NewNES - Our Origins

Culture name: Paraxai

Mythos: the sea, the wind, the rock, the shifting grass, the creatures of this world, the light of the sun, and the holy estrangement of the color white

There is the land, and there is the sea. Above it all: the sun.

The land is red, furred with green forest. Brown dust covers it entire. Here are places of shadow: some, of wood, thatch, and brick, shelter our hearths and our heads. Others, under the mountains, hold things which we shall not discuss with you who are not of us.

But the land has edges. The sea envelops it, defines it, consumes it. The hardiest rock will wear down to sand, just by the pounding of the waves. But consider this, too: the sea has no shade. It takes all the light which reaches it, the white of the sun making the whole surface bluer than the sky. And when it storms... Well, truly, is that not the hand of the Greater? So much white, so much fury, concentrated into a declaration of apotheosis.

But the sun is majesty itself. It hangs over all, watching, illuminating. There is nowhere that cannot feel it, besides those places where the land betrays it, and those depths of the ocean where there is white of a different kind. The sun is the source of the white, and for this, well -- for this there is no equal.

Consider that the colors of the world are dull. There are greens, browns, blues, reds. But where is white? We find it in some flowers. In the crests of great waves. In the light of the all-powerful sun. And, for that reason, in the unblemished robes of our priests. What is white is outside the natural order, no? All holy things are this way.

You do not see the holy in the death of the whale, when the bronze blade of the lance is driven through its heart? Do you not see how it is holy when the mountains rise so high from the sea that you cannot believe the wind and waves have moved it? When the grasslands all sway together in the wind and in the light?

You do not even see how white is not of us, and of something more?

I wonder if your priests even counsel you on your quest for the divine. I hesitate to ask.

Society: shipfolks, merchants, fishermen, raiders, and whalers

The Paraxai are a predominantly coastal people. The vast majority live in clusters of stout buildings lining the shores of their islands. While not every member of a village spends their life in a boat, every Paraxai knows how to behave in one. As it stands, the vast majority are fishermen, at least seasonally. Some goatherds, rice farmers, and orchard-keepers grow substantial stocks of food, though. Bronzeworkers, craftsmen, and builders are other professions that tend to hew to the shores. Priests will, at times, take to sea for ceremonies, but typically stay on land.

But at sea...

They come fast, and leave as quickly. There are some specialized varieties of boats, namely some sturdier, tubbier constructions more reliant on sails (for long distance trade or for fishing). The prototypical Paraxai boat, though, is a sleek, mean thing. Long, with a pointed prow, it is often made from a single, massive tree (although some larger ships are built with viking-style planking). Their prows are carved with fearsome depictions of whales, the sun, or mythical beasts. They are multipurpose: even with a full complement of rowers, they can carry an appreciable volume of freight or loot, or, if several work together, can even tow a slain whale to shore. For long journeys, coverings can be put over the open deck, masts with sails can be erected, and outriggers can be deployed for stability. This enables Paraxai ships to make long sea journeys, impossible to some other cultures. These journeys have religious meaning, as well: how else to alienate yourself so much, in so much white, that you encounter the divine?

In any case, the Paraxai are far ranging traders and raiders. While these two practices may seem diametrically opposed, to the Paraxai (and perhaps to others in the region), they are essentially the same. Consider that, given the widespread island nature of Paraxai culture, and the general uneven distribution of resources and access in the Paraxai archipelago, settlements are most effective in supporting the society at large when they specialize based on their surroundings and exchange this specialized production with the greater social order. The same responsibility holds for the Nakutay and others in the archipelago, as well: or, at least, this is how the Paraxai view the situation. The fact of the matter is that without a diverse array of goods being exchanged, all the communities in the system would face fatal deprivation of certain commodities, be they oil, foodstuffs, wood, bronze, or other things.

Therefore, the question is not whether there should be exchange or flow of goods, but how it should be undertaken. For the Paraxai, there are two answers. The first is trade. Two communities can exchange "gifts," with the understanding that this is a flow of goods that does not cause any loss of face, but still supplies necessary items to those who require them. This gift exchange is what amounts to trade. Communities can even request, or make known through communication, what gifts are expected or needed, and what they will give in exchange. In this way, the Paraxai have a highly effective internal trade network which crosses vast spans of ocean. This network also reaches across to other parts of the cradle, to varying degrees, and ensures a widespread circulation of goods and surpluses.

However, should trade deals or gifts be unfavorable, there is another way to facilitate the circulation of necessary supplies. This is raiding. Consider this: if the goods that a given community needs must be obtained for the community's own survival, and that community's survival and ability to produce its own specialized production is key to the survival of the broader culture and region, then a given community is justified in doing what it must in order to get the goods it needs.

