CCC cultures - By Fri 2/28 - done, go vote!

Substantial postings about constructed languages and constructed worlds in general. Good place to mention your own or evaluate someone else's. Put quick questions in C&C Quickies instead.
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Re: CCC cultures - By Fri 2/28

Post by clawgrip »

Ccuxu, the Wall-Builders
Image

Image
I have exaggerated the appearance of the major walls so that they are more visible.

Climate and geography
The Ccuxu live in the tundra of a peninsula that projects south of the ice sheets of the polar continent. Their home is within the polar isotherm, meaning the mean temperature never rises above 10ºC. The Ccuxu, however, are unaffected by this frigid environment.

The biosphere of the land of the Ccuxu is mostly isolated and quite simple. The land supports various types of lychens and moss, and a single species of flowering plant, called ddin by the Ccuxu. There is also a type of grass that grows in summer.

The key element of the biosphere is the bloom, a large collection of phytoplankton in the surrounding sea which provides food for fish, upon which larger fish prey, which in turn become food for the various birds and seals that occupy the top of the food chain. For the most part, these animals do not bother the Ccuxu, and the Ccuxu in turn do not disrupt the ecosystem.
Image

Origin
In the years 91, seismic activity in the polar continent produced a rupture in the land, revealing an ancient catacomb occupied by a number of dormant golems. Though the ultimate cause is unknown, it is likely that either the sunlight, the air, the earthquake itself, or some other, unknown force roused these golems, who emerged from their ancient catacombs into the new world. They named the location of their emergence Iddene, and with some effort, built a structure, known as a gaca, or gacō, from the frozen rock, that could house them.

Their culture was mostly unstructured, and the golems wandered the peninsula, exploring their environment. The formative event in the culture of the Ccuxu involved the discovery of the so-called land Mucuṅ. From the eastern shores of the Ccuxuan peninsula, some golems spotted a mighy city floating on the water, which they named Mucuṅ. In fact, this city was nothing more than the peninsula to the east of the Ccuxuan peninsula, its appearance distorted due to the Fata Morgana effect.

(I imagine a latent, subconscious memory of the previous world allowed these archaic golems to identify it as a city)

Nevertheless, the golems were amazed by the city and felt certain that anyone capable of building such a great city should surely be powerful indeed. The golems who had witnessed this returned to Iddene and informed those who remained there. Though there were doubts among the golems of the existence of such a city, Mucuṅ was once again sighted, appearing seemingly out of thin air. It was soon determined that the Ccuxu should construct a city to rival Mucuṅ, and thus began the never-ending task of the Ccuxu: wall-building. The Ccuxu built intricate patterns of stone of walls, approximately 2 m high and 2 m wide, all over their territory. These walls are sometimes incised from solid rock, and other times simply made of piles of rocks found on the ground.

No golem is known to have ever attempted to actually walk all the way to Mucuṅ because they think it floats on the sea.

Subsistence
The Ccuxuan peninsula is composed of granite, limstone, some kind of metamorphic rock like marble or whatever. I guess. Let’s be honest here, I’m no geologist and I have no idea what I’m talking about. Anyway there is a whole lot of rock for them to eat.

There are also a lot of base metal deposits. The Ccuxu mine copper to create building tools and small statues.

Social Structure
Like the Mecongai, the Ccuxu live and work in units of ten to twenty golems, known as kujja. Typically, each portion of the wall is worked on by a single kujja. It is also not unusual for two or more kujja to cooperate in order to create a more complex wall design.

The wall is considered a possession of all Ccuxu, but the speed and artistry with which wall portions are designed and executed are remembered by local kujja, and respected is given to particularly skilled kujja. Speed is a particularly noteworthy feat, as cutting through the frozen rock requires great effort.

Reproduction
When the golems reproduce, it is usually to replace a dying member of a kujja. Originally, all new golems were created in the gacō at Iddene, but eventually, as the walls grew, the distance required to return to Iddene became too great. Eventually, gacō mělu, i.e. secondary gacōs, were constructed in various places as needed.

Conflict
The Ccuxu are competitive and attempt to outdo the other kujja with skilled wall designs. However, they rarely resort to open conflict, as they all recognize their common goal of outdoing the great city of Mucuṅ. Any conflicts that do break out are resolved by the kujja involved in any way they see fit.

Some Ccuxu have begun to doubt whether the stories of Mucuṅ are true, particularly those who have never seen it. Most Ccuxu are too busy constructing intricate and amazing walls to care. Nevertheless, some discontent exists. It may be that in the future some Ccuxu will attempt to seek out Mucuṅ.
Last edited by clawgrip on Tue Feb 25, 2014 5:55 pm, edited 2 times in total.

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Re: CCC cultures - By Fri 2/28

Post by Hydroeccentricity »

How are we going to keep track of all these, especially since there will be updates of cultures already mentioned? Should we compile a list of all the described cultures in the voting thread when it gets started?
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Re: CCC cultures - By Fri 2/28

Post by clawgrip »

Probably that's the best thing to do. I'm really not sure how the voting will work at this point though. What people are voting for, for example. Also, when things get more complicated, it seems like votes should become more local.

