NewNES - Our Origins

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NEWNES - OUR ORIGINS


In the beginning the earth was without form, and void.
But the sun shone upon the sleeping earth,
And deep inside the brittle crust, massive forces waited to be unleashed.
The seas parted, and great continents were formed.
Mountains arose, earthquakes spawned massive tidal waves.
Volcanoes erupted and spewed forth fiery lava,
And charged the atmosphere with strange gasses.
Into this swirling maelstrom of fire and air and water,
The first stirrings of life appeared.
Tiny organisms, cells and amoeba, clinging to tiny sheltered habitats.
But the seeds of life grew, and strengthened, and spread, and diversified, and prospered.
And soon every continent and climate teemed with life.
And with life came instinct, and specialization, natural selection, reptiles, dinosaurs and mammals.
And finally there evolved a species known as man.
And there appeared the first faint glimmers of intelligence.
The fruits of intelligence were many:
Fire, tools, and weapons,
The hunt, farming, and the sharing of food,
The family, the village, and the tribe.
Now it required but one more ingredient:
A great leader to unite the quarrelling tribes,
To harness the power of the land,
To build a legacy that would stand the test of time:
A CIVILIZATION!

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Welcome. This is a NES inspired by many of old.

The rules are very simple and hosted here.

If you're new, the link also contains some information of what a NES is.

Basically, it's a return to form, emulating the simplicity of old while keeping with a semblance of realism, hopefully.

For now, I'll be posting the join information, cradle pictures and templates below.

Let's make history.

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JOINING

The game is a non-Earth fresh start game, meaning we’ll start out in a cradle surrounded by unexplored ‘shroud’. Each player initially describes a starting culture which will be placed in the cradle and then remixed with the cultures of its surroundings; from that I’ll make states which the players can control. Mind you, this means that whatever your submission is, it is very unlikely that it won’t be changed. Also, some things will be changed in order to accord with certain elements of realism.


If you join during the cradle, read the Cradle section below for information on the starting locale. Your culture has to account for certain restrictions

If you join during a later stage of the game, you have a few possibilities. You can take over an NPC state; you can birth a nation from the decentralized ‘gray’ areas surrounding the players, basing a state on a present culture; or you can create a culture from the starting culture template, migrating to the region. Mind you that the newer, less established you are, you’ll have more freedom to design your culture, but you will be weaker.

Join template
Reminder: If you’re joining at the beginning, before filling this in, read the Cradle section below for initial restrictions.

Culture name: The name of your culture.

Mythos: What are your peoples beliefs; where do they come from, where did the world come from and how does it reflect in their current society?

Society: How does your culture’s people normally govern themselves? What are their ‘normal’ - what are their gender roles, what are their traditions, what are their cultural efforts and what do they consider virtues and vices?

Sample sentences: This is to get an idea of what your language looks like. Write three sentences of your language as written in the Latin alphabet. (Don’t use apostrophes unless they’re glottal stops or have similar function of transcription.)

Phenotypes: Note here an approximation of your look(s). You’re relatively free to choose from phenotypes that aren’t strictly in the area of your choice. (Before you ask: No, there is no stats effect of this. The point is just to give players a visual idea of the look of the cultures. That’s it. (Naturally, you’re free to create a racist culture, as you’re free to create a culture that is irrational and cruel in other ways.))

Claims: Choose an area on the world map.




THE CRADLE

The above is the starting area. Circle the region you want your culture to start in - the more spread out, the lesser it will be defined by your wishes.

The initial cradle is a mixture of several ethnic looks; I currently have a map of the whole world and will track its cultures as we go on.


The Cradle and the World

First of all, here’s the climate legend:

Dark Orange: Mediterranean
Light Orange: Arid (IE grassland, scrubland)
Yellow: Desert
Dark Green: Rainforest
Light Green: Temperate Forest

The climate may seem weird, but this world’s tectonics and geography are not akin to Earth’s. Trust me, it will make sense when you know more.

The white labels in the cradle’s shroud are its cultures’ general idea of what kind of terrain is just outside their knowledge. Some of this may be inaccurate and even wrong.


This world’s volcanic activity is much more prevalent than on Earth.

The night sky resembles ours, with one moon and minor stellar features you’re free to explore.

The cradle has pigs, chickens, cattle and cereal crops available. There are no horses in this region, but camels traverse the desert.


The eastern river carves through a harsh desert, but seasonal floods create a rich, narrow band of greenery in an otherwise hostile land.

There are giant ground sloths in the caves of the western mountains.

Untamed elephants roam the northeastern jungle.


The cradle starts in the bronze age.

Now, some notes on the area’s racial makeup.




The area has a wild mixture of several very different phenotypes of people. The map colors intend to give a general idea of a stereotype; if you were presented to a person, wearing no ornaments and totally culturally ambiguous clothing, you would guess they belong to the group of the according map color.


In general, the colors account for groups having similar facial features and other elements. The closest equivalent of the real world is:

Violet: Papuan
Darker violets/burgundy: Bengali
Northern brown: Yoruba
Eastern brown: Maasai
Green: Yemeni

People’s skin tones vary from Moroccan reddish brown to Central African black, getting darker as we move northward, although some rainforest peoples are slightly lighter.

The cradle's hair and eye colors are almost as diverse as they can get, save for red hair.
 
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MAPS

Turn 0



Cultures


Polities


STATS


WESTERN THEATER

Huuma (North King)
Capital: Huuma
Government: Circle Councils (Stable)
Economy: Tiny (1 EP)
Army: 1 unit / 2 force limit
Navy: 1 unit / 2 force limit
Peoples: Hamahat (1), Cushet (0)
Technology: Bronze Age (Civilized)
Powers: Egalitarianism (+1 Economy as long as you don’t pay army maintenance.)
Description: Description: A Hamahat circle council confederation. Largely peaceful and egalitarian, practicing a faith of Hamahatist island spiritism. They are seafarers on the outskirts of western civilization, but recent trade booms and spread of agriculture are growing their population fast. A Cushet minority in particular seems to be growing and moving eastward.

Jen (thomas.berubeg)
Capital: Jen
Government: Switches between Theocracy and Monarchy (Unstable)
Economy: Small (2 EP) +1 EP
Army: 2 unit / 2 force limit
Navy: 1 unit / 2 force limit
Peoples: Cushet (2), Goshet (1)
Technology: Bronze Age (Civilized)
Powers: Spiral Architecture (Cultural centers have a higher chance to appear in your cities with Cushet Peoples.)
Description: A nation of spiraling cities, practicing Enshaism. They are dog worshippers and have ’decorative’ dog breeds. Seated on a rich trade node distributing Quxex tin to the west, they are wealthy, but a recent priest clan coup along with ethnic tensions and crop failures are pushing towards a civil war.