Thus, merchants and raiders are often the same people in the Paraxai continuum. Raids are seen as another form of material exchange, and, generally, are relatively bloodless. The speed and range of Paraxai ships mean that overwhelming force can be brought and concentrated with frightening rapidity, discouraging any resistance, and can leave and escape just as quickly. Sometimes, though, conflicts can emerge: naval wars and shore raids can grow vicious and deadly, especially if the foe is one which does not recognize the legitimacy or necessity of the trade-raid dynamic (it's typically well understood by lower level groups, or by groups which also understand the hard press of specialization in the semiarid islands, but more "civilized" or dogmatic societies tend to be more confused).

This system of governing economic relations, though, is founded on the basis of sufficient watercraft being available to support it. Everyone, even those who spend their lives inland, need at least some access to a ship, or some social bond that will ensure their products can be moved on one. Therefore, Paraxai society is structured around extended kinship networks centered on ship ownership. Ships are generally a communal utility, and shares of income are divided based on contribution to the outgoing cargo carried on Paraxai vessels. Obviously, there are inequalities: some wealthier members of society may have subservient ship-clans, from which they draw shares, and, obviously, captains and leaders derive additional material income for their greater services.



Sample sentences:

Xás tje! Xás tje! Pus bi ní kado hai údjon zá xás tje ya!
White light, sunlight! Fall on all our ships as they sail, like the rays of the rising sun.

Zárenana do sa gang kóxu háxa só gaNákutáikjam!
He could sell a whalebone carving to a Nakutay!

Vowels: i (queen) y (round your lips while saying ee) u (spoon) a (Kinshasa) ɔ (ought) e (get)
Consonants: p b t d k g s z x (voiceless alveolo-palatal fricative) j (as in yellow) l r (usually a tap, like in Spanish pero or American English butter) m n ng h (varies in pronunciation from similar to english to huskier, as in Arabic 2)
Tone: high (indicated like so: í ú á é etc.) and low (unmarked)

Phenotypes: pretty solidly maasai, but there is a decent amount of variation. In the northern islands, some people look more Yemeni or Horn of African, for instance.

Claims: The temperate islands (and the southernmost few of the semiarid islands) of the far central south



Important question: are there elephants on those islands?
 
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Just to clarify, what kind of rainforest biota are we talking? Would it resemble those of African, Southeast Asian, or Brazilian forests?
 
We're talking species? The rainforest is massively varied, with a degree of diversity unseen in any of Earth's rainforests, both in animal and plant life. The number of species is so large that whatever you'd guess could be there might very much be so. In addition, it's seemingly much older than Earth's rainforests, with areas of particularly gargantuan trees. It is of course still a rainforest, so it's hard to traverse and reasonably mysterious to the cradle's more coastal or plains based cultures. The rainforest both has several species of large cats, sloths, a diversity of insects, and simians, this area's northern woods having both orangutans and chimpanzees live near each other. This closeness of diverse families is suspect to one slightly familiar with biology, as on Earth there's a reason chimpanzees aren't seen where orangutans are and vice versa, but trust me, it makes sense. :D
 
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INITIAL CULTURE SUBMISSION DEADLINE: THURSDAY 12th OF SEPTEMBER, MIDNIGHT GMT +1.

Then I'll do the cultures over Thursday night and Friday. Stats may not be up until later that weekend.
 
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Nakutay (lit. ‘the middle people’ or ‘the reasonable people’)

Claims: since this is important, it should go first! I’d like to claim a small, sheltered island or couple of islands in the mediterrean area. Roughly central, sheltered by larger islands and not exposed to the ocean.

Mythos: the Nakutay claim descent from divine beings of the sky, earth and water, known as the ‘Asker’, who came together in their home island to create the ‘first place’, a garden of paradise. For thousands of years they allowed surrounding humans to join with them, and even had children with them. Gradually the Asker began to depart back into the earth, seas and skies, where they now reside in the forms of clouds, trees, rocks, waves and animals; even the forces of nature; as if half in this world, and half in spirit. Listen quietly, and you will hear their wisdom! As proud parents, they wait to see what their children will create in this world, always ready to offer a helping hand - or stern discipline when needed.

Like a falling tide, divine grace has receded from the world, and life is harder now. Disease and starvation stalk the land. But sometimes, the harvests are good, the hunts are fruitful, and the tribes can celebrate their blessings in the summer festivals as they did in ancient times.

Sample sentences:

Ke ouray ensas, ow kasswen ore ruka allwe: whatever the trouble, it isn’t worth wishing more evil into the world (lit. the whatever trouble, not worthy-desire more evil everywhere-direction).

Esse et ennewa nakkelela : Today is a nice day for being in/on the water (lit. today is good-for being-among-water).

Yaku sa, naku sa: always be your true self (lit. within you, live you).