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Re: CCC cultures - By Fri 2/28

Post by Civil War Bugle »

I'm still going to make my cultures but have been sidetracked by RL so I may skirt the deadline.

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Re: CCC cultures - By Fri 2/28

Post by zompist »

The Torcs are not Orcs. Only dorks would confuse orcs with Torcs. The Torcs are Munkees.

Their subspecies has retained a thick covering of fur, usually brown, with the face, hands and feet, buttocks, and chest bare. Their skin is gray, except for the nose, brow, genitals, and buttocks, which are brightly colored. They lose more hair as they age.
munkees.jpg
munkees.jpg (68.46 KiB) Viewed 5728 times
Pre-civilization lifestyle
Their primeval environment was the northern rain forest of Ars Lande’s continent, just north of the equator. They lived in roving bands of up to a hundred. Though preferring fruit, they are omnivorous, and they are known to hunt smaller animals and fish; they’re also fond of large insects and grubs. They have few predators; if they are threatened when alone or in a small group they can almost always quickly escape— in a large group they will mob the threat. Through such tactics they kept the forest clear of their major rivals, the great apes.

Each band centers round a group of females, usually related. Males leave the band at adolescence, often with a brother or two, drifting between bands till they find one they like. There is a strong hierarchy among males, mitigated by the tendency of the alpha males (and the females) to intervene on the side of the lowest-ranking males. The male hierarchy is ignored by the females; if a male picks a fight with a female, generally all the other females rush to her aid.

Band membership is rather fluid— subgroups will wander off together; individuals of either sex may join another band for awhile; disgruntled individuals will move away. At the same time, a band will stay in place for a long time if it finds a good food source. In the ancestral environment, this was the only circumstance that could lead to fights between bands, which involved both sexes.

Torc females are fertile for about a week out of every five; during this period they mate promiscuously and often. As it was not possible for a male to monopolize a female, Torc males evolved enormous scrotums in hopes of, so to speak, drowning their rivals’ contributions. A fertile female can be recognized by their chests, buttocks, and noses turning a lurid color.

Early civilization
Torc legends speak of discovering powerful and beautiful artifacts which each became the focus for a city. This is almost certainly backwards; rather, a city selects an artifact to establish its stature and independence. In some cases these were created by the munkees, but many are apparently relics from an earlier civilized epoch.

Primitive Torcs will linger at good food sources, and the first lasting settlements were all associated with such: fishing settlements on the coast, orchards of fruit trees, watering holes where small game was plentiful, even a huge complex of termite mounds. A major development was the domestication of a rabbitlike animal called a dolin, which could digest leaves which the munkees couldn’t.

By the year 500 the region was dotted with permanent settlements or nezmis, each of which supported several thousand Torcs. To support this higher population, the Torcs intensified their use of horticulture, planting grains and nuts as well as fruits, and domesticated a wider range of animals. It even proved possible to intensively cultivate bees, termites, and grubs. Many of these tasks required specialized tools; the munkees were soon using bags, ropes, fishnets, knives, boats, hoes, pots, and fences.

Some areas had special resources: gems and metals in the southern mountains; seashells along the coast; intoxicants, spices, or types of alcohol in various spots in the rain forest. This sparked trade as well as the first nezmis not focused on food production.

The Torcs do not need clothes, but they love to adorn themselves; a major engine of progress was the creation of ever fancier necklaces, arm and leg bands, and headpieces. Cosmetics were developed to enhance the markings of the fertile period and even to imitate it for the rest of the month. Waistbands or backpacks would be used to hold tools.

Torc tools could mostly be used either by hands or feet, and their greater manipulative ability facilitated the design of machines which allowed a single Torc to do tasks that would take two humans. It was also possible for e.g. a female Torc to nurse a baby while using her feet to do some other task— an ability which may contribute to the usual sexual equality in Torc societies.

The earliest settlements were simply permanent camps in the trees, but some (e.g. on the coast or among termite mounds) were on the ground. When the Torcs began building houses, they at first resembled trees: a tall pillar with a platform.

Belief systems
In their earliest days, the Torcs seem to have had two religious systems, divided by sex. The females revered Dáe, best seen as the forest itself— the living spirit which produced all the resources needed for life. Dáe was apparently less present in the sea and the mountains, which made the Torcs avoid going too far into these areas. Dáe must also be preserved— e.g. she expressly prohibited cutting down trees or killing certain animals. The males, by contrast, believed in a large number of hékés, individual gods or spirits, associated with types of animals, particularly large hills or trees, or striking crystals or artifacts. They liked to tell stories about the squabbling, capricious hékés; they also had rituals where a male would bond to a particular héké, who would become his spiritual protector.

With civilization these traditions merged to some extent: everyone worshipped Dáe and believed in hékés. In addition, as noted, each settlement venerated a particular artifact, which outsiders were not allowed to see. The artifact was believed to offer guidance which certain adepts could learn to perceive.

