couldn't coexist with dogs"
Kupi
Location
North-eastern slope of alpine mountains north-east of western cradle (eastern arm of the major western mountains)
Values: Family, Spiritualism/Faith, Artisanry/Aestheticism (in crafted things), Story-telling, Music, Minimalism/Simplicity,
Society: The tribes meet on a bi-annual basis. Each tribe is led by an elected chief and these all hold a ‘seat’ at the ‘tribal council’. Tribal leaders are assisted in spiritual matters by a shaman (usually an older woman).
Lifestyle: Live in stone and wooden buildings in the dense forest and survive through limited agriculture (terraced rice paddies is okay?), fishing of rivers and streams, hunting and trapping. They weave natural fabrics but have little access to dyes. They are particularly expert bee-keepers and honey is a common ingredient in many Kupi dishes. They engage in extensive stone working but only limited surface metal mining.
Men and women are generally equal though women are more associated with the home and child-rearing while men are more associated with hunting.
No warrior or soldier caste- the men and all work together in a fairly disorganized way in the event of conflict.
The people spend a lot of time in crating goods from wood, stone or animals and create giant wood or stone monuments simply but evocatively carved, often in out of the way places in the natural spaces- these become sites of pilgrimage. Almost all their tools and goods are carved or decorated- usually with animal motifs. They also add candles made from bee’s wax to these sites and so it is not uncommon to stumble into a hidden highland area with a towering stone statue of a reclining wildcat draped in thousands and thousands of candles.
They are story-tellers and singers. They play drums and wood instruments. They weave and embroider and if they can get dye, wear bright clothes.
Religion: They are shamanists and medicine-women (or more rarely men) intercede in spiritual matters alongside them. They believe in reincarnation and in everlasting spiritual cycling and believe that they can be reborn as vast natural areas as the highest form of rebirth. They believe that the Ursa medicus are holy animals and guardians of other spirits and make offerings of honey to these animals.
They believe they appease the spirits of the natural world by creating things of beauty and visiting them.
They believe violence and anger disrupts their spirit and that beauty, simplicity, and wisdom pleases it.
Economy: Domesticated goats and sheep and dogs. Plants- whatever is appropriate for the area- i'd love terraced rice paddies if its okay...
History: TBD
Language: TBD
Person Names: TBD
City Names: N/A – no cities yet.
Nation Names: NA- no nations yet.
Geographical Names: Meh- creativity fail- I’ll edit if I think of anything.
THE GWONHELOD
Locations: the Rivers at the western edge of the western cradle (1).
Mythology:
The world the Gwonhelod 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.
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.
The Gwonhelod 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 Gwonhelod and Dog. As such, the dog plays an important part in the symbolism of the Gwonhelod, 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 Gwonhelod 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 “Mawr Ansa,” 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 Mawr Ansa 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 Mawr Ansa 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 Gwonhelod simply believe that the “gods” of others are simply great Ensha who have demanded a specific kind of worship from humans. Gwonhelod 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 Gwonhelod travelling to lands ruled by gods will generally carry with them a metal spiral, a token of a friendly Ensha, for protection.
Gwonhelod 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 Gwonhelod are led by a balance of secular and spiritual power. Whether greater power in a Gwonhelod 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 Gwonhelod 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 Gwonhelod 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 Gwonhelod 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 Gwonhelod society are segregated at the lowest levels, and completly 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 Gwonhelod 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 Gwonhelod 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 Mawr Ansa.
As with the Shanalash of the south, 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.
Gwonhelod bath regularly, believing that doing so brings them closer to their original state near the Mawr Ansa. Every affluent house has a bathing room, but poorer Gwonhelod must make do with bathing less often, and usually in the rivers.
The current calendar of the Gwonhelod 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 Gwonhelod 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.
Gwonhelod historically were not hugely keen on wearable jewelry, though obviously with outside influence, modern Gwonhelod do. Traditionally, Gwonhelod 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.