Society: the Nakutay are primarily a maritime culture, relying heavily on fishing and seafood, though farming is playing an increasing role. At this time traditional fruits and herbs are being supplanted by cultivated grain crops and root vegetables, an innovation brought from overseas. A breed of hardy, small-bodied cattle is also cultivated on the island.

Boats of increasing size and seaworthiness are built. Typically these are powered by both simple square sail and long oars. Boats remain light enough to be picked up and carried by their crews one beached. Note that it is forbidden to kill dolphins and whales, as these are seen as embodiments of the Asker. Instead, a share of a fisherman’s catch is often given to them.

The Nakutay defy clear categorization as Patriarchal or Matriarchal; their society depends on a cooperation of male and female leaders in complex balance. The role of the tribe-father is mentor, protector, provider, keeper of peace. The role of the tribe-mother is to nurture, nourish, soothe and heal. Both may act as dispensers of justice.

Marriage is rare. Children are normally raised by the family of their mothers, little importance is placed on identity of the father unless he is known to be one of the more prestigious men. Otherwise a child will grow up to join the ranks of their mother’s tribe. For a woman there is no shame in being romantically adventurous, so long as the tribe has means to feed more mouths, new blood is a good thing. That said, there are couples who declare themselves publicly bonded together, which is seen as a great act of devotion.

Political marriage as a concept does not exist. Alliances are instead made with sworn oaths and an exchange of treasured items, often ancient family heirlooms, such as figurines depicting the Asker and said to possess their power.

The tribes exist in a hierarchy which is decided through ritualised warfare, a clash of wicker shields and spears, with a set of given rules, in which few men actually die. Sometimes champions will fight one-on-one to resolve matters of honour, again, rarely to the death. Tribes at the top of the ladder get a greater share of wealth and resources, and attract young men and women from other tribes to join their ranks.

Those who are born with greater sensitivity to the energy of the Asker are known as Eshyea or ‘waysingers’. Typically, they communicate the message of the Asker through repetitive lyrics when in a deep trance, accompanied by a band of drummers. However, there are some Eshyea who work only with dreams and visions. Eshyea can be male or female.

With limited land available, strict laws are set to preserve wilderness areas for foraging and hunting, and prevent exhaustion of the gifts of the Asker. When food is hard to come by and the longhouses are overcrowded, families will often get together to strike out for new lives overseas, if the Eshyea offer favourable omens. Sometimes these voyagers return years later, sometimes they become absorbed into neighbouring cultures.

Phenotypes: somewhat a mixture of surrounding phenotypes. Generally, 'tan' skin, with very dark hair, and stronger jaws and noses than their neighbours. Tendency towards taller and slimmer bodies, well adapted for heat dissipation as well as swimming. Thick beards on men, often turning grey already in early adulthood. Some families have a tendency for light brown/golden hair, especially in youth and in females.
 
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Claims: since this is important, it should go first! I’d like to claim a small, sheltered island or couple of islands in the mediterrean area. Roughly central, sheltered by larger islands and not exposed to the ocean.

Is this the same area, or overlapping, with my claim? Or something else? Happy to collaborate, but wanted to clarify (also, sorry for lack of expansion on app so far -- incredibly busy week).
 
From what I can tell, he's slightly further north :)

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Entries locked!

Starting culture list:

Aenari
Amat
Cushet
Hamahat
Malawaka
Nakutay
Paraxai
Quxex

I will now begin shaping the update; I hope to get it to hit tonight, but most probably it will tomorrow. :)
 
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UPDATE 0 - Stay a while, and listen.

A story about the world, from a mother to her daughters

The sun risest in the east, falls in the west. It is a daily death and a terrible thing to behold. I remember the first time I asked my mother. Her story was full of cold like the coming of the night. I fear death now more than ever.

But let me tell you the story of the sun. It’s the greatest journey of all. The sun is born from the eternal sands of the eastern desert, and from there it grows wings and flies across the bare sky. Then the world’s peoples recieve its blessings.

It goes west.

The Volgar, our lands, are a land of sunlight. We are brazen and strongwilled, and we carry metal shining like the sword’s rays. Our land is the story of the sword, our peoples fighting over our beautiful river.

It goes west.

The Kalgar live around the whale bay, praying to some beasts of the sea while shunning others. They are peaceful warriors except when facing the sea. Have you heard the story of the Kalgaran who got scared by a wave and attacked it? Most sea peoples are strange this way, they get dizzy from sailing.

It goes west.

The Aenari and Rashuthi are peoples of the western strait, governed by priests that I can only say are boastful and rude. They are the kind of people that carry a sword to a prayer and cut themselves when they trip on it. Elaborate stories of strange spirits carry these people, and apparently they find these stories even truer when they create markings on flattened tree. Writing, ha! And their Usarath then brings these trees around. I knew an Aenari merchant once, I asked to buy one of these, but he couldn’t read it. What’s the use, then?