The Torcs paid little interest to the sky, as in most regions it was hidden by the canopy. There were only two seasons in the rain forest, rainy and less rainy. There was therefore little reason to implore either Dáe or the hékés for sustenance; what the gods had to offer was health, luck, personal enlightenment or social success.

In primitive conditions, Torcs left a dead body where it was; the area would be taboo for a period. The custom in larger settlements was to take the dead into the forest. The dead Torc was said to become part of Dáe, but some taught that they were reborn in a later generation.
There is a wide variety of intoxicants available in the rain forest, all of which had associated rituals and religious purposes. The most highly prized were those that gave visions, which were scrutinized for spiritual messages.

Social structure
The first nezmis were extensions of the primitive band structure. The oldest females had authority over the females; the males retained their social hierarchy. Over the centuries the nezmis became less egalitarian and more authoritarian.

A major reason was that males no longer left the nezmi, though they still left their native band at adolescence. A nezmi was divided into four to twelve bands, with strict rules on which band a young male could live with and find mates in.

In some nezmis the bands were all equal, though they had different ritual responsibilities. In the largest settlements, however, the bands specialized by economic function, and developed into hereditary castes in a strict hierarchy. E.g. in the city of Réib, there were six castes, each composed of two bands which exchanged males: aristocrats, warriors, clerics, food producers, traders, and servants. There were strict sumptuary laws (e.g. gold could be worn only by aristocrats; servants were permitted no adornments at all) as well as harsh punishments for disrespecting a higher caste.
Réib was located in the southern hills where it grew rich on minerals and gems; perhaps because of this specialization it is the only settlement where the males managed to take permanent political control, and dominated the females. In other nezmis, females retained their independence or even had a higher theoretical status.

The warrior castes developed from hunters, and mainly wielded knives and spears. (The bow was not of great use in the forest, though a blowdart was used in hunting.) They had some importance in protecting major resources like mines, but there was little inter-nezmi conflict in the first millennia— the chief role of the warriors was to protect the upper castes and maintain order. As they had experience roaming the forest, they naturally became the trading class as well.

Between the nezmis, the traditional band structure and way of life continued to exist, though enhanced with the products of the cities. Many Torcs migrated to the nezmis, drawn by the richer lifestyle; at the same time, the traditional life in the treetops functioned as a sort of pressure valve— if a nezmi became too crowded or oppressive, many Torcs would simply melt away into the forest.

The troubled years
The last few hundred years of our period (2200-2500) is characterized by greater conflicts within and between nezmis. The root causes are undoubtedly due to population pressure— the nezmis had grown too large, trees (despite the edicts of Dáe) were lost, and food was scarce. This was however exacerbated by the hardening power structures— the elite bands had learned to impose taxes and work brigades, which created palaces, mines, and irrigation structures.

Food had to be sought at greater distances, and this led to the first inter-nezmi wars— which in turn led to larger warrior castes, stronger kings, and even more hierarchical societies.

Around 2400 there was an enormous war involving the majority of the existing nezmis. It was begun by the great city of Réib, which had a near-monopoly on certain minerals, but also the most problems feeding its population. Réib and its allies attempted to take over some of the horticultural nezmis along the rivers, sparking an alliance which ending up entirely destroying Réib.

After this the Torcs faced a dilemma: should they organize into larger kingdoms, or had the nezmis become too harsh and destructive, necessitating a return to smaller, freer structures?

The Torcs will trade with outside groups, especially other munkees, but are suspicious of humans.

Language
Torc languages are both spoken and gestural, with an emphasis on the latter. The Torc tongue is not quite as versatile as the human, so they cannot produce as many distinct sounds. Thus the basic language is gestural, and can be done with either hands or feet. (In theory you could sign one message with your hands and another with your feet, but this is difficult.)

The disadvantage of signs, of course, is that they are less suited for communication at a distance, or in the dark. Thus they are supplemented by a range of vocal expressions. These are not as versatile as the signs; they form a more limited pidgin, perhaps comparable to Plains Indian sign language. Many of the vocalizations developed from primeval munkee verbalizations and thus express emotions, or indicate threats or desires. They’re often uttered half-consciously, even when no audience is present. One such verbalization is common as a threat display when large animals are present— it sounds like a short bark, and in fact is the origin of the word Torc.

The proper Torc name for themselves (and indeed any munkee) is a sign formed by clasping the two hands together, with one pinky finger extended to symbolize the tail. The ‘torc’ bark is the verbal equivalent, but only developed after outsiders had begun calling them Torcs.

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Re: CCC cultures - By Fri 2/28

Post by احمکي ارش-ھجن »

Concept art of the Khsinesir!
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Mind you this is a protypical sketch of what they look like.

I reserve this space for the culrure I might build this week
ʾAšol ḵavad pulqam ʾifbižen lav ʾifšimeḻ lit maseḡrad lav lit n͛ubad. ʾUpulasim ṗal sa-panžun lav sa-ḥadṇ lav ṗal šarmaḵeš lit ʾaẏṭ waẏyadanun wižqanam.
- Article 1 of the Universal Declaration of