Maladoro (LordArgon)
Capital: Maladoro
Government: Feudal Kingdom (Stable)
Economy: Small (2 EP)
Army: 1 unit / 2 force limit
Navy: 1 unit / 2 force limit
Peoples: Malawaka (2), Goshet (1)
Technology: Bronze Age (Uncivilized)
Powers: Vassalage (+1 army force limit as long as you are at least Stable.)
Description: A relatively new coalition of states, based around principles of feudalism under a king. They follow the Malawist faith. Although large in size, agriculture is relatively undeveloped, and feuds between the king and the Malawist Moon Priestesses are not unheard of.

Quxex (Lord_Iggy)
Capital: Quxezikt
Government: Matriach Clans (Stable)
Economy: Small (2 EP)
Army: 1 unit / 2 force limit
Navy: 1 unit / 2 force limit
Peoples: Quxex (2)
Technology: Bronze Age (Civilized)
Powers: Isolationism (+1 Economy as long as you don't call for territorial expansion in your orders.)
Description: A nation of people appalled by foreigners. The Quxexat are reverent to a system of disorganized but ancient shamanism called Quxexism. Quxezikt is seated on a tin mine, and the eastern parts of Quxex, the lowstones, engage in trade with foreigners, much to the dismay of the western clans.


Senadii
Capital: Senadii
Government: Circle Councils (Stable)
Economy: Tiny (1 EP)
Army: 1 unit / 2 force limit
Navy: 1 unit / 2 force limit
Peoples: Hamahat (1)
Technology: Bronze Age (Civilized)
Powers: None
Description: A Hamahat circle council confederation. Largely peaceful and egalitarian, practicing a faith of Hamahatist island spiritism. They are seafarers on the outskirts of western civilization, but recent trade booms and spread of agriculture are growing their population fast.

Ther
Capital: Ther
Government: Switches between Theocracy and Monarchy (Safe)
Economy: Small (2 EP)
Army: 1 unit / 3 force limit
Navy: 0 unit / 3 force limit
Peoples: Cushet (2), Goshet (0), Hamahat (0)
Technology: Bronze Age (Civilized)
Powers: None
Description: A nation of spiraling cities practicing Enshaism. They are dog worshippers and have ’decorative’ dog breeds. The government is somewhere between a theocratic council and a kingdom, depending on the year. While this is often source of appeasement, priest clans are pushing to install a true theocracy.

Tusendaxu
Capital: Tusendaxu
Government: Warlord Feudal Confederation (Stable)
Economy: Tiny (1 EP)
Army: 2 unit / 2 force limit
Navy: 1 unit / 2 force limit
Peoples: Goshet (1)
Technology: Bronze Age (Uncivilized)
Powers: None
Description: A Goshet confederation drawing from both feudalism and clan rule. Enshaism is the major spiritual practice, however with inflences of Quxexist ideas.

EASTERN THEATER

Djaghi (Jehoshua)
Capital: Djaghun
Government: Priest-King with Theocratic Council (Stable)
Economy: Small (2 EP)
Army: 2 unit / 2 force limit
Navy: 1 unit / 2 force limit
Peoples: Aenari (2), T’oshadi (0), Rashuthi (0)
Technology: Bronze Age (Uncivilized)
Powers: Zealotry (Armies count as +1 age against infidels.)
Description: An Aenari state of twin cities across the bay, sworn to the Djeharist faith. Theocrats reign as priest-princes under the priest-king. Its army is a fearsome warrior caste, currently loyal to the state. West bank merchants are pushing for better representation in government.

Esheway (Daftpanzer)
Capital: Kassenuk
Government: Warlords Confederation (Stable)
Economy: Small (2 EP)
Army: 1 unit / 2 force limit
Navy: 2 unit / 2 force limit
Peoples: Nakutay (2)
Technology: Bronze Age (Uncivilized)
Powers: Ritual Battles (Very resistant to certain Stability problems, particularly non-governmental noble factions that compete with each other.)
Description: A Nakutay Askerist island nation of warlord tribes cooperating through a complex system of oaths. Elaborate fighting rituals clear out most internal problems, but some ambitious traders and their mercenaries are causing trouble in the northeast part of the island.

Kakut
Capital: Kakut
Government: Priest-Monarch with Theocratic Council (Unstable)
Economy: Medium (3 EP)
Army: 3 unit / 1 force limit
Navy: 2 unit / 2 force limit
Peoples: Aenari (1) Kemmatu (1), Nakutay (0), Ma’a t’odj (1)
Technology: Bronze Age (Civilized)
Powers: None
Description: One of the world’s wealthiest areas, and also one of the most diverse. Its peoples are divided between believing in Panēnubism, Ma'a T’aerism and Djeharism. Theocrats reign as priest-princes/princesses under the priest-monarch. Rich from trade, its merchants are currently in active rebellion, seeking to take over the state and establish a thalassocracy.

Kuānu (Ailedhoo)
Capital: Kuānu
Government: Elective Priest-King with Theocratic Council (Stable)
Economy: Small (2 EP)
Army: 1 unit / 2 force limit
Navy: 0 unit / 2 force limit
Peoples: Amat (2)
Technology: Bronze Age (Civilized)
Powers: Four Aspects (When you build temples in Kuānu for at least 2 EP, in addition to any other consequences, you gain a random temporary benefit next turn: +2 welfare; your armies count as +1 age; +1 Economy; or 2 EP invested into Technology.)
Description: An Amat theocracy with the priest-king heading the state, centered around the Kērubist religion. The city albeit isolated is glorious to behold. The southern bay Kērubist cities are cordial towards Kuānu, albeit wary of its possible ambitions.

Nara
Capital: Nara
Government: Theocratic Merchant Republic (Stable)
Economy: Tiny (1 EP)
Army: 1 unit / 2 force limit
Navy: 2 unit / 2 force limit
Peoples: Rashuthi (1), Aenari (0), Ma’a t’odj (0)
Technology: Bronze Age (Uncivilized)
Powers: None
Description: A wealthy city of merchant priests believing in Djeharism, although they have serious contentions against the main branch of the faith. Organized as a theocratic confederation, priest-princes serve an elected head of state who oversees trade policy.


T’aerathi
Capital: T’aerathun
Government: Priest-King with Theocratic Council (Unstable)
Economy: Small (2 EP)
Army: 2 unit / 2 force limit
Navy: 1 unit / 2 force limit
Peoples: Aenari (2)
Technology: Bronze Age (Uncivilized)
Powers: None
Description: An Aenari river civilization, sworn to the Djeharist faith. Theocrats reign as priest-princes under the priest-king. Its army is a fearsome warrior caste, currently loyal to the state. Seated on a prosperous river, recent droughts have upset the population.

Teku
Capital: Teku
Government: Priest-Monarch with Theocratic Council (Safe)
Economy: Tiny (1 EP)
Army: 1 unit / 2 force limit
Navy: 2 unit / 2 force limit
Peoples: Kemmatu (1), Nakutay (0), Ma’a t’odj (0), Amat (0)
Technology: Bronze Age (Uncivilized)
Powers: None
Description: A Panēnubist trader city connecting the east to the north. Theocrats reign as priest-princes/princesses under the priest-monarch. Relative abundance prevent internal problems between merchants and clergy – for now.