It goes west.

The T’oshadi are quarrelsome peoples. Like my chieftain, they understand the value of good war, but they have no grasp of it. Once a lake turned red by dead T’oshadi, and their god apparently then betrayed the victor, smiting his wife with possession. Then there are the Ma’a t’odj and the Kemmatu, even more priest peoples. They believe that a three headed dragon governs the laws of man, and that man can bring the heads’ thoughts to the world through prayer.

It goes west.

The Nakutay and Paraxai are sailors as the Kalgar, and they have similar sicknesses. They have tamed whales and ride them into battle. The western isles are plagued with these whale raids. But they are also capable fishermen, able to traverse the wild storms plagueing the seas. Oh, and I’ve tried Nakutay wine once, it has a very sweet flavor, but it’s expensive. You two will love it when you grow up.

It goes west.

The Amat believe that the three headed dragon grew a fourth head, and as such they try to grow heads themselves to become gods. They eat strange fruits that cause them headaches. See, they think that in order to grow another head, you have to split the one you already have. Until then, each Amat believes himself to have a head similar to one of the dragon’s. And depending on the person, you will have a strong warrior, a crafty merchant, a priest with the ability to commune with the dead, or a beautiful, skillful lover.

It goes west.

The Hamahat are peoples of the circle – all of their islands are circle shaped, and so are their heads and hands. When they play music, they clap their hands like copper plates. They believe the circle is sacred because they believe the sun is a circle. Of course, we know that the sun is a burning man.

It goes west.

The Cushet and Goshet are a strange folk. They live in snail houses and some are born half dogs. Some have escaped into the mountains and call themselves Quxex. These have become snails themselves and crawl on the hillsides, where they can smell gold. These hills are even full with giant dogs that live in caves.

It goes west.

And then there are the Malawaka. In their lands, everyone is a king.

After this journey, the sun settles in the giant fire pit of the west where it is consumed. And that is all the people of the world.

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Culture map

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Polities map


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Notes

1. You may have noticed that some of the update text sounds absurd. Just in case anyone is in doubt, yes, it's unreliable narration. The Nakutay sadly do not ride whales. For now, use the culture submissions as entries to understanding the cultures, as most of it rings true. Besides that, there's a lot of details of realpolitik in the stats about the affairs of the world's states. I’m going to later write a culture list so you know the ’canon’ version of the world’s nations, but I wanted the update up sooner than later. In addition to the culture list, you’ll also see a religion list eventually. In the future, I plan to do more neutral updates, but there was more than enough initial content to make besides the update.

2. As each nation starts out with only one Power, a bunch of details were ignored in just this aspect of the stats creation. I very much tried to emphasize what had nations stand out from each other, as they’re meant to be slight variations to the base stats. For example, a bunch of players noted affinity with sailing, but I created the Seafaring power only for the Paraxai as they had their naval affinity as their only large emphasis.

3. @ork75 There aren’t elephants on the islands, there are plenty in the northern jungle however.

4. @North King and @Lord_Iggy, your faiths seem very connected to your lands, so I’ve named the religions after your peoples. :)

5. Anyways, join instructions. Each player has dibs on certain nations and have these nations reserved for this turn. When a player joins a nation, that nation will be bestowed a power as appropriate; the powers are bound to their cultures, naturally. If you join as another culture than the one you created, you will get the other power instead.

6. And some notes on the map. As you can see, there's a bunch of gray area. All of the map is populated by humans in some degree, but the gray areas denote where there's basically rural, agricultural life with warriors defending the area, in addition to certain larger cities being denoted. All of this area is grayed in order to display what's reasonably developed, the white areas showing what isn't. Also, expect new NPC's to show up from these gray areas.

7. The first turn will last 100 years. This is a significant time, and I expect several states to fundamentally change, grow or disappear over the first turn. Take this into consideration when writing your orders, and don't be disappointed if things go bad ;)

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Player cultures, dibs and powers:

Aenari – Jehoshua
Aenari Powers: Zealotry (Armies count as +1 age against infidels.)
Dibs: Djaghi, T’aerathi

Amat – Ailedhoo
Amat 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.)
Dibs: Kuānu

Cushet – thomasberubeg
Cushet Powers: Spiral Architecture (Cultural centers have a higher chance to appear in your cities with Cushet Peoples.)
Dibs: Jen, Ther

Hamahat – North King
Hamahat Powers: Egalitarianism (+1 Economy as long as you don’t pay army maintenance.)
Dibs: Huuma, Senadii

Malawaka – LordArgon
Malawaka Powers: Vassalage (+1 army force limit as long as you are at least Stable.)
Dibs: Maladoro

Nakutay – Daftpanzer
Nakutay Powers: Ritual Battles (Very resistant to certain Stability problems, particularly non-governmental noble factions that compete with each other.)
Dibs: Esheway, Yakouray

Paraxai – ork75
Paraxai Powers: Seafaring (+1 navy force limit.)
Dibs: Tjoxai, Zaxai

Quxex – Lord_Iggy
Quxex Powers: Isolationism (+1 Economy as long as you don't call for territorial expansion in your orders.)
Dibs: Quxex

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.
 