Abbreviated History:
Human and dog were born on the shores of the Mawr Ansa 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 Mawr Ansa, 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 Mawr Ansa 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 Gwonhelod travelled south, guided out of the spirit world by Migwon. For forty years and forty days, the Gwonhelod roamed, until the Sekem Elel spoke to the Ensha Enamo who taught the Gwonhelod ship building, and to Theran and Jenashak, who both gave the Gwonhelod 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 Gwonhelod 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 Gwonhelod truly united.
Economy:
The Ensha gave the Gwonhelod wheat, barley, trin, mangos, pomegranates, and a myriad of other foods and spices. The Gwonhelod are a predominantly agricultural society, living in sedentary societies, though, naturally, on the edges of the Gwonhelod culture, this rule breaks down. The Gwonhelod have also introduced Bovine Cattle to Lemuria
Important Ensha:
Migwon: The Great Dog. While not an incredibly powerful Ensha, the Gwonhelod are directly patronized by him, providing him with a position of significance in their psyche.
Theran and Jenashak: Divine twins, rivals, but the greatest of friends, Ensha of the rivers on which the Gwonhelod make their homes.
Teu: 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.
Names: To come
Lexicon: To come
Geographic Errata:
The four great Cities: Ther, Jen, Tusendakru, Penkdem
Smaller cities: Mergis, Nerfir, Megther, Huius
Northern Mountains: Rawsno
HUGELY IMPORTANT NOTE: THE GWONHELOD, and other members of their migration, are the only ones in Lemuria with the Lactase persistance gene.
THIS WILL BE An end of TURN 1, beginning of TURN 2 culture, which will syncretize the local natives with an Indo-European migration.
Here is a map, assuming it doesn't impede someone else's application, of the spread of the larger Helod Culture group. the Gwonhelod themselves are on the shores of the inland sea.
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Culture Name
The name they give themselves: Herachel (The Flower People)
The Name they are referred to by outsiders: The Hut People
Location: The mountainous region to the west of the western lake
Spoiler :![]()
Values: Family, connection with nature, mobility and a sense of location
Society: The Herachel are a migrating people living in the higher parts of the alpine regions. They gained their name as the hut people through the drystone huts that they inhabit on the mountain tops. Though the people move around the huts do not and those who ascend from the basin to the east up into the mountains for whatever reason have often noted the stone dwellings lying empty and looking like they are abandoned. However they are not abandoned and each season when a tribe of Herachel people returns to a location their first task is always to see about repairs to the huts. Through this continual cycle the huts that the tribespeople dwell in are known to have stood in the same place for generations. The Huts themselves form the basis for the societal hierarchy. Every family has their own hut and if a new family emerges then it moves into an abandoned one or builds a new one. From this the oldest huts take on more central positions in society with the idea that its dwellers can trace back their family roots further than the others in that particular group. This oldest family will take on the leadership position and delegate tasks to other members of the tribe. When there are meetings of more than one tribe the tribe with the family who has an older claim takes precedence, however in practice since family records go back too far to be in memory and their is no written word this precedence is usually decided by size of tribe or size of the central hut.
Outside of the family hierarchical structure are the Irn - the Storytellers and guides of the tribe. A tribe's Irn live in a separate hut often as old or perhaps older than that of the leading family. Due to the importance of storytelling to the migrational traditions of the Herachel the Irn are treated with a great deal of reverence and respect.
Lifestyle: Living a migrating life the Herachel find most of their food from hunting and gathering. As such there is a significant gender divide between the women whose primary job is the gathering and the men who perform the hunting. Most hunting is confined to the alpine regions looking for the populations of Sonito Marmot or larger mountain rodent although there are sometimes expeditions further into the valleys and planes below.
The drystone dwellings that the Herachel occupy are not usually decorated but mats are often laid out to perform duty as a floor. Traditionally light is gained through the open door by day and then at night when a blanket is thrown over the opening a small fire is often lit using dry broom in stone basins.
An important element in both ritual and recreation is a Soure infusion which is prepared by those wise enough to be able to differentiate between the Soure and the Seroji. The infusion is made by boiling the water and adding the petals of the Soure plant to it. It has an initially bitter taste but a lingering sweet aftertaste and the ritualistic drinking of it forms an important part of Herachel culture.
