Age of Tribes and Clans
120 000 000–25 000 BIC

Age of Tribes and Clans

stabilization of real races the emergence of the first racial traits and cultural differences life in tribes, clans and smaller communities the beginnings of shamanic and nature traditions the first local conflicts between races the emergence of the first more permanent settlements development of the basics of language, rituals and social roles

The Age of Tribes and Clans follows the Henstir disaster and the long isolation of humanoid populations. In this epoch, separate races are gradually stabilized from the original Beta humanoids, which acquire their own physical features, environment, ways of survival and the first cultural memory. It is an age without great empires, but not an age without history. It is here that the first ancestral traditions, languages, shamanic rites, hunting and agricultural customs, early conflicts over territory and the first awareness that individual groups are no longer just related branches, but distinct nations, arise.

Why is the period called the Age of Tribes and ClansZ

The name expresses the way of life of the majority of the population at that time. Power was not concentrated in kingdoms or cities, but in clans, tribes, hunting parties, shamans, elders and natural leaders. Societies were small, mobile and personal. A leader ruled because he was present, strong, experienced, or spiritually respected.

However, it was during this period that the foundations of later civilizations were born. Elves learn to understand the forest as a source of order, dwarves turn caves into their first homes, kobolds adapt to swamps, goblins to wastelands, orcs to dales, and humans to changing landscapes. The tribal age is therefore not a dead end, but a long preparation for the emergence of nations.

Long isolation and the emergence of races

After Henstir, humanoid populations were divided over extremely long periods. Isolated groups adapted to the landscape in which they survived. Mountain populations were becoming shorter, sturdier and more resilient. Forest groups evolved towards longer stature, more efficient metabolism and a stronger connection with the natural environment. Wetland branches changed balance, flexibility and body proportions. The inhabitants of deserts and steppes adapted to scarcity, movement and harsh conditions.

This process was not sudden. It lasted for millions of years and only gradually led to the fact that dwarves, elves, kobolds, goblins, orcs and humans ceased to be just regional forms of one species. They acquired their own biology, social rhythm, life span and way of understanding the world. This is why the later Oiy races are so deeply connected to their environment.

First communion

Once the races stabilized, they began to create the first true cultures. It was not about states yet, but about communities with their own rules, rituals and memory. The tribe was the extended family, protection and law. Each member had a role to play, whether it was hunting, gathering, tending fire, knowing the way, healing, making tools, or defending against predators and foreign groups.

The leaders of these communities were not kings in the later sense. Their power was personal and fragile. They had to be able to lead, protect and make decisions. Next to them, the importance of shamans, healers and storytellers, who preserved the oldest myths and the first interpretations of the world, grew. It was in their hands that the first form of magic, connected to nature, spirits, blood, weather and the balance of the landscape, was beginning to be born.

First contacts and first mistrust

As populations grew, individual races and tribes began to meet again. However, it was no longer a question of closely related groups that differed from each other only slightly. They met creatures with a different form, a different language, a different length of life and a different way of fighting. Contacts were often accompanied by mistrust, fear and a fight for territory.

Nevertheless, it is at this time that the first exchange is born. The tribes began to pass on tools, rituals, plants, stones, weapons and stories. Some borders became places of conflict, others places of trade. Ulvenor was slowly changing from a patchwork of isolated populations to a continent where the various peoples began to understand that they were not alone in the world.

Eve of the First Realms

By the end of the age of tribes and clans, some races had already exceeded the possibilities of a purely ancestral life. The first larger settlements, the first permanent centers and the first signs of administration over a larger area were created. The Elves, whose longevity, memory, and ability to see larger contexts allowed them to see rule as something more permanent than the personal authority of a leader, were most rapidly moving toward this turning point.

At the same time, the dwarves deepened their mountain and cave homes, while other races remained more mobile and less centralized. At the end of this period, therefore, Ulvenor does not face the emergence of a single civilization, but the emergence of several different models of power. It is this that will open the way for the age of the first empires.

The importance of the period for further history

The age of tribes and clans created the cultural foundations of all later nations. This is where the first differences in how different races understand power, landscape, family, honor, death and survival were formed.

This is why later empires never arose out of thin air. Every crown, every throne and every city stood on thousands of generations of tribal memory, old fears and ancient customs.