Query: When you say "dibs" do you mean I have control over both polities this turn, or discretional preference to pick one or the other.
 
Each player only takes control of one state and will play that state over the NES (until it collapses). You have dibs on the two in question because they're of your culture. If two people want to play the same state, and one have dibs, the dibs player will get the state. :)

Dibs only last for one update though - after that, everyone will have equal preference.

But when you have chosen your state, you will of course control it permanently.

So just regular NES stuff. :)
 
Djaghi it is then.

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To: The King of T'aerathi
From: The Holy Usarath [Djaghi]


May the grace of Djehara be upon thee brotherly King, and Lord Anephet the Master of Waters pour out their blessings upon thy people that Kenaghel the son thereof might spring forth from the earth with abundance in hand and a rich harvest. Know too that our fraternal benediction and eternal friendship lie with thee from the east even unto the uttermost west for as kinsmen of the holy Aenari and partakers of the true religion we stand together as bulwarks against the empty void as with one voice we utter the Holy Words and offer unto heaven and the immortal gods the eternal rite.

We send this message to thee thereby to not only express our friendship and fraternal greetings, but propose an eternal alliance between Djaghun and T'aerathun that as brothers we might render assistance in times of trouble and hand in hand uphold order against the chaos that afflicts the barbarian and the heathen. It is only by the ministry of the holy priesthood and the preservation of tradition that this can be achieved and by a bond of allegiance between us these ends might be supported in the abode of peace and unity. So it is that the sages proclaim that a house divided against itself can only fall where united it might stand.

We pray for a favourable response to our entreaty, that long may the brotherhood of T'aerathi and Djaghi endure.

To: The Council of Nara
From: The Holy Usarath

May the grace of Djehara be upon thy city and lead thee in right ways unto truth and order lest chaos overwhelm thee in its shadow. We send this message unto the brotherly people of Nara to propose a trade pact between our two realms that they might prosper together, despite our differences in holy doctrine, while standing steadfast against the chaos that afflicts Kakut and the heathen. For never should greed aspire to overthrow the divine edicts and the heavenly utterances in the governance of the state and we trust the governance of thy priesthood shares our thoughts on this truth.

Hence while of course certain preference must be given to the subjects by their rulers over those of foreigners in matters of commerce , we propose the mutual lifting of certain tariffs and restrictions upon the merchants of our two states when trading between us. It is to be hoped thereby that trade between the Aenari and Rashuthi may flourish as never before and our peoples be rendered more prosperous thereby.

We pray for a favourable response to our entreaty, that long may the brotherhood of Nara and Djaghi endure.

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OOC summary

Spoiler :
1: Proposing an Alliance with T'aerathi
2: Proposing a trade pact reducing tariffs and restrictions between Nara and Djaghi
 
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Naturally claiming Kuānu.

I will need to consider the current state of Kuānu and the future I will set forth.

Expect plenty of gardens.
 
I will of course be taking the Maladoro.
 
The Divine Records

~ Excerpt from the record-tablets of the Temple of Djehara in Djaghun, recorded in the Record of Divine Manifestations by decree of Usarath Venadjeha, King of the Aenari, Lord of Djaghun, Dust beneath the feet of Djehara and lowly servant of the gods.

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Manifestation I

In time immemorial before the secret of signs was conveyed to mortals by MA'ATOT, holy is his name, and before the separation of the nations to the four quarters of the world, it came to pass that DJEHARA, oracle of the inconceivable and foremost of the gods, holy is his name, descended unto our world in his luminous vehicle and alighted upon the earth in manifest form at the place known to men forever after as Djehaghun, the Place of DJEHARA, and which in these latter days is spoken of Djaghun due to the changing of words since that time. Lo by his descent was this place made holy until the end of all ages and bestowed with the holy name ENENTASHUGUM in the divine speech, which within the limits of mortal comprehension is understood as "The Sanctuary of Celebration".