Another key part of the ritualistic tea drinking is the recitation of the oral history of that particular tribe. The tales of past exploits are often imbued with a strong sense of place as the story serve not only as an oral history and entertainment but also as a guide for the migrational routes of that particular tribe. It is very common for the stories to be embellished with very minute details for the benefit of describing a particular valley or peak which is on the migration path.
Religion: The deities of the Herachel people are woven into their oral histories as characters that appear to aid the tribes in times of need. They are often associated with a particular natural object or place and reinforce the culture's belief in the importance of place to the extend that some places are viewed as particularly holy. For example in one story a certain valley may have been the site in which the tribe was almost wiped out by an especially cold season and their survival is attributed to the appearance of one of their gods bringing dry firewood or such. Since this place is recorded in such detail in the story it becomes a well known site of collective trauma and divine salvation and so is the perceived as a place of significant closeness to their gods.
Economy: They have a hunter gatherer economy making tools and other objects mostly out of stone and wood. They are particularity adept at the use of dry stone techniques in construction and the huts for which they get there name are this way constructed.
History: The various tribes have lived in the huts for longer than remembered and though the oral histories of the families stretches back generations there is no record in their culture of their arrival to the mountains. Since their arrival there has also been little interaction with the lowlanders by virtue of their nomadic lifestyle and the hard to reach location in which they reside. Due to this fact there has been little intermingling of their culture with their neighbours and their language and society has continued to develop independently to the surrounding lowland cultures.
Language: Though also reaching back to the root language that encompasses most Lemurian languages due to the isolated nature of Herachel society the language spoken by the Herachel remains similarly isolated. With very few interactions with lowlander culture it has developed significantly on its own and though there may be deep level grammatical similarities it would not be easy for Herachel and lowlanders to understand each other.
Person Names: In the Herachel culture there are three important parts of a name the family name, the given name, the earned name. Family names are carried down through the families and are recorded in the oral histories. Children are traditional brought into the family of their mothers as the mothers are considered the primary factor in looking after the child so the child will reside in the mother's hut. This the children are also raised by the men of the mother's family.
A given name is chosen by the tribe's chief Irn - the most high ranked of the storytellers. As the child grown into adolescence they can begin to work towards a particular role in the society in something like an apprenticeship. Upon reaching their 17th year they are given the name of their profession.
Given names are usually made of two syllables with a soft ending and gender can not determined by name. Examples include:
Hena, Kallu, Jamir, Frolleh, Maswer, Lamber, Matti, Ahgo, Barly
Family names are often much more varied ranging from single syllable to multisyllabic names:
Ava, Bresyr, Harwyd, Brandwyse, Roiwyn, Kardyl, Crayven, Quernwyr, Wolliwil, Far, Cloya, Daryd, Yll
The earned names are very uniform across and are derived solely from the job which the youth devoted themselves to:
et Irn - the storyteller
et Wyn - the builder
et Por - the gatherer
et Gnal - the hunter
et Dosum - the tracker
et Vayl - the Firestarter
and there are many others related to various other specialised professions that are required by the tribe
In an informal setting often just the given name is used or the given name and earned name if differenitation is needed. When talking to someone of a higher position in the hierarchy in a formal setting it is customary to use their full name in the order of given-earned-family fore example Manswer et Por a Nyll (Manswer the gatherer of Nyill). If speaking down the hierarchy in a formal setting the family name is normally omitted for example Kallu et Vayl. One exception to the rules is those tribespeople who earned the title of et Irn. Such people should always be referred to be their given and earned names regardless of formality or hierarchical concerns as the Irn are viewed with a reverence due to their position as tellers of the stories and keepers of the knowledge of the migrational routes.
City/Nation Names: The various tribes of the Herachel culture take their names from the name of the leader of the family highest up in the hierarchy.
Geographical Names: WILL DO THIS LATER
Spoiler :![]()
PROTO-LEMURIANS
Location: on the map, the dark circle-ish
Values: It is unknown what values were cherished by the Proto-Lemurians. Although mostly conjecture, the Proto-Lemurians appear to have been fascinated by the cycle of life and death and have worshipped it at every opportunity.