Tjoxai
Capital: Tjo
Government: Kingdom (Stable)
Economy: Tiny (1 EP)
Army: 1 unit / 2 force limit
Navy: 2 unit / 2 force limit
Peoples: Paraxai (1)
Technology: Bronze Age (Uncivilized)
Powers: None
Description: A Paraxai shipsman confederation settling by a river, currently booming from the adoption of agriculture. A raiding tradition often afflict its neighbouring villages. They believe in Xásism.

Yakouray
Capital: Enallwa
Government: Warlords Confederation (Stable)
Economy: Tiny (1 EP)
Army: 1 unit / 2 force limit
Navy: 2 unit / 2 force limit
Peoples: Nakutay (1), Paraxai (0)
Technology: Bronze Age (Uncivilized)
Powers: None
Description: A Nakutay Askerist island nation of warlord tribes cooperating through a complex system of oaths. Elaborate fighting rituals clear out most internal problems. The area is renowned for its wine plantations.

Záxai (ork75)
Capital: Za
Government: Warlords Confederation (Stable)
Economy: Tiny (1 EP)
Army: 1 unit / 2 force limit
Navy: 2 unit / 3 force limit
Peoples: Paraxai (1)
Technology: Bronze Age (Uncivilized)
Powers: Seafaring (+1 navy force limit.)
Description: A Paraxai shipsman confederation, hardy from the stormful nature of the southern seas, but reasonably isolated. A raiding tradition often afflict its neighbouring villages. They believe in Xásism.
 
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NPC cultures

Goshet – A melting pot between Malawaka, Quxex and Cushet. The area is wildly diverse and account for a large number of small tribes. They do share a few general trends; matriarchal hierarchies, ’decorative’ dog breeds, and some have organized themselves into confederations as vassal-liege relations. The word Goshet is probably an amalgation between the Quxex root gor, meaning dead, and the Cushet, and may have been an archaic designation by the Quxex as ’those dead people to the east’.

Kemmatu – A peaceful seafaring people of free-spirited individuals. Believes in three different divine virtues, freewill, wisdom and trickery, represented in their iconography by the wolf, the eagle and the dolphin. A hybrid creature between the three is preached to as their divinity. Its nuanced being is thought to be representative of earthly matters, an embodiment of the diverse spirit of Man.

Ma’a t’odj – Linguistically either an offshot of the Aenari or a distant precursor to them. Having once embodied the free spirits of its neighbours, the Ma’a t’odj have recently embraced strict hierarchy with water priests serving as ruling bodies of their tribes, albeit with no systematic distinction between sexes.

Rashuthi – Closely related to the Aenari, the Rashuthi preach the word of Djehara, but hold that the physical and spiritual worlds are divided. They are organised in lesser holy orders, however with these orders being largely involved in trade, resulting in a ruling class of merchant priests.

T’oshadi – A fiercely warlike hill culture, absorbed by internal strife. It has the strictest gender roles in the world, with many villages only allowing the men to leave the premises. They pray to a variety of stone spirits.

Kalgar – A fishing culture praying to a species of white whales that breed in their bay. They believe octopuses to be evil spirits.

Volgar – A massively diverse group of peoples connected by a singular language. They tend to organize under kings that act both as philosophers and warlords. There are only two real consistencies to the region; warfare over the region’s wealthy river; and a general belief that the sun dies daily.
 
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Culture name: Quxex

Mythos: Our cousins live to the north, and our distant grandmothers further still. We have come over water and up river, to the land that is now ours. Our people's journey has been buffered by guardian spirits, with whom the wisest might commune. By embracing the totems of our guardians, we might glean from their wisdom, and gain their favour and protection. Yet there are those who live outside of our guardian circle. These are the dead, who walk like the living and of whom we do not speak.

But there are people other than the dead. There are outsiders, whose spirits are foreign, who inhabit the lowlands about us. Their countenances are strange and alien, and our rangers hunt those who enter the vale.

Society: The roles of the sexes are clear. Quxexat houses are governed by mothers and wives, Quxexat fields are governed by sons and husbands. As a result, our society tends towards matriarchy, as women are the matchmakers between different clans and houses. Men tend to form societies within our greater culture, maintaining their own set of practices and rituals as rangers, earth-guardians, waykeepers, communers and cave-men.

Most spirits will commune only with specific humans, such as men, women, boys or girls. As such, unique shamanic rites are held within each group.

To be good is to be reverent of the spirits, conscious of one's place in society, and loyal to one's parents. To be wicked is to disregard our guardians, reject one's role and consort with the dead. Yet, in rare cases, there are those who do the latter, who might do the greatest good of all.

Sample sentences (Conlang Incoming): Spirit of cats, who wards pestilence and aids hunts, prowl with me.
Qutsets tagan, tamanent shi gam, shi motemt, zem kotekt.
Lit. Of cat spirit, pestilence it ward, it hunt, with me prowl.

I'm exhausted, talk to me tomorrow.
Zih horem, orot zin yagak.
Lit. I exhausted, tomorrow to me talk.

Speak of the dead, not to the dead.
Goryech yagekt, kok gor yagekt.
Lit. Of-dead speak, not to-dead speak.

Phenotypes: Medium brown skin, stiff, straight black hair, southeast Asian features.

Claims: Western highland temperate valley.
 
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Culture name: Aenari People

Mythos: In the beginning Aenum, the Maker of All Things sang the song of life and into the timeless void uttered the words of creation. These holy words manifested the Law, and the Law itself was and subsists eternally in the holy words of creation. Thereby it came to pass that all things were brought into being and sustained thereby. The younger gods, the myriad worlds, the mountains, seas, rivers, beasts plants and all other things in creation each according to their kind and pleasing in the thought of Aenum came into being at his word. So it is that in the words of creation is the world bound and that in the voice of Aenum's holy words is the world sustained in existence and preserved from reverting to the void. For in a sense the words ARE what they convey.

When Aenum had completing uttering the Law into being and fashioned the world into existence thereby he ordained Kohsuth [The World] to the governance of the younger gods under the primacy of Djehara the priest-king of heaven and oracle of the Maker of All Things. So too did he create from his holy breath and a secret utterance the Aenari, the first people, made as a reflection of the divine as aids to the gods in the maintenance of cosmic order and for the resounding of His glory. It is from the Aenari that all other peoples descend, being changed into diverse nations and peoples as tribes split from the Aenari under the patronage of the various deities or wandered to far off lands and forgot their origin. The Aenari however remember the true telling of the primordial beginning, and maintain reverence to Aenum, and worship to Djehara and all the gods, and under the wise governance of their priest-kings, who maintain correct ritual practice and sing the holy words for the maintenance of order in the world and peace between men and gods.