Here DJEHARA, holy is his name, made manifest upon our lowly world revealed the tale of creation unto mankind and conveyed unto his priest, Eren'anten, the holy words and the secrets of the eternal rite. Oh how happy is man that the words of creation have been revealed, how sweet are the lips from which spill the holy words of AENUM the Maker, the inconceivable, May His name be exalted above all other names forever. So too unto the people did the most blessed of gods teach man of the law and the right ways to maintain peace and order between man and god, and amongst the vicissitudes of this world that chaos might not overcome him in eternal night. Lamentable is it that mortal memory can not inscribe forever each utterance that spilled from his holy mouth, lamentable indeed is it that mortal men fall to sin and error to their sorrow and regret, and forget the true hearing of the holy utterances that imperfection mars their works.

When at last the holy words were conveyed, and the people had worshipped and offered sacrifices of rams and wheat. Then did the god of high heaven bless the place which his holy footsteps had sanctified and taking a great stone from the firmament fashioned an image in a reflection of his inconceivable likeness, that imperfect as a material reflection of the manifest divinity must be the people might remember his precepts and abide in reverence through a memorial of his descent. Consecrating this image thereby with His divine spirit and vivifying it thereby as a candle is lit from a flame, and yet the flame remains undiminished, the holy image was placed upon the same spot where the god descended and to this day is enshrined in the sanctuary of the Holy Temple of DJEHARA where worship unending is offered to the glory of his name, and oblation and penance is day and night offered for the remission of sins and the invocation of divine favour upon the Aenari. Whereupon these errands were finished, the god ascended unto the high heavens to watch over the worlds in accordance with the task appointed unto Him by the inconceivable..

Thereafter did Eren'anten become first Usarath, and did establish the city of Djehaghun, which in these latter days is known as Djaghun at the site of the holy place wherein the Law and the Rite were revealed, and where many people from afar did gather to worship and prostrate themselves in awe before the greatness of the gods.

Manifestation II

In the days of Usarath Anaqumet, blessed be his memory, in the village of Rakota across the waters from Djehaghun wherein DJEHARA, oracle of the inconceivable and foremost of the gods, holy is his name, bestowed the Rite, the priest Sahamenon of the Temple of ANEPHET, holy is his name, that stood therein was bathing and washing his raiment in the river T'jaghata when arose from the same waters the presence of a goddess. This goddess was revealed to him to be T'JAGHATI, holy is her name, daughter of ANEPHET, holy is his name, in the eyes of AENUM the Maker, the Inconceivable, May His name be exalted above all other names forever.

Falling to his knees and lying prostrate upon the shores of the holy river, the goddess of the same river bid him stand and conveyed unto him her desire that the Aenari whom she lovest, who drank of her waters and fed on grain watered by her benevolence offer sacrifice to her name, and instructed him in the manner of pleasing sacrifices. She taught that libations of milk and homey should be offered to her name to the waters of her river, in thanksgiving for her blessings and that likewise offerings of lights and incense should be made upon her shores each evening that she might not be forgotten by the generations of men who would come to abide thereby. Likewise at the place where she revealed her divinity unto Sahamenon she requested that a temple should be raised to the glory of her name for the bestowal of graces.

Before the goddess was veiled once more from his sight in bodiless spirit, She instructed blessed Sahamenon that on the anniversary of her epiphany the Aenari should come and bathe in the waters and wash their garments therein as he did, and that thereby those who had confessed their offences and followed her instructions with pious devotion in their hearts would be washed clean of every stain of sin and made fitting to be raised on high to the halls of DJEHARA, Holy is his name, if they kept thereafter the commandments bestowed at holy ENENTASHUGUM.

Sahamenon worshipped, and beseeching Anaqumet of the shining lance to heed the divine edict, he obtained for the goddess a temple of fine stone upon the shores of her river and therein installed an image of gold in her likeness that her spirit might dwell therein and bestow blessings upon her votaries that came thereto with reverence. These same votaries have ever after offered sacrifices of lambs and fruits watered and ripened by her graces to the glory of her name, such that the sanctuary of ENENASTUMAZ, the sanctuary of holy waters, has become renowned in far lands amongst the worshippers of the gods and the city of Rakota built upon the banks of her river much exalted thereby such that to this day they hold the festival of T'JAGHATI, holy is her name, for eleven days each year in memory of her advent.

Manifestation III

In time immemorial before the secret of signs was conveyed to mortals by MA'ATOT, holy is his name, and before the coming of the Kalgar from the uttermost east the warrior Tume'asa of the shining sword and brazen helm ventured along the shores of the southern sea in a boat of wood that thereby he might come to the green lands of Vohu'aran in the midst of the domain of GASHWEN, holy is his name.

