides. Bottomless quagmire, mosquitos and insects, movement in the water.

11. Rivers: Wide and slow, narrow and fast, waterfalls, rapids.

12. Forest: Rainforest: dense canopy with little undergrowth. Jungle light canopy with dense undergrowth. 


Setup 1 (1d20):

1. Pirates, brigands, raiders or thieves

2. Nobles

3. Ambassadors

4. Common city dwellers

5. Slavers

6. Enslaved

7. Courtesans

8. Sea-gypsies

9. Merchants or traders

10. Crafters and artisans

11. Mercenaries

12. Villagers

13. Guards

14. Soldiers

15. Sailors, fisher-folk

16. Explorers

17. Ambassadors

18. Bureaucrats

19. Cultists

20. Priests or shamans


Setup 2 (1d20):

1. Attack

2. Ally with

3. Bribe

4. Lead

5. Subjugate

6. Worship

7. Trade

8. Build

9. Take

10. Replace

11. Kill or destroy

12. Buy

13. Rescue

14. Seek or find

15. Guard, protect or escort

16. Capture

17. Discover or explore

18. Hide

19. Make

20. Escape


Setup 3 (1d20):

1. Spices

2. Animals such as elephants or water-buffalo

3. Metal such as Bronze or tin

4. Gold, silver, jade or obsidian

5. A magical metal

6. Jewels or jewellery

7. Boat or ship

8. Food resources

9. Astrological knowledge

10. Herbal and healing knowledge

11. Maps

12. Weapons

13. Tablets

14. Idols

15. Scrolls

16. Statues

17. Tombs

18. Ruin

19. Beasts or monsters

20. Star Gods


Hook (1d6):

1. Characters owe someone a debt or favour.

2. Characters are blackmailed into helping.

3. Characters are hired specifically for the job.

4. Characters hear there is a reward for any volunteers.

5. Characters hear an enticing rumour or legend.

6. Circumstances force the characters to get involved.


Patron, ally, client, help-seeker (1d6):

1. Old friend

2. Old ally

3. Superiors from your culture

4. Superiors from another culture

5. Common folk

6. Travellers or strangers

Roll on Setup 1 again to know more about the Patron / Ally


Task (1d6):

1. Rescue

2. Escort, defend or guard

3. Find or explore

4. Transport, trade or exchange

5. Destroy

6. Attack


Reward (1d6):

1. Treasure such as precious metals, jewels, artefacts, spices or jewellery. 

2. Special rights, privileges, future favour or personal debt.

3. Weapons or tools.

4. A house, mansion, palace or fort.

5. Elephants, water-buffalo, boat or ship with crew.

6. Information or clues.


Antagonist (1d6):

1. An old or former friend

2. An old or former ally

3. Someone with a neutral or indifferent relationship to the players.

4. An old adversary

5. A sworn enemy

6. An unknown adversary

Roll on Setup 1 again to know more about the Antagonist


Obstacle (1d12):

1. Animals

2. Beasts or monsters

3. People (Roll on Setup 1 again to know more)

4. Geographical feature or barrier such as mountains, rivers, waterfalls, swamps, reefs, deserts, ravines, jungles and such things.

5. Natural disaster such as typhoons, torrential rains, mud-slides, volcano explosions, plagues etc.

6. Strange local customs

7. Restrictive local laws

8. Subterfuge, deception or trickery

9. Mistaken identity

10. Sudden loss of an important person, resource, tool, knowledge or weapon.

11. Curse

12. Secret


Complication (1d6):

1. Lack of appropriate resources.

2. Lack of appropriate people.

3. Lack of appropriate tools or weapons.

4. Lack of appropriate knowledge or information.

5. Misleading information.

6. The clock starts ticking because... (roll on another table such as Antagonist, Obstacle or Twist)


Twist (1d12):

1. The ally is a potential enemy.

2. The enemy is a potential ally.

3. The Setup is not as it seems.

4. The Obstacle is not what it at first seemed to be.

5. Adversaries are forced to help each-other.

6. The antagonist's goal more worthy than at first seemed.

7. What seemed mundane is actually super-natural.

8. What seems super-natural is actually mundane.

9. It's a trap or trick.

10. The goal of the mission is superseded by something more immediately important.

11. Failure results in unexpected consequences.

12. Success results in unexpected consequences.



Let's roll up a random Sword & Sorcery Adventure:

2d12 (I want two locations), 3d20, 5d6, 1d12, 1d6, 1d12

Location: 

7. City: Abandoned or occupied, falling into ruin or thriving, enclosed within walls or spread out across a wide area. Merchants, guards, soldiers, artisans bureaucrats, 

10. Swamps, marshes, bogs, mangrove forests: Occasional islands of firm ground, tides. Bottomless quagmire, mosquitos and insects, movement in the water.