The Aenari religion based on the aforementioneded core mythos is concerned primarily with

a) the maintenance of creation and cosmic order through the remembrance and repetition of the holy words of creation via the "eternal rite". Since all creation is bound in the words of creation, the divine words [preserved as a religious language amongst the Aenari] are believed to hold inherent power both when written and particularly when uttered correctly. The rite then perpetuates the act of Aenum in sustaining the world and upholds the order of nature against chaos [a key function of mankind according to the Aenari]. The words are also used for magical effect in deprecations, invocations and the like.

b) propitiation of the gods and the maintenance of good relations between men and gods through correct ritual practice and correct conduct between and amongst men. The gods govern the natural world by the ordinance of the Maker of All Things, therefore the Aenari consider that their well-being and that of their society depends on divine favour, and upon averting divine wrath through propitiation of faults and providing due reverence to the divine. Impiety and moral faults are believed to invoke disaster. This relation of reverent service and maintenance of the "cultus" to the gods is an extension of Aenari hierarchical society to the divine sphere.

c) the maintenance of Aenari society through the propagation of its traditions and precepts. The priesthood effectively sustains the Aenari civilisations internal coherence through the maintenance of its religious doctrines in its teaching, and through acting as a "bureaucratic" authority in managing day to day affairs, whether it be irrigation schemes via the temple-estates or the run of the mill procedures civic government. Government edict and religious act are often one and the same thing, and the glue which links these together is ritual, with civic acts and events often taking the form of religious rites whether it be a rite to establish a new colony or city, or rituals to begin the harvest etc. Relations between the Lord and vassal are also highly ritualised, which serves to smooth tensions by providing certain knowledge of correct conduct in particular circumstances.

deity list [brief]

Spoiler :
Djehara - priest king of heaven, the divine overseer of the worlds and chief god to whom the people pray [Aenum being transcendant, and thus not directly prayed too]
Anephet - Deity of the Waters, the great ocean.
Nushada - The Sun deity
Vahash - The Sky god
Land Deities - various lands are believed to be governed by territorial deities and patrons, rites to propitiate the local land god is therefore a feature of every Aenari temple.
Kenaghel - a growth and renewal deity, represents plant-life and the spring.
Anaqa - the god of war and the hunt.
Ma'atot - the knowledge deity, god of speech.
Rabhat - Storm deity
Gashwen - Desert deity.
T'akash - Fire deity, mediator of sacrifice, patron of smiths. [note alveolar ejective]
T'jaghati - Goddess of the T'jaghata River
Manutae - Moon god, keeper of seasons.
Gara'ephel - Conveyer of the souls of the dead to judgement and the afterlife.
Ahulez - Craft god
Aphara'enan - God of victory and good fortune.



Other key points

Spoiler :

1) While the Aenari do believe in a "high heaven" wherein Djehara and the souls of the righteous and sanctified dead and some of the other gods dwell as being a "place" beyond mundane existence [and also in an Empyrean Heaven beyond creation wherein abides the Maker of All Things]. They do not believe in a separation between spiritual and material realms like the Cushet [see below]. The gods primarily exist in this world as bodiless powers and/or as incarnations of the very "laws" they govern [the precise nature of the gods being a matter for the theologians], their power is directly manifest in this world rather than through some sort of "sympathetic" mirror effect where actions in a spirit world are mirrored in the material plane. [ie the god directly slaps you in the face, and conversely you aren't slapped by an echo of a divine slap in the spirit world]

2) Chaos is the great threat to the Aenari, which is believed to manifest through corruption of the holy words either through malice or forgetfulness. While they do not believe the world would collapse to nothingness without the eternal rite [Aenums utterances reverberate eternally], the rite to the Aenari averts calamities and supports the smooth flowing of the divine operations of nature and cosmic order.

3) Belief in cosmic order also leads to a belief in heavenly signs and prodigies. That is to say there is a separate class of astrologer priests whose job is to observe heavenly portents to determine the time for correct actions and predict the future. Be this the right time for a wedding or the right time to plant crops. Dire prodigies are necessarily required to be expiated through religious rites hence the need to keep on the look out for them.


Society: Like any decent civilisation, the Aenari are patriarchal and theocratic governed under the rule of the holy priesthood of the gods of which the head is the Usarath, the Priest-King. The Usarath has underneath him in the social hierarchy the various high priests of the Aenari [priest -princes] who govern their respective temple-town/city or a rural temple estate. Under the direct authority of these fiefs exist the peasantry as well as a warrior-caste of temple soldiers who are maintained through tenancies under the temple-estate with their martial service being reimbursed through land [and a share of the temple estate thereby]. That said it is common for a temple-city to pay its warriors a salary either in grain or gold rather than grant a landholding. Coastal cities would also retain fleets of ships, albeit oarsmen would tend to be peasant levies rather than warriors. The various temple armies are gathered in the service of the Usarath in the event of any large-scale war or campaign.

Honourable work for men is as a warrior, priest, farmer or craftsman. Merchants are accepted but lack prestige and are treated ambiguously by the ruling priesthood, due to this much of the local market is run by women who sell their families goods and handiworks while men tend to engage in mercantile endeavour further afield, particularly with regards to camel caravans into the desert and as mariners travelling the isles. Women likewise have a respectable role within the home as managers of domestic affairs. Overall the Aenari value hard work, tradition and masculine valour, courage and honour with usury and conduct parasitic or disruptive to society [like sexual immorality] and the virtue or religion [impious conduct] being strongly disapproved of. Lineages in aenari society are patrilineal. Marriages are usually arranged with matches being assessed by the local astrologer priest before a marriage is undertaken.

Materially Aenari architecture emphasises order and harmony. This is achieved through mathematical ratios and patterns. Square and rectangular floor plans are preferred, with houses usually being centred on a entry hall/interior courtyard/house shrine axis with utilitarian rooms being to the sides or rear of the building. Complexity regarding this basic scheme increases/decreases depending on wealth. The Aenari are fond of water and gardens, and if possible a house courtyard would contain a pool and a small garden.

This kind of hierarchical design concept has its pinnacle in Aenari temples which emphasise hierarchical degrees of sanctity. Thus the ideal temple has a gate into which one enters an outer courtyard, followed by a prayer hall where common people can pray, followed by a hall reserved for priestly rites and to which common people are barred, followed by the sanctum sanctorum where the divine presence is enshrined. Around this key axis would be storehouses, ritual water tanks, ambulatories, scriptoriums, workshops and other subsidiary shrines and buildings, all contained within a square or rectangular enclosure. Proceeding along this axis the level of light would decrease [to manifest the mystery of divinity] such that the sanctum would be devoid of natural light. This would also serve to protect the sanctuary from defilement and ritual impurity.

In terms of appearance, the Aenari enjoy bathing and cleanliness with public bathhouses being available for common use. Tattoo are considered barbaric and taboo as a defilement of the human form, likewise it is considered improper to cut the hair from ones head or to shave ones beard, with the sole exception being priests who shave their beards and cut their hair short as a sign of renunciation as servants of the gods. Warriors and other men usually braid their hair and beards and take particular care over their appearance and consider a lengthy beard a sign of masculinity.