Taking his repose upon the sandy shore as the NUMADA, holy is his name, set beneath the horizon in the dog days of summer, there appears to him ANEPHET, holy is his name, rising like a great wave, his beard like the foam of a cresting wave, his hand grasping a great spear like the fang of a serpent of the deeps. Sounding a horn to heaven he smote the land near to where Tume'asa lay prostrate in holy fear and clove the land in twain. The deeps thereon rushed therein to the hollow that lay beyond and pooling therein became the bay now home to the heathen Kalgar. Sounding likewise his horn to heaven, the sacred whales that serve as instruments of ANEPHET, holy is his name, and sing songs to the glory of his name in the unknown deep came therein to make their abode hence forever after.

Turning to Tume'asa the great god bid him stand and bestowed upon him an image fashioned by the holy hands of ANEPHET, holy is his name, in his own likeness and taught him the secret words of water that thereby on his travels he might know calm waters and a swift vessel. The god returning to the deeps, Tume'asa tarried no longer in his repose and from his lips fell the first of the utterances revealed to him ULUMASTU ASHTI VAHISHTAI ASHAI TE AENU TAKETE OS. Thus guarded from the demon-gods who sleep within the darkest deeps in swift haste he returned to the village of Senarkesh from whence he had travelled and offering praise and worship to the gods installed the image of ANEPHET, holy is his name, in the temple of the same god. Many blessings fell thereon upon the village of such a number and greatness of kind that Aenari from afar gathered therein and worshipped the lord of waters in his temple of ENENTAGARUMAK, the sanctuary of the whales. To this day the city of Senarkesh of the sailors of the southern seas, which lieth at the southern entrance to the Straits of Aenara hold in reverent worship the image of the Lord of Waters brought hence by Tume'asa in ancient days and harm not the whales that serve Him to the glory of his name.

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notes:

Spoiler :
1)First record is the founding myth of Djaghun, Capital of Djaghi. To summarise Djehara manifested itself there and revealed the essential doctrines of Djeharism, as well as the divine speech and the eternal rite, and created an "image not made by human hands" of its manifestation which was enshrined at the spot of the theophany. This becoming the place around which the city was established.

2) Second record outlines a theophany of the local river goddess in Rakota, twin city of Djaghun, and the establishment of a temple, rites and a festival therein to the worship thereof.

3) Third record is a myth regarding the creation of the Bay of Kalga [Garu'aneph Bay to the Aenari - ie Bay of the Whales of Anephet] around which the Kalgar reside by Anephet, and speaks of the origins of an idol of Anephet not made by human hands in the city of Sennarkesh [currently independent]. Also attributed to this event is the revelation of certain spells in the language of creation for the protection of sailors.

4)Divine names and words in the Holy Language of Creation are capitalised.


Transcriptions:

Spoiler :
~ first paragraph of "Manifestation I" in the Aenari Tongue. [subject to amendment]

Ma'sena to'anumet heko setaketum'ta Ma'atot [ aena numaheto ] harae'te garathne e heko aratephne karavento to pakekapha'ta kosuth, sena'ototen Djehara [ aenawasa'ta Ilumatakephentai, herata enshae, aena numaheto ] toweno aratekosuth ma'heshastu vahano e tamakuno kenan ma'haraveshaphti ma'uno'ta mahasenet aratne anum'ti Djehagun, Ha'uno'ta Djehara, e'ukama tapho'eshet awasen'ti Djaghun eko aumodesha senajo. Toweneko ha'uno aenavaka'te tergamahasenet e gharaten aenanuma Enentashugum ma'aenawasaph, ema'haqeth garatanemai anemaketo'ti "Ha'ehenti Halaren".

In time immemorial before the secret of signs was conveyed to mortals by MA'ATOT, holy is his name, and before the separation of the nations to the four quarters of the world, it came to pass that DJEHARA, oracle of the inconceivable and foremost of the gods, holy is his name, descended unto our world in his luminous vehicle and alighted upon the earth in manifest form at the place known to men forever after as Djehaghun, the Place of DJEHARA, and which in these latter days is spoken of as Djaghun due to the changing of words since that time. Lo by his descent was this place made holy until the end of all ages and bestowed with the holy name ENENTASHUGUM in the divine speech, which within the limits of mortal comprehension is understood as "The Sanctuary of Celebration".

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notable words [including some extras not in transcription above.]

