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Another angle — as to whether I know the definitive answer or not — is to consider it from the in-universe point of view, which is that naturalists might not know for sure. They have their theories, but vaksha are inherently difficult (and dangerous) to study.

Back in the real world, your coyote stories are quite chilling! Bearing in mind that living in England basically means I never need to worry about dangerous wildlife (other than Lyme’s disease ticks, those guys are bad). Having to respect your natural habitat in that way is quite an unknown concept to most British people, I think.

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In the US we kept our cats inside, so we didn't have to worry about protecting the cats from coyotes. In Ireland we keep the cats inside to protect birds, mice, hedgehogs, and foxes from the cats! For cats are absolutely alpha predators and the most deadly mammals in their size class.

Point taken on the Palinor perspective on vakshs studies.

My current notes for my Pangaea TTRPG are all written from the perspective of the old Atlantian writings as interpreted by the Sages at the Library of Chironopolis. Which gives me leeway if I change things. Obviously someone's observations or interpretation was wrong. It ALSO means, as I move farther across the supercontinent from the Library I write things up differently to reflect other culture's views. Which is part of why I've been developing the damn thing for 13 years. When doing Pangaea, and everyone is on a single supercontinent I don't really have "off the map" areas to leave alone. As well developed as, say, Lord of the Rings is, Tolkien only really dealt with his "Western Europe." everything east of Mordor, south of Gondor, or north of around the Lonely Mountain is cheerfully ignored because they don't come into the story. Ok, Mordor has some "Men of Rhún" doing naval duties, but we learn absolutely nothing about their culture.

I have no choice. I have at least sketch out the entire supercontinent, TWICE, since the backstory has the Catyckism (destruction of Atlantis, and the day the entire world shifted it's rotation)... Meaning I have to start with pre-Catyclism, then figure out what happens when, say, a tropical nation suddenly is in the arctic regions. To use a bad real word analogy, how do the Maori change when they suddenly become Eskimo? Their original vegetation probably died. Most of their food animals probably died. They need to adapt REALLY quickly to their new climate or they're gonna die.

Didn't make my design tasks easy. Even if I DID start with the tried and true "Take an existing Earth culture or two, mash them together, and make 'em 'fantastic,'" cheat since that's the pre-Catyclism start point, then I have to figure out the adaptations!

It doesn't help I've gone back and forth on if the "current time" is about 100-150 years after Cataclysm, or 500ish years after. Aka 4ish generations later or 20ish.

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