Clothing is generally white linen, either kilts or robes depending on status and sex. Class differentiation is achieved primarily through the use of jewellery and insignia, with this being common among the higher classes, with gold and semi-precious stones being preferred by those who can afford them.

The Aenari manage their religious and civic affairs through the use of a solar calendar, however for ritual and agricultural matters a separate lunar cycle is observed by the astrologer priests in parallel to this to determine the correct time for plantings and certain other rites. They also keep track of stars and heavenly prodigies in order to ensure any signs are suitably addresses.

Sample Sentences:

En'Aenum vakateha kosuth e mahanutumo. [God-Aenum made the world and all things]

Usaphne e Rathne heko ha'Usarath wasati ensha'e. [Priests and Kings bow before the Usarath who speaks for gods.]

Ila ruka ewana, kohe alawen Kushesharat . [I'm sick as a dog, or perhaps what passes for a Quxexi man.]

Ila t'opek nephat e'a herai. [I live by the sword and am exalted.]


Phenotypes: In appearance dark skinned [ala Moroccan or Yemeni rather than sub-Saharan or papuan] with a strong strain of blonde/browned haired people within the population. Green, blue and other eye colours present along with brown. Hair tends to be straight or wavy.

Claims: Around the straits/lake and rivers east of the [insular?] mountains and west of the desert in the Mediterranean biome. The map below is the core area i'd like to claim including the ideal capital location [capital: Ennekesh - City of Gods]. If at the GM's discretion [say if there is a small player pool and lots of spare land] I get more than that is fine. If this does occur the natural extension routes would be along the coasts and up the eastern wadi.



-

nb: more detail potentially pending, particularly regarding society and religion.

nb 2: Other city names could be things like Senarkesh, Rakota, Asure'anat & Pathanezel.
 
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Culture Name: Amat

Mythos: Amatu spiritual believes are collectively refered to as the Cherubi. The mythology of the faith is of the four aspects of the being(s) known as the Cherub that, according to the oral legends, gave the Amatu (and humanity) wisdom. The distinction of the aspects as elements of a single god or four separate deities is a theological debate among and outside the priests of the Cherubian faith.

The forms of the being(s) reside to the prime virtues of the Cherubian spiritual practices:
  • Courage in pursuit of Justice (Lion) named Libbu
  • Tremendous Power (Ox) named Dananu
  • Love out of freewill (Man) named Tubu
  • Far-sighted Wisdom (Eagle) named Ersutu
Growth as a notion of live is taken accord for the Amatu, particular taking rites in agricultural seasons. The idea of a 'garden' has lead to small gloves for communal bonding and the priests of the Cherubi are tasked with oversight of special gardens used as shrines to the Cherub. Due to the inner sacredness of creation itself much of the Amatu folk tales tend to use the beast, the birds and the fish as actors of morality tales to encourage good virtue to those that heed them.

Society: politically theocratic in the higher levels with the Gabi (a priest monarch) appointed through a atom electorate of high priests. Political elites are primary priests but 'secular' chiefs can be appointed to co-ordinate matters from the everyday matters of political and social life under the Cherubian theocracy. Education is set through the power of the priests, with those set to learn the ways of becoming skills given particular training on rites, histories, stewardship, medicine and gardening of the shrines.

The priesthood has particular influence through temple power over agriculture, with handling over the distribution of food and personal control of the holy groves used for both religious and secular celebrations.It it said that in the priestly garden the priests grow special herbs used for holy rituals and meditations.

Economically society follows a temple system, a form of palace economy. Merchants are expected to serve the will of the priests but can process additional earnings.

Art and history are both harmonised through oral orators, hailing from both the priesthood and secular sources.

Writing has taken up intrigue for political organisation but there are debates within religious and historian circles with the oral orators on whether it would "delude" the legends, a factor recorded in writing by the theologian sect of priests known as the Satiru who are in process of writing the religious practices and teachings of the Cherubian faith. Opponents of the "deluding" are reference as the Qaqqarsu by the Satirun writings.

Sample sentences: karbu mar dasum bless all that spring

al mar inbu count all that fruit

illutu abaru annasi family strength for us

balu: unsu without knowledge: weakness

eka atris how much?

akanna ka agrutu here your wages

dannu handu ragabu alu strong joy frightens evil demon

karbu ihzu blessed learning

Phenotypes
: dark brown skinned with bronze hair. Amber eyed.

Claims:

upload_2019-9-12_7-54-54.png


The primal zone of influence with blue marking the holy city of Kuānu.
 
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Looking good so far!

Jehoshua, one question, what does the apostrophe in your language denote soundwise? Clicks, glottal stops?
 
glottal/alveolar stops.

In the case of the example sentences its with particles indicating a subject [ So for instance [ha'Usarath] indicating that the previous word heko [bows to] pertains to the following word or with numa'ta [made the] with a separate particle for a non-person subject as the following word] . I'm also using stops on occasion when two words are merged together in an agglutinative [Hato'Kushesh - man of the Quxex people, the word for man being abbreviated with the stop or En'aenum - god Aenum. with the basal word for a deity being Ena, plural Enneatal ]

I didn't put too much thought into the sample sentences though, since I just wanted to get the aesthetics set. I'll probably clarify basic grammatical rules and make it more consistent if I have the time over the course of the game.
 
Culture name: Malawaka

Mythos: In the beginning the great sun Goddess Salawa burst into being. She created many daughters that spread throughout the sky as the stars. Many lesser beings were drawn to her radiance, but could not get close due to her fiery majesty. One of those drawn to her was the spirit of earth, Waka. He tried to impress Salawa with feats of strength and long love poetry, but she remained unimpressed. However, his attempts at courtship had succeeded with her eldest daughter Malawa. While not as bright and majestic as her mother, Malawa was still quite beautiful and much more approachable, and soon Waka's heart was hers. Waka's earthy body was soon covered with their many children, the eldest and wisest being the many human tribes. While some turned away from their parents and worshipped other spirits, the Malawaka still dutifully worship their great creators.

Society: The Malawakan governing style is a feudal monarchy, with some theocratic influences. There is a king who rules from the capital city with lords governing other cities and barons governing the smaller towns and rural regions. There is some land owned by the Mother Priestess that the king has no say over, but it is mainly farmland to sustain the temples. Women are mainly mothers, merchants, or priestesses. The Mother Priestess is the head of the religion with a tiered power structure under her similar to feudalism. Under her is the Moon Council which oversees the various temples and the appointment of priestesses to the various temples in the kingdom. Men are mainly warriors, bureaucrats, and laborers. Women are seen as being connected to the sun and moon goddess, thus having more wisdom and spiritual power. Men are seen as being connected to the great earth spirit and having more fortitude and physical power. Poetry and spoken performances are the most highly esteemed forms of art, with many lords having their own court poet or singer. Filial piety is also highly valued, as even Malawa the moon goddess still visits her mother even after starting her own family. Family names are formed from the combination of the given names of the parents, the mother's first then the father's. The greatest sin among the Malawakan people is harm family. The punishment for such crimes is often death, although if the harmed party forgives the culprit, it will be reduced to public flogging instead. The greatest virtue of the Malawakan people is love. Public courtship attempts, by both women and men, are quite common and some brave Malawakans have managed to marry into much higher social statuses with their impressive love displays.