Society: Proto-Lemurian government seems to have been a form of democratic theocracy, which elected a high priest and tender of the hypogeum as a leader. Other major roles are unknown. Proto-Lemurian society seems to not have been highly warlike, but recent discoveries of pits full of human bones seem to dispute this.
Lifestyle: Other than the burial practises of Proto-Lemurians, which appear to have been elaborate burials involving metalworking and agriculture, very little is known of the people themselves. What is more known is their construction: the central burial/temple complex being the largest building, with various houses established in circles around it. It is believed dirt walls made up the earliest form of defences for Proto-Lemurian settlements.
Religion: Proto-Lemurian religion organized itself around the concept of ancestor worship - few settlements have been found without what appears to be a meticulously organized hypogeum - as well as what seems to be some form of either fertility or water god.
Economy: The barter economy of the Proto-Lemurians seems to have been based heavily around hunting. Some agriculture has been found, however it seems very little agricultural material was eaten - most of it was meant for the purpose of ritual.
History: Proto-Lemurians were far from the first hominids on the island. It is assumed that they arrived on the island around 50000BC. The culture so typically Proto-Lemurian is dated back at its earliest to 3000BC, however.
Language: Proto-Lemurians speak, as can be insinuated from the name, Proto-Lemurian, or at least a language very similar to it. However, there seems to be some discussion as to whether this is truly Proto-Lemurian - some have instead suggested the language be called “Choely”, after the primary settlement of this culture that has been discovered.
Person Names: If Proto-Lemurian names were anything like the names we have eventually learned of for other Riverine Lemurian settlements, then they are for the most part gender neutral names.
Some names established include: Khoes, Jywoel, Ychatyl, Pys, and Wotpyp.
City Names: So far, 6 major settlements have been discovered within the area controlled by the Proto-Lemurians:
Choely, meaning “Red”
Lop, meaning “Orange”
Wakhych, meaning “Yellow”
Sosto, meaning “Green”
Lykhu, meaning “Blue”
Wopokhys, meaning “Purple”
Nation Names: It isn’t known whether any established nations existed, and if they did, they were most likely named after the chief settlement.
Geographical Names: Only one thing remains known of Proto-Lemurian when it comes to geography, and that is the name of the river they settled called “Chalu Sysoej”, or “White River.”
The Eidan culture
Location: The alpine at the conflagration of the green and red cradles
Values: The Eidan, forged by their harsh environment, value those skills that contribute to physical survival: strength, endurance, and cunning. Steadfast loyalty and honesty are seen as foolish traits, and the most fierce or rough-edged are elevated socially above the rest. However, devotion to one's family is important, and larger factions can develop from the family; generally, tribalistic and militaristic, but honorable to the extent of reason within their clans.
Society: Not much social organization yet, no clans or factions exceeding the size of a few hundred people. Within each clan is a tyrannical hierarchy that places the strongest or most cunning in charge. Meritocratic rather than hereditary.
Lifestyle: People live in family groups within larger clans or tribes, which are gradually growing larger as the continent thaws. The day-to-day lifestyle is dominated by foraging or, sometimes, hunting or herding. They sleep long hours in the cold, bundled up with one another in valuable animal skins. They have a strong competitive spirit, and when idle or in periods of recreation they might be found playing simple games or competing athletically. There are some occasional celebrations or ceremonies, mostly related to very successful hunts, and mostly involving mass... fertilization, in which the strongest males and females, or most successful in food gathering, mate with one another publicly. Modesty is material, forced by the cold conditions, and when the conditions enable the creation of warm environments or some level of excess, they are exploited and celebrated.
Religion: The Eidan are a materialistic culture, and apply spirituality to what they can see in a very practical way. That being said, there are some early roots of polytheistic nature worship, and the cultural thought generally separates the world structurally through direct physical observations. In the future, there may be a god of stone, or a god of the tree, or dirt, or the stars.