Setup 1: 15. Sailors, fisher-folk

Setup 2: 7. Trade

Setup 3: 1. Spices

Hook: 4. Characters hear there is a reward for any volunteers.

Patron, ally, client, help-seeker: 5. Common folk

Task: 1. Rescue

Reward: 1. Treasure such as precious metals, jewels, artefacts, spices or jewellery. 

Antagonist: 6. An unknown adversary + 11. Mercenaries

Obstacle: 3. People (Roll on Setup 1 again to know more) + 3. Ambassadors

Complication: 4. Lack of appropriate knowledge or information.

Twist: 11. Failure results in unexpected consequences.


Weaving this together I get:

The adventurers arrive at s a city that lies deep in a swamp. The reason the city lies in a swamp is because it is a collection and trading hub for rare spices that are only found in the vicinity.

Common folk that live in the swamp (who otherwise live as fisher-folk) gather spices and bring them to the city in exchange for goods and services. While perusing the street markets the characters overhear that some of the swamp people have been kidnapped by a band of unknown warriors (they are in fact mercenaries) They are holding them hostage in order to force their families to divulge the secrets of where to find particularly valuable spices and how to harvest them. 

The adventurers may wonder what properties do these spices have that make them so valuable?

The swamp people are offering a reward of some of these spices to anyone who can rescue their family members. The origin, culture and character of the kidnappers is unknown and the leaders of the city are reluctant to send out guards or warriors on a rescue mission because they believe they will be at a severe disadvantage in the swamp. In fact there are ambassadors from several other city states in attendance and they have all agreed to forbid anyone from aiding the common folk of the swamp. It is unclear if this decision was unanimous or if there was a vote or some kind of ruling.

The complicating factors of this task are a lack of information of the whereabouts of the kidnappers or any other information including their numbers. All they swamp-folk can offer is a scroll detailing the demands (Or so they've been told, they can not read this language and needed the aid of one of the cities' scribes).

The twist in this adventure is that if the adventurers fail to rescue the kidnapped people the swamp folk will turn on them and offer them up in exchange for their family members.

What will happen?

Will the adventurers aid the swamp people?

What is the nature of these particularly valuable spices?

Will the characters try to play both sides in order to secure the knowledge of how to find the spices themselves?

Why do the city leaders and ambassadors not want to help?

Do all parties agree this is the right course of action?

Will the city leaders and ambassadors actively try to hinder the adventurers?

Did one of them hire the mercenaries?

What happens if the adventurers succeed?

How will the city leaders and ambassadors react? Will they be pleased, or will it anger them?

Will they each react differently because of different motivations and involvement?

What will the adventurers do if they fail and the swamp people turn on them?

What will happen to the mercenaries in each different scenario?


Some more generators and random tables:

Random Sword & Sorcery Adventure Generator

Random sword and sorcery table

Hyperborea: Random Sword & Sorcery Adventure Generator

Random Sword and Sorcery Adventure Generator

Random Sword & Sorcery Adventure Generator

Sword and Sorcery Adventures Generators Overview


Tuesday, May 30, 2023

Real History: The Invisible Barrier Keeping Two Worlds Apart

 A look at why the wildlife in Southeast Asia and Australia, Papua New Guinea etc. are so different from each other. Useful setting knowledge for the world of Sundaland. The clue is in the past, the time of the last Ice-Age.

Friday, May 26, 2023

Real History: The Lemon was "invented" in Asia

This information has almost no relevance for playing RPGs but just another interesting piece of evidence for South East Asia being very important in early human history.

The lemon is a human invention that’s maybe only a few thousand years old.

The first lemons came from East Asia, possibly southern China or Burma.  (These days, some prefer to refer to Burma as Myanmar.  I’ll try to stay out of that controversy here and stick to fruit.)  The exact date of the lemon’s first cultivation is not known, but scientists figure it’s been around for more than 4,000 years.  The lemon is a cross breed of several fruits.

From: How The Lemon Was Invented

Reminder that the ChickenSugarcaneBananas, the Coconut as well Ginger were also first domesticated in or around Southeast Asia.

More about early domestication around the world: Geographical Sites and Ecological Components of Agricultural Domestication

Tuesday, April 11, 2023

Real History: Bronze-age people took hallucinogenic drugs in Menorca, study reveals

Researchers have found evidence of drug use during bronze age ceremonies.

Analysis of strands of human hair from a burial site in Menorca, Spain, indicates ancient human civilisations used hallucinogenic drugs derived from plants.

The findings are the first direct evidence of ancient drug use in Europe, which may have been used as part of ritualistic ceremonies, researchers say.

Full article here: Bronze-age people took hallucinogenic drugs in Menorca, study reveals

Thursday, March 9, 2023

Real History and Geography: Llanos de Moxos and Tepui

Today, some interesting geography and cultures from South America that might have existed in a similar way in Sundaland.