Sample sentences:

Ka solo aba malana Malawa - You have the beauty of the Moon Goddess.
Sele vo aba gaso a saloda? - Where are the cows I bought?
Balawo mo feshat, ka tesh wan! - Drown in hell you mongrel dog!

Phenotypes: Light reddish brown skin in the southwest to a medium brown in the northeast. Straight, light brown hair is the most common hair among the Malawakans, with some dirty blond hair showing up in the southwest and some darker brown in the northwest. Green and green-hazel eyes are the most prevalent, with a rare smattering of amber in the southern regions.
Claims:

Red dot is the capitol city of Maladoro
 
glottal/alveolar stops.

I've done enough linguistics coursework to mandate pedantry, but just so you're completely clear, a glottal stop is the thing between "uh" and "oh" in "uh-oh", but an alveolar stop can be any variation of "t," "d," parts of "ch" and "dzh/j", as well as variants from other languages (involving aspiration [a ton of languages, but some examples include Mandarin and many Indo-European languages of the Indian Subcontinent] or even other, weirder qualities, like dental articulation or palatalization [Russian] or "tenseness" [Korean]). They take their name from the alveolar ridge, found above and behind the teeth within the mouth. It's possible for a glottal stop to be an allophone of an alveolar stop (this happens in English! think of how you pronounce "hunter," particularly when speaking quickly, or in an American accent), or, I suppose, for an alveolar stop to be an allophone of a glottal stop. Or even, I suppose, the two sounds could be in free variation...

That all to say it's a fantastic language aesthetic, just glottal and alveolar stops are substantially different things.

Also, will put up a submission in a while. I want to get a clear idea and see what fills in first, for a bit.
 
Gonna recycle these, if that's OK, since I've never actually gotten to play them:


Locations: Somewhere near Iggy, with two rivers.

Mythology:

The world the Cushet inhabit is a living one. The world and the spirit world have existed forever in their current state. The material world is mundane and solid and what humans inhabit. The Spirit world is very different, though it exists as a reflection of the material one. Physical things, events, strong emotions, and metaphysical concepts spawn spirits (Ensha), who inhabit the spirit world. In turn, the Ensha may enter affect the physical world.

Most of these spirits cannot cross the boundaries of reality unassisted, unless they have help from a shaman (Sekemns). Great and powerful spirits can cross over without a problem, though very rarely do so. Instead, their effects tend to be felt in the material world even when they remain in the spirit world.

The Shape an Ensha may take is defined greatly by what kind of Ensha it is, though power is a limiting factor. A Very minor fire Ensha, for example, can be only a spark or small flame, while a Great Fire Ensha can be anything even vaguely connected to fire. The Truly Powerful Ensha, gods, some might say, have no restriction on shape. Additionally, Sekemns can throw themselves over into the spirit world, at least mentally, and exist to build alliances and relationships with spirits, ensuring their people are safe. Ensha are bound by specific rules that govern their existence. Though with power and strength, some of the greater ensha are able to interpret the rules of existence quite liberally, they are still bound by them. An ensha that manages to break the rules is a truly terrifying thing, threatening to consume both the spirit world and the material world in their entirety. Many myths of the heros have them facing and slaying one of these twisted Ensha.

The Cushet believe themselves to be patronized as a people by a Great Spirit, or Great Ensha, known as Migwon. Migwon is the great hound, born of the friendship between Cushet and Dog. As such, the dog plays an important part in the symbolism of the Cushet, representing both Strength and Trust. Additionally, Theran and Jenashak, the Ensha of the great rivers, Teu, the Ensha of the sun, and Ahmo, one of the greater embodiments of love, are are believed to be spirits friendly to humanity.

The Cushet believe that humans and dogs are the only creatures with souls. In death, their souls (and that of dogs) makes a perilous journey through the spirit world, travelling northwards, until finally arriving and joining with the “Maransa,” the Sea of Souls, an ocean comprised of the souls of the unborn, where they are washed of their sins and memories, and sent back into life as a newborn child or puppy. The Soul, when it enters the Maransa is burdened by the weight of the sins committed in life, which drags souls of sinners deeper into the depths of sea, thus taking longer to return to the surface to be reborn. All agree, however, that for a soul to make the journey from death to the Maransa alone is to court complete destruction. As such, Sekemns are meant to petition friendly minor Ensha to protect and accompany the souls of the recent dead in the village or city, and some even sacrifice a loyal dog upon the death of its owner, so that their souls may safely travel together and be reborn together. Dead bodies are buried, usually with a sacrificed (or recently dead) Pirgwon, and a pitcher of water is poured over the grave to remind the soul of the dead where it needs to go.

With regards to the faith of other people, the Cushet simply believe that the “gods” of others are simply great Ensha who have demanded a specific kind of worship from humans. Cushet do not approve of this, as the stories have always said that spirits of that kind are generally not friendly to humans, but know better than to try to actively offend them. A Cushet travelling to lands ruled by gods will generally carry with them a metal spiral, a token of a friendly Ensha, for protection.

Cushet believe that the spiral is a difficult shape for Ensha to understand, and only those invited in are easily able to travel a spiral unhindered.


Society:

All Cushet are led by a balance of secular and spiritual power. Whether greater power in a Cushet City or tribe resides in a King (Known as Krek) or a Mesekem depends entirely on the group, and likely shifts depending on the charisma and strength of the individual.

The Spiritual guardians of the Cushet are the Sekem, who are drawn up from the ranks of the people of the city based on prophetic dreams they or an already ordained Sekem may have at any age between five and fifteen. Traditionally, Sekem were trained in an apprenticeship system with an older Sekem teaching a younger Sekem everything they know (writing, lore, history, medicine, etc), and, theoretically, passing along the relationships that he has with local spirits. This still tends to happen in smaller Cushet villages. However, the advent of larger cities, and especially of writing, has shifted the focus of Sekem training from a one-on-one practice to a more academic institutionalized one, though students are still selected through the traditional methods. In cities, Sekem also serve as historians, bureaucrats, and record keepers. Often, in these cases, though Sekem may have Alliances with individual spirits, the city as a whole also has it’s own network of relationships, especially with the spirit of the city.

The Krek is a hereditary position, and is meant to lead the people in all manners secular. Some evidence suggests that this position was originally a “chief-diplomat,” in charge of interacting with other groups of people. However, be that as it may be, the Krek now is ostensibly the one in charge of the military, trade, and development. Beneath the Krek, and there to assist them, are the noble families.

Also powerful, though not nearly as much as the Nobility are the Brewers, who hold a special place in society, as they produce beer and wines (Fruit and honey.) These products are seen by the Cushet as key to nearly all formal social interactions.

Subservient to them are craftsmen, farmers, and artisans, who generally live on the outskirts of cities and come in to sell their products.