sena - time
seneth - times
senamata - eternity [sena = time, mata = outside/beyond]
anuma/anumet - memory/memories
ani - soul
anum - know
anem - understand
anemaph - comprehension
meta - record
seta - sign/symbol
ketum - secret
numa - name
harae - reveal/convey/show
garath - mortal [thing]
arat - man
arateph - nation
kara - cut
vento - divide
pake - four
kapha - quarter
kosuth - the world
kephen - to think of/to conceive.
keprem - thought
wasat - speaker
Aenawasat - oracle [holy speaker]
mata - beyond/outside
ensa - god
enshae - gods. [the animate-plural ending "ne" reduced to "e" when word ends with a vowel]
wasa - speech
wasaph - language
Aen - holy/holiness
hera - high/lofty/exalted
towe - down
shas - light
vahano - vehicle
kena - earth/soil
vesh - truth/true
tapho - after/later
esho/esheth - day/days
aumo - word
aumek - aaw [Aumek Senamata - The Eternal Law] .
desha - change
ehen - temple sanctuary
haq - boundary/limit
kesh - city
wana - dog
nephum - life
Urumo - Ocean
vaka - make
terga - finish/end
maha - all/totality
ghara - give/bestow
ike - one
eko - because/due to
ilu - person [singular]
tuma/tumo - thing/things.
hala - joy/happiness
ren - rite
'ta - particle indicating belonging
ha - the
ma - in
no - particle indicating something proceeding into or onto something else
'to - particle indicating something before something else.
'te - particle indicating something proceeding chronologically to something else
sha - negative suffix [terga = end, terasha = without end]
e - and
eto - is
'ti - particle indicating a comparison or connection.
ai - "ing" suffix equivalent [ex - ilumatakephentai = one beyond conceiving {the inconceivable)]
e/ne - animate plural suffix.
et/eth - inanimate plural suffix
en - past tense suffix
 
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Interested in joining as the Kalgar. I'm somewhat unsure of how to begin, I assume I fill out the join template found in the original post?


Culture name:
Kalgar

Mythos:
The Kalgar people are united by their worship of the great white whales that inhabit the Bay of Kalga, known as the Garmaquim.
It is said that when the ancestors of the Kalgar people first migrated to the bay region, they did so by sea, following the coast along the desert from the east. As they moved westward, they fished for sustenance. From the river inhabited by the Volgar people, all the way to the opening of the Bay of Kalga, they caught not a single fish. It was as if something was haunting them, a hidden spirit following their every move, tormenting them. There were numerous reports along this perilous journey of bad dreams, apparitions, and other sightings of spirits. All of these claim the tormentor to take the shape of an octopus. These octopus spirits were named Vukjuzk.
Once the ancestors reached the Bay of Kalga, however, the oppressive weight of these spirits was instantly lifted, all due to the sighting of a magnificent being in the distance. The bay, from the moment it was first seen, and for every moment since, was occupied by white whales. These whales, upon contact with the ancestors, guided their boats into shore, ensuring a safe trip. Once the ancestors landed, they founded a city named after their oceanic saviors. The city was named Garmaq. Upon the founding of the city, a dead octopus washed onshore, and since this occurance, the fishing has been prosperous, and the people have lived peacefully. After this moment of settlement, the Kalgar people spread all around the bay, not all settling in cities, mostly small tribal settlements. All of them, however, are within a line of sight of the bay, so that the sight of the whales, and the safety it brings, will not be lost.

Society:
The Kalgar tribes are peaceful in nature, but will defend their land to the death. The Bay of Kalga, its waters, and all of its life, are sacred to the Kalgar people, as it plays an important role in their ancestral history, and their way of life. They are typically organized in relatively small tribes. These tribal settlements are littered all around the Bay of Kalga. They typically travel between settlements using boats, although land travel to nearby settlements is not unheard of, and there are primitive roads constructed. The city of Garmaq, where the first settlement was formed, is the site of the Grand Tribal Council, where the most important matters are discussed between the leaders of each settlement. This is the only true form of centralized government among the Kalgar. Tribal leaders can be of any gender, but more typically are women. This originates back to the original settlers, as many noted upon first contact with the Garmaquim that women seem to be more in tune to the nature of the whales.
Boats and fishing culture are important to the Kalgar. If a person is a good craftsman, can fish well, or is knowledgeable in navigation, they will get far in this land. Military skills are also valued highly. The decentralized tribes each tend to have small militias comprised of the strongest young adults in the village. There is also, on occasion, a unified Kalgar military that rises at the order of the Grand Tribal Council, in times of war. It is expected of a Kalgar to be pious, the whales provide safety, and prosperity to the Kalgar people, and this is to be respected. Those who do not respect the religious order will often be shunned to roam the grasslands or deserts blindfolded, without hope of ever seeing the Garmaquim again.

Sample sentences:
Yek Garmaquin huq eyet puiq curw. [The White Whales bring plentiful fish]
Qej kopluiq Vukjuzk buiteq kurhuq luithum Garmaq. [Garmaq is finally free from the Octopus Spirits]
Guiq weruq poit bokum tuiq kal. [The warriors cross the bay with spears.]

Phenotypes: The Kalgar are Yemeni in appearance, but a slightly darker shade, as the region on the map is mixed between a Yemeni and Maasai look.

Claims: Rim of the bay that is specified as Kalgar on the map provided most recently.
 
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Awesome stuff! I'll take Huuma. Perhaps a story to come, depending on the time until the next update.
 
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