In Bolivia there is a watery plane of hundreds of thousands of square kilometres in size that is flooded for large parts of the year. In this area there are the remains of mounds connected by causeways, raised strips of land, artificial islands and canals. This type of environment might have existed in central Sundaland and a similar culture would fit right in.

Archaeologist Clark Erickson summarized the early Spanish description of Baure villages:

the villages were large by Amazonian standards and were laid out in formal plans which included streets, spacious public plazas, rings of houses, and large central bebederos (communal men's houses). According to the Jesuits, many of these villages were defended through the construction of deep circular moats and wooden palisades enclosing the settlements. Settlements were connected by causeways and canals that enabled year round travel.[27]

As usual I recommend you read the Wikipedia entry to learn more: Llanos de Moxos

Nearby in Venezuela there exist huge tabletop mountains called Tepui which function as ecological islands. These mountains served as the inspiration for the Lost World by Sir Arthur Conan Doyle, in which explorers discover a land of where Dinosaurs still exist. 

Perhaps there exist hidden mountains, valleys and giant caves and sinkholes in what is now Borneo or Papua New Guinea where similar ancient animals, and perhaps other surprises, can still be found?

Tuesday, March 7, 2023

The Gods and Religions of Sundaland

                                                    AI Image generated by Midjourney*

The priests were dizzy and swaying from the plant brew that they had ingested an hour earlier. Now, standing in front of each other, with an obsidian dagger in each of their hands, they were ready to fight to the death. The loser would be the sacrifice that would appease the gods of the rain winds and bring honour on his family and clan. The winner would have to leave the city with his family until the motion of the stars across the sky had completed a full cycle. The circular arena of red stone seated a baying crowd of thousands. They chanted along to the rhythm of their rattles and drums slowly increasing the tempo and volume to a crescendo. Suddenly the high priest-king, from his balcony, dropped a jade encrusted sceptre into the sandy floor below. The combatants lunged at each other, as best they could.

In this post I'll share some tables for learning more about the gods and religions of Sundaland. Use 1d6 if you want to generate random combinations. Many religions will share similar attributes but these tables will help you identify those that are most prominent.

My preference is to have a mixture of these ideas present across the various cultures to give that weird Sword & Sorcery culture shock experience. Embrace the contradictions, it doesn't have to make sense to our 21st century ways of understanding.

Personally, I've never been particularly interested in elaborate religious systems and expansive pantheons of gods in my RPG settings. Similarly to how I think about magic, I believe that by describing this aspect of a setting in systematic detail you remove an element of mystery and wonder. It starts to look like a hierarchical bureaucracy (although some of you may find that fun).

I've written some thoughts on this before and referenced some interesting articles in a previous post which discuss the topic of how people in ancient times really engaged with their religion: Shout Out: Practical Polytheism.

When I use terms such as gods, spirits etc. you can substitute all kinds of things; ancestors, ghosts, demons, beings from other dimensions and realities or even aliens.


Gods, spirits and other supernatural beings are...

1. Social constructs and a figment of people's imagination that are used as part of religion to understand or explain the world and their experiences in it. None of it is real and some people or non-human beings know this.

2. Spirits residing within animate (animals, people) and inanimate objects (tools, weapons, artefacts) or locations of significance such as waterfalls, caves, rivers, strangely shaped rocks etc. They make reality do what it does. Without them water wouldn't be wet, sharp things wouldn't cut and tigers wouldn't hunt deer.

3. Supernatural powers behind natural forces such as typhoons, earthquakes, droughts, volcanoes, wildfires, mudslides and deluges. 

4. Elemental beings associated with fire, water, air, earth and spirit.

5. The supernatural powers behind abstract concepts such as war, peace, commerce, music, bountiful hunting and harvests etc.

6. Aliens or beings from other worlds, dimensions, realms, times or realities (Elder Beings: Truth of the Star Gods).


Gods, spirits and other supernatural beings look like...

1. Normal humans, indistinguishable from ourselves.

2. Humans but exceeding us with far greater physical, mental or spiritual attributes. Or humans with some notable difference. For example unusual skin, eye or hair colours (for example blue skin, red eyes and green hair) or different anatomy such as wings, gills or tails.

3. Animals of Southeast Asia. For inspiration about the animals of Southeast Asia look here: The Fauna and Megafauna of Sundaland and here: Ecology Asia. Examples includes crocodiles, tigers, elephants, monkeys, water-buffalo, banteng, vultures, hyena and various birds, reptiles and amphibians.

4. A combination of animal and human anatomy.

5. Combinations of physical attributes of insects, mammals reptiles, birds, amphibians and invertebrates (which range from from insects and worms to jellyfish and octopuses). 