Gender roles within Cushet society are segregated at the lowest levels, and completely open at within the higher ranks. A Krek can be a woman, and as Sekems are discovered through spiritual means, there are as many men as women.


Material Culture:

At the heart of any great Cushet city or meanest village is the Enshasal, or Spirit Hall, the place used by a Sekem to commune with spirits. This building is circular with paths in a reversing spiral towards a central chamber, which holds at it’s heart a slightly recessed ritual pit, where a Sekem will attempt to intercede with spirits. Lining the hallways to the ritual chamber are images of the spirits that the Sekems know to inhabit the corresponding area in the spirit world, with images of the greatest Ensha (Usually some combination of Migwon, Jenashak, Theran, Shul, Aymo, and the spirit of the city)

The Enshasal itself is a dome with a hole in the roof at the top of the dome, above the ritual pit.


http://i.imgur.com/bRrbmoH.png


While small villages will have nothing more for the Sekem than the Enshasal, great cities will boast immense walled complexes housing sleeping quarters, classrooms, kitchens, libraries, kennels, etc, around truly massive Enshasal, which always must be in their own open courtyard at heart of the complex.

The Cushet Temple complexes are also inhabited by a breed of dog called Pirgwon. These dogs have been bred by Sekems for generations for small size, friendliness, loyalty, and intelligence, and are allowed to roam freely throughout the temple complex, and sometimes even the city. Pirgwon are easily recognizable by their small size, flattened face, curled tail, and short red and black mottled fur. Pirgwon, when they age, are sacrificed and buried with the dead, so that both the soul of the Pirgwon and that of the human may travel together to the Maransa.

The spiral is not important only in ritual architecture, but also in secular architecture. The homes of the richest individuals tend to be large complexes of interconnecting spiral hallways, with rooms juxtaposed in unexpected manners. The complexity of these homes decreases with lower economic status, until the poor must make do with a simple circular home, a paltry protection against hostile spirits: And indeed, the poorer people are often sicklier than the rich.

Cushet bath regularly, believing that doing so brings them closer to their original state near the Maransa. Every affluent house has a bathing room, but poorer Cushet must make do with bathing less often, and usually in the rivers.

The current calendar of the Cushet was directly learned from the Shalanash, as it is much more efficient for agriculture and trade, while the older lunar calendar is now only used for ritual purposes by Sekems. The Cushet know that the seasons are caused by the regular migrations of two spirits so great their impact on the physical world lasts months: Gyerm the Witherer and Hawan of the Sighs, who legend says are lovers constantly looking for each other, but always missing each other and cursed for some ancient transgression to do so for all eternity.

Cushet historically were not hugely keen on wearable jewelry, though obviously with outside influence, modern Cushet do. Traditionally, Cushet adorned themselves with tattoos in intricate interwoven spiral and dot patterns. Sekems tend to wear thin robes and sport shaved heads tattooed with the aforementioned spirals, as well as beaten metal masks, to give them anonymity and allow the spirits to speak through them.


Abbreviated History:

Human and dog were born on the shores of the Maransa ages ago, both creatures of the material world and endowed with the inner light of the spirit world. In those days, death was not an obstacle, as the souls of the death had only to travel from the shores of the lake into the water itself, and back out. Deva, an Ensha of death, watched over the people, warding hostile Ensha away.

But, one day in the darkness of night, the foul Ensha Sova the Brackish, who had long been jealous of mankind, attacked, and with him came a great wave of dark water which poured into the Maransa, forever tainting the souls of the dead. Nemor, an Ensha of memory, sacrificed himself for a human friend, melting into the Sea itself, causing the Maransa to make the dead forget the impurities and giving individuals a choice between good and evil. Sova and Deva engaged in a combat that still occasionally shakes the earth to this day. Humanity was forced to leave the spirit world by the rising water, travelling in a myriad of direction, and becoming all the people of the earth.

The Cushet travelled south, guided out of the spirit world by Migwon. For forty years and forty days, the Cushet roamed, until the Sekem Elel spoke to the Ensha Enamo who taught the Cushet ship building, and to Theran and Jenashak, who both gave the Cushet leave to settle on the shores of their respective river and taught them irrigation and farming, and gave them the bounties of the earth as gifts, in exchange for honoring them.

And so, over the next thousand years, the Cushet built a number of walled cities, the greatest being the twin cities of Ther and Jen, on their respective rivers. A series of petty kingdoms and Sekem-doms rose and fell, and never were the Cushet truly united.



Important Ensha:

Migwon: The Great Dog. While not an incredibly powerful Ensha, the Cushet are directly patronized by him, providing him with a position of significance in their psyche.
Sulma, She of the Ten Thousand Eyes: Mate of Sova, lures humans astray into darkness.
Theran and Jenashak: Divine twins, rivals, but the greatest of friends, Ensha of the rivers on which the Gwonheld make their homes.
Nouda the Bright Shiner: The (or AN) Ensha of the sun,
Ahmo: One of the greater embodiments of love
Nepat: One of the enshas of the Ocean, more specifically, the great inland sea the rivers feed into.
She who is Three: The Watcher of time, she looks at the past, the present, and the future, all at once, with her three heads.


City names:

The four great Cities: Ther, Jen, Tusendakru, Penkdem

Smaller cities: Mergis, Nerfir, Megther, Huius


Sentences:

Soon
 
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Culture name: Hamahat (formally, Noang-e-Hamah)
Preferred colors: purple, violet, gold, and variations thereof.

Mythos:
Let me tell you a story of our people. We were born with these islands, and of these islands, and these islands were born of us. When they rose, like dreams, from the water, that was when our people were born. For we are island-folk, water-folk, free-folk, folk who have shed the petty dreams of kingship that our peers in other places seek, and rather, recognize that all who come within the circle are members of our people.

Have you heard the song of the deer in the uplands? She is lonely, and afeared, and wishes that she had the circle to join. But as there are some who cannot be among the people of the mainland, there are some who cannot take the further step, and join in the circle.

(Of those who seek to harm and kill those within the circle, we will not speak.)

Where was I? Right, yes.

Before the islands rose from the waters, the folk who were here lived as fools, fighting for status and wealth but learning nothing of their world or the spirits about them. Then, when the islands formed, we drew the circles -- we, the humans, the pigs, the cows, the rice, the tree nuts, the fires, the spirits, the stones -- we drew the circle, and all those who seek to stay inside become members of the circle.

The sea, you see, is the greatest circle of all. And when we drew it, we insulated ourselves, and allowed ourselves to thrive. So, you see, the circles and the island, all folk who dwell within, we were all created together, and of each other. And that's how our world came to be.


Society:
Ah, yes -- I can certainly tell you more about our people.

So, let's start here: the Noang-e-Hamah are belligerently egalitarian.[1] That nonsense that one person should be elevated above another due to the womb they exited from, or that strength should qualify you to decide whose turn it is to clean out the gutter… we don't do any of that here. To give over authority to another person is a loving thing, not to be done with the carelessness of a pig breeder. Rather, each of the folk of a given circle must give consent to be governed by those above them. The council they form governs by consensus. The councillors are entrusted thus because they have shown the wisdom and wit to make these decisions. They know how to listen to those with knowledge in every area, and set aside their own wishes for the good of the collective.