Economy: As noted, the Eidan still live a mostly nomadic life, and as such lack any serious agricultural development.The most valuable or useful materials available to the Eidan are obsidian, which is relatively easy to find in many areas of their native region, and animal skin, which is rare and used for many things, from tenting to clothing. There is a developing base of herded animals; they have long since domesticated and selectively bred a species of wolf-dogs, but as far as food animals are still in the process of bringing certain species of mountain goat and deer under their control. They are advanced in terms of trade, with some of the more diverse mineral wealth in all of Lemuria allowing the different tribes primitive forms of bartering and proto-currency. Shiny stones and minerals, such as gold and gemstones, are becoming more and more valuable as the cultural ideas about the material world advance. Finally, their access to mineral wealth, as well as proto-ovens developed from the stone walls needed to protect fires from the harsh winds, creates the proper conditions to create primitive metal alloys and molds.
History: The Eidan are not the type to ponder the past, but their origin is that they came to settle in their native region during the Ice Age, very early in the history of humanity on Lemuria. They migrated towards the alpine as the tall peaks and dark, warm caves were a place of refuge and hosted a diverse set of animal and plant life, with some of the densest nutrients on the continent before the thawing. Since then they have begun to gradually spread out from the highest peaks, and are just starting to turn their eyes outwards from the mountains.
Language: (There doesn't appear to be a language in this area, the closest is fairly far south) The Eidan language is relatively complex for the period, enriched by the diversity of their surroundings in structure. In keeping with the categorization-central form of their spirituality and lifestyle, the language's rapidly developing grammatical and dictionary conventions construct vocabulary as a series of increasingly specific sounds that identify nouns, adjectives, or (more and more as time goes on) ideas.
For example:
Eidan (Ei-dan): from "ei" (people) and "dan" (mountain). People of the mountain-- distinguishable from people in general as those that come from or live in the mountains.
Verbs are primitive yet, as are prepositions or articles, and so there are no conventions for their tense. This will probably come from synthesis with more developed languages.
Person Names: Family names do not yet exist; each tribe has not yet developed a distinct identity, and the classes and occupations change too much to be reliably assigned to families. Specific naming conventions are developing wherein each individual has two personal names, one describing the place of their birth and one describing the environmental and astrological conditions of their birth. Someone born near a tree may be named "Nakura" (from "na", for start/birth, and "kura" for tree, which itself comes from "tall leaf"-- "ku" for leaf and "ra" for tall) as their first personal name, and as a second personal name "Nahalodistira" ("halo" (rain) from "ha", wind, and "lo", water; and "distira" (the house of a particular star) from "Disti", one star in the sky, and "ra", tall, or in this case elevated.)
Naturally, "Nakura Nahalodistira" is a very wordy phrase, and generally full names are only used in formal settings or to identify people outside of one's family or tribe, with diminutives and nicknames used in intimate relationships. What nicknames are used in particular varies, sometimes shortened from someone's full name and sometimes based on some physical or personal aspect about them that is noteworthy. Additionally, "na" is being dropped more and more from the naming custom, instead being used more and more as a prefix reserved for children and young people. In the future, Nakura might only be referred to as Nakura in their youth, and once they become older as "Kura Halodistira" or with some professional or honorific prefix.
City Names: No cities yet.
Nation Names: Tribe names will come when tribes develop unique cultural identities, and may be the basis of nation names later.
Geographical Names: Specific tall peaks may be named similarly to stars, with sentimental rather than dictionary meaning, but the mountains from which the Eidan originate are coming to be known as the Idonia/Edunia/Edonia (from "Dunnea", for home mountains). Individual tribes and clans are starting to name other places around them, such as rivers and plains, but so far these places have too many names to give one for each.
Saravanid Peoples
(here's how the app is going so far)
Location:
View attachment 482637
Values: The Saravanids are strong believers in keeping their word and highly value loyalty among their tribemembers. However,
Society: The Saravanids generally live in tribes of no more than fifty men each. They only tend to unite in larger khanates under an external threat, or under a charismatic leader.
Lifestyle: As there are no major rivers flowing through the region with the exception of a handful of streams, the Saravanid homeland has almost no permanent settlements. Therefore, the Saravanids are steppesmen and are hardly seen walking outside their horses. When they do have to settle down, they generally set up large tents consisting of a mixture of cloth and leather. Their weapons of preference are
Religion: According to their mythology, the Saravanid deity is in every place.
