Project Ahari

Ahari world

Project Ahari is my personal artistic design of a fictional, extra-Earth world with focus on three pillars: history, economy and demography. It sets its starting point as 400,000 Earth years ago, prior to which three alien civilisations set a climate control system upon the Earth-like Ahari moon, making it suitable for habitation. At that time, early hominids: homo neanderthalensis, homo sapiens sapiens and fictional homo sapiens eusocialis arrive on the planet by special gateways in four places distant from each other, from which they embark upon a paleolithic journey and eventually progress on their own towards creations of civilisation, countries, countries, religions, technology, economy, until the future. It features new commodies, fictional plants and animals, and a big question of the place and direction of humanity.

The project is developed on artistic Wiki of the Polish Linguistics and Conlanging Forum. It is intended to be a slow, at least 10-years project.

Table of Contents

Here links to subpages will appear.

Blogposts

Here links to blogposts will appear.

Timeline division

  1. Hadeic. Earliest era in the world of Ahari, when the moon was a barren, desolate place. This is time before life.
  2. Archaic. 3.5 bil. years ago advanced civilisation installs a climate control system upon Ahari. Civilisation disappears. Climate slowly improves. Then 600 mil. years ago second one improves it, and introduces life. It perishes to a disaster. Then, 400 thousand years ago, third one appears and installs gates through which humans appear.
  3. Prehistoric. There are 4 spots where humans appear. There, from 400 thousand years ago to about 12.5 thousand years ago, humans transition from hunter-gatherers to early civilisations.
  4. Ancient. Writing is discovered! From copper age to age of steel, equivalent to our Sumer and Babylon down to 5th century Rome.
  5. Medieval-Renaissance. A more advanced version of the ancient world, with plate armours and first firearms, telescopes, longbows and fireworks. First great discoveries of New Worlds.
  6. Early modern. Early globalisation era equivalent to our times from 17th century to 1918, with full-blown Industrial Revolution, airships, biplanes. Railway! Electrification: telegraph, photography, mute cinema.
  7. Late modern. Equivalent to our 1920 to 1990, this is the era of rapid progress, weapons of mass destruction, mass electrification, radio, coloured TV, first steps into cosmos, jet planes, supersonic planes, stealth tech, home appliances, subcultures, intercontinental travels. Era of plastics!
  8. Cyberage. Equivalent to our 1990 – 2020, divided into three stages: epoch of consumers of electronics, with first computers, “brick” phones and arcade machines, through age of mobile phones and colour and laser printers, and first digital cameras, robotics, to smartphone and social media era.
  9. Futuristic. Divided into first steps into the future, then cyberpunk age, then spaceships age, and then superhuman age.

Core ideas

  1. Space Engine. Project uses this program to generate its maps and astronomical surroundings. Version 0.9.9.0 (Steam).
  2. Scale. My last project involved 12 people. This one is solo (1 person) or 3 people.
  3. Simulations. Nothing professional, but basic simulations about demography and economy are involved.
  4. Management. Last time it was “free for all”, now I do it in a more centralised and structural way. More control over everything.
  5. Assumptions. I go with anthropocentrism (no elves, dwarves and such), I abandon full realism (some fantasy is okay), and the project is a priori (has little to do with real world).
  6. Focus. Last time focus was on linguistics, this time it’s on economy and demographics.
  7. Origin of life. It’s extra-solar here, with humans evolved on Earth or elsewhere, but taken here due to some fictional event.
  8. Civilisation level. Last time it was 1650-1750 Earth, this time I cover all ages, starting at the prehistoric, and ending at futuristic, step by step.
  9. Base world. Space Engine Space Engine 0.9.9.0, world RS 3364-3449-7-890699-1415 3.1.

Why do I do this?

Learning through creation – it is my oldest hobby. At just the age of 6, having been inspired by learning first letters, I already designed a fictional alphabet to use as my own, some early constructed language, and story of a mythical land. At ages 9 and 13, I reformed all that, at age 15 I joined the aforementioned Polish community to pour all into articles throughout my late teenage years until about 20-22 when I took a break. At age 25, having been inspired by phenomenal software called Space Engine designed by Russian astronomer Vladimir Romanyuk I put forward a proposition among Polish language enthusiasts of a joined project called Kyon, in which as many as 12 people took part. For five years, until February 2020, I was creating my own little country in there called Tangia, writing a gigantic article about it. Having finished that project, I moved on to the new one, Ahari, where I decided to gather my own experience and start alone, where I would do a number of new things, from economy and demography, to designing a whole world with many countries in it – and across all the times from prehistoric to the far future.

It looks complicated! Doesn’t it resemble work?

It sometimes does. But I have a builder’s mind and nothing brings me more joy than to finish the project, sit back with beer and enjoy the creation.