What's the "circle?" Oh, my. Perhaps we should have started further back. The circle is what delineates who is within and without society. Those who voluntarily join our society, who enter its bounds -- those folk are within the circle, whether they be native Noang-e-Hamah or foreign-born, whether human or cow or grain of rice. All serve to help one another, for none can prosper on their own.

These circles are often sets of stones built around the limit of a town, and if there be a wall, built into the wall itself. They contain magic wards, of course -- what else is magic for? -- but they also are carved with eyes to watch those who would approach with evil design. As we do not seek to stand taller by standing on the bodies of the poor, many have sought to escape slavers or war or famine by joining our circles. We are happy to let them.

The greatest circles, of course, are the isles themselves. We are, as I told you before, born of these isles, and they are born of us. Haven't you noticed the standing stones that guard the shores? There are many lines of them, many carved with symbols that date so far back we have forgotten how to read them. But we know what they mean. These lands are our lands, and those who tread them tread within the circle. Those who bear us ill ought to beware.

We are a peaceful people, and we earn our living through fishing and farming. The sea provides much of our wealth, and we have mastered it first among the peoples we know. We range far in our pursuit of goods -- you will know us in Kuushet, and the adventurous who seek a journey on the other side of the sea have often made their way into the mountains, to Quxehat as well.

But we long to return to the isles, to the green and thickly wooded shores, to the eyes that watch over our sandy beaches. The isles are haunted by the ghosts of those who walked before, but with the watchful gaze of the spirits, you can sleep under any errant bower you like, or perhaps in the caves that scholars and mystics have used since time immemorial.

We are poets, we are writers and scholars, we watch the stars to time the rice harvests and to decide when to cross the seas --

What? Oh. Why is it that you are all so curious about that? Yes. Obviously there are folk who are neither men nor women. Do you not have those where you come from? They tend to be better able to speak with the spirits -- perhaps you are afraid of them?


Sample sentences:

1. Kesh ka na paro ngo! Maha ka taiiot aii?
Burn the bones! Do you want a haunting?
2. Heha sii tuuma ya'ng ya kohuum miih, nohang koh tuuma ya peh so.[2]
One seeking to catch a whale, won't even catch a fish.
3. Bohado sem huuango e ka. La sem dam miih.
I refuse your king. I am free.

Consonants: p, b, th (as in the), k, l, t, d, r, sh, s, m, n, j, g, q, h (as in loch)
Vowels: u (as in sun), a, o, uu (as in soon), e, i (as in this), ii (as in thee), ng

Vocabulary sheet for the Quxex-Cushet-Hamahat language family (in progress).

Grammar is generally VSO for Hamahat, but speakers will add particles (e.g. "ngo" "aii" "miih" "so" above) to indicate tense.


Phenotypes: Pretty much as generic as the cradle gets. In our world, Bengali.

Claims: The small northern islands.

Endnotes:
[1] Modern anthropology has largely done away with the idea that egalitarianism -> hierarchy is a "natural" progression of the agricultural revolution. Instead, it seems like the adoption of strongmen (or the lack thereof) is a usually conscious choice on the part of the society, a part of cultural evolution that people routinely played around with throughout history.
[2] Apostrophe indicates a contraction of "ya noang" -- "one person" -- meaning "one."

more to come. :)
 
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I've done enough linguistics coursework to mandate pedantry ***snip***.

I'm just telling him that i'm using the apostrophe for stops rather than for clicks. I'm not actually saying that there are any alveolar stops in the examples I gave and I do know there is a difference between an alveolar and glottal stop.
 
I'm just telling him that i'm using the apostrophe for stops rather than for clicks. I'm not actually saying that there are any alveolar stops in the examples I gave and I do know there is a difference between an alveolar and glottal stop.

Just checking :)
 
Jehoshua - OK, so for example. I tried several times to make glottal stops on N in real life, but I just can't do it. And I speak Danish, half my day are made of glottal stops. Alveolar stops naturally don't work there either as they're used for d's and t's. This is part of the reason why I asked. It is possible to do it partly, but orthography doesn't usually consider hints of glottal stops as a reason to add an apostrophe; it usually wants a strong glottal stop before it denotes it. I'm going by the principle of orthography that the writing would be the Latin alphabet rendition of the language if a scholar from Earth encountered the language, and in this case, a glottal stop on an N is just not something you note, as N's and M's are but impossible to do it on. There's a few other things with the phonetic range of your words, but don't worry about it too much. Rest of the culture is just fine. :) This is one of the areas that I expected that I had to do some editing for after the fact - everyone should be aware of this btw, you'll all probably have a few things changed - but I think I understand the essence of your language. Besides its particulars of sounds there are nearly no consonant clusters and something I noted was that there hasn't been used b's or p's yet other than ph, which is an f. As is, you'll most likely lose the apostrophes, but it depends on how the editing turns out. :)
 
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How to express my thoughts without violating forum rules.... Lets just say I've been sick for over two weeks now and the last thing I'm interested in right now is being lectured on linguistics over the thread by internet acquaintances. To the point though

En'aenum is intended as an alveolar stop, more specifically as a voiceless alveolar nasal [standard orthography has a little dot under the n, but I don't know how to get that on my keyboard and I was too lazy to copy paste]. While I did say before that I was not necessarily saying there was an alveolar stop in my examples that's because I was just casually dismissing ork for being annoying and not minding his own business rather than going on a big spiel.

Furthermore this brings us back to what I mentioned before where I said regarding alveolar stops I would use an apostrophe to indicate one if necessary. This obviously would be for more exotic stops rather than the ones common in English which don't require any special notice [so the ones ork mentioned]. So for instance for the nasal as noted I have used one since its a special characteristic worthy of notice, and I would use one for the alveolar ejective as well as for the voiceless alveolar implosive if I was so inclined to use it.

As for the glottal stops Numa'ta reflects a stop found in Nahuatl, for instance the word for father [taʔtɬi]. While the others are more standard ones on vowels you see all over the place. Since you haven't objected to those I presume there is no problem with them. Noting also for the record I deleted the stop in the third sentence to make the term for man more obviously connected to the suffix for "people" [ari - arat]. Albeit this had nothing to do whatsoever with your nitpicking.

I hope this clarifies my linguistic intentions for you.
 
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Jeho, please take a step back and breathe. There's no ill will towards you and nothing wrong with you or your mind if you're wrong. Whether you're right or not is actually not relevant here, there is absolutely no need to be as aggressive as to exclaim you want to say stuff to me that you aren't allowed to by the forum rules. Most likely, every player is going to see some edits. Being edited is not a reason to take offense. I was calmly listing these things for you in order to let you know beforehand. Try and think of the situation if I just changed it without notifying you.

So calm down.

I'll look up the Mayan thing.
 
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