Economy: The Saravanids are either sheepherders or hunt and gather what little their territory generally produces. Their most valuable product is murder bird food, which is deemed this way because of the difficulty to properly hunt murder birds, even while using ranged weaponry. As with foreign relations, the Saravanids often launch incursions into Gwonhelod territory. They usually come to loot the rural areas for their abundant food, iron, weapons, and riches that may be hidden behind those strange temples, and if the Gwonhelods are particularily weak, the Saravanids will often try to keep some territory for themselves, at least until they are kicked out. However, the Saravanids aren’t entirely parasitic. If paid enough tribute, the Gwonhelods may end up recruiting Saravanid tribes to wage war against other Gwonhelods, or even against other Saravanids. In addition, if the Gwonhelods are under a particularily strong regime, the Saravanids would then much rather trade their wears and livestock with their otherwise enemy.
History: TBD
Language: TBD
Person Names: TBD
City Names: One of the few semi-permanent settlements is located on the north. Although it is consistently abandoned, it is nevertheless often used when the Gwonhelods decide to be nice and hand over their due tribute.
Nation Names: TBD
Geographical Names: TBD
Can I design multiple cultures? If I'm unable to "play" more than one in the game phase, they could become NPCs.
Elot Cultural Complex said:Location: Red splotch, Orange Splotch, Yellow Splotches
Values: Most Elot cultures believe in a dualistic, binary and opposing worldview. Things have an equal and opposite, whether it’s a concept (Love/Hate) or a Divine being. There is often a choice between good and evil to be made.
Society: Generally the Elot cultures are patriarchal, organized around either a preistly cast or specific blood lineages. They tend towards agricultural and sedentary societies, though by no means is this a rule. Most tend towards a rough caste system, with a warrior caste of young single men, a priestly caste of older men, and a lower class of peasants, though, again, this is by no means set in stone. They are likely using bronze tools, though smelting is likely very new, or not yet there. I IMAGINE they have a penchant for monumental architecture.
Lifestyle: As pastoral/agriculturalists, the vast majority of the Elot cultures’ lives are centered around farming, and the regular ritual of that. Warfare would be not uncommon, but likely has some form of ritual ceremony to it. Slavery is common, though never on industrial scales, and it would be rare for a culture to have slavery from birth. Instead, it’d be prisoners of war, and often they could work themselves out. They DEFINITELY have the wheel
Religion:
Economy: See Society
- All Elot cultures have a few traits in common, including the above Binary distinction between good and evil. Most Elot cultures will have the variations on the following powerful dieties (or equivalents
- A powerful Sky god (Teubader or simply Teu, or some variation thereof), usually paternalistic king of the gods. Often times He, or another important/power diety will have slain a multi-headed water serpent/demon. This Demon is often an antagonistic figure to humanity.
- A dawn goddess with a name that is a variant on Ostra.
- A goddess of society with a variant on Arhena
- A Storm God with a variant on Parhuna
- A three headed diety/three dieties that tell/keep fate.
- Twins who are occasionally rivals, but serve in either the creation of cities, or the founding of the first human cities.
- A binding of evil (see the Gwonhelod’s myth of the binding of Shova the Brackish, or the Norse myth of Fenris being bound, or Ahriman in persian myths)
- Cows will play a central role in mythical life, often being associated with/being a giver of prosperity.
- A patron of warfare associated with (wolves, originally, but likely now being some local wolf-like pack predator. Be kind of funny if it Murder Birds, but that doesn’t seem like an easy logical jump as, say… something that looks kinda wolflike.)
- Oral History that includes long epic poetry and repetition of “stock phrases” (I can’t remember the literature term for this. Things like “Wine-dark seas.”
- All Elot cultures will have a flood myth, and all Elot cultures will have a bargain with a divine entity of some sort. Often times, these are combined such that the bargain saved the Elot from the flood.
- The Sun (Sahel) and Moon (Menot) are ferried by Divine siblings on either a ship or a chariot, but are hunted by predators. Often times, stellar phenomenon such as eclipses are explained by them being caught.
- A parallel world, often the world of the dead or the afterlife. The Gwonhelod, however, have syncretized it with local myths about spirits, and have mythologized the spirit world.
- A myth about a long journey, or a migration
History: We’ve talked about this
Language: Indo European