6. Things that aren't found in our world, universe or reality; Unusual combinations of what we would describe as wings, tentacles, claws, beaks, exoskeletons, multiple eyes, heads and limbs. Or perhaps material or non-material manifestations that the human mind can't even conceive of.


Gods, spirits and other supernatural beings posses abilities such as...

1. Only being able to affect reality in ways that are plausibly explained by natural forces. Earthquakes, mudslides, wildfires, typhoons, volcano outbursts, migrating animals, disease, famine and warfare.

2. Incredible strength, speed, agility, intelligence, bravery, prowess and other recognisable human or animal attributes and skills.

3. The ability to affect the hearts and minds of humans and animals so that it seems as if it was their own natural motivation at work.

4. The ability to affect or warp time and reality, locally or globally, for individuals or masses.

5. Bend the laws of nature such as making water run up hill, creating flames as cold as ice and making heavy things so light they float in the air.

6. Being able to create technology so advanced it could be considered magic when compared to human engineering. The technology harnesses electricity, steam or nuclear power, magnets, acoustics or magical metals. See also: Orichalcum: The Magical Metals of Sundaland


Religion is for...

1. Giving cultures a shared sense of meaning. It makes communities stronger and more resilient but can be used by some to influence or control people's thoughts and behaviour for ulterior motives.

2. Appeasing the gods and spirits to protect people from their malevolent will and destructive power.

3. Learning about other worlds, realms, the present, the past, predetermined or possible futures.

4. Enhancing or developing individuals, either spiritually, mentally or physically.

5. Improving the material wellbeing of people such as by increasing rainfall, healing the sick, improving the results for hunting and fishing expeditions, delivering success in battle or helping to find resources.

6. Protecting the culture from rival groups, natural forces, animals, diseases, beasts and monsters or other gods and supernatural beings.


People can communicate with the gods or spirits by...

1. Taking hallucinogenic substances or entering a trance state through chanting, dancing, singing, meditating or other forms of mental and physical stress.

2. Through dreams, visions, voices in nature or in their head.

3. Contemplating or observing nature for omens such as the movement of birds, tides and weather patterns. Or through astrology by watching the movement of the sun, moon, stars, planets and comets.

4. Casting bones, shell or stones. Inspecting entrails, burning or otherwise destroying particular objects or substances, or speaking with idols and statues.

5. Creating sigils, glyphs and other patterns with coloured sand, paint, woven materials or carvings.

6. By interacting with magical tools or technology created for the culture or that was lost or left behind by the gods, aliens or other beings.


Rituals involve...

1. Solitary practice.

2. Communal experiences.

3. Being led and guided by particular individuals, groups or castes.

4. Travelling to, or ritualistically walking around religious sites.

5. Sacrifices of offerings of some kind; animals, resources, tools, artefacts, opportunities, social standing or anything else of value.

6. Conflict, debate, discussion, competition, combat, games, sports or races.


Everyday religious practice for the average person involves...

1. Praying, meditating, inducing trance states.

2. Chanting, singing, playing musical instruments, dancing or story-telling.

3. Making sacrifices or offerings.

4. Enduring physical, mental or spiritual trials or hardship.

5. Consulting religious figures for advice or asking them to do rituals on their behalf.

6. Observing strict rules that govern every day activities such as interactions between people, cooking food, crafting, hunting, fishing, tending gardens, trade, commerce and resource extraction.


The religions of other cultures are...

1. Simply untrue and safely ignored.

2. True but less powerful and less consequential than our own.

3. Equally true and powerful as our own but deserves no special respect or treatment.

4. Equally true and powerful, should be respected and have as valid a right to exist as our own.

5. Equally true but more powerful than our own. Should be feared and respected.

6. Whether true or untrue, dangerous and must be destroyed.


Two more relevant sets of tables (there are many more in the Content Overview section found in the side bar):

Random Sundaland Culture Generator

Cultural Flavour Tables

*Using AI images on this blog

How do my readers feel about the use of AI / machine learning / algorithm generated images? I'm an artist myself and I understand the rise of this technology will have an impact on all kinds of artists, whether amateur or professional. However all the content on this blog is provided for free and so I do not have a budget to put towards new artwork. I'm open to opinions.

Real History: Discovery of Oldest Bow and Arrow Technology in Eurasia

"The origins of human innovation have traditionally been sought in the grasslands and coasts of Africa or the temperate environments of Europe. More extreme environments, such as the tropical rainforests of Asia, have been largely overlooked, despite their deep history of human occupation. A new study provides the earliest evidence for bow-and-arrow use, and perhaps the making of clothes, outside of Africa ~48-45,000 years ago –in the tropics of Sri Lanka."

Source: Discovery of Oldest Bow and Arrow Technology in Eurasia

Tuesday, February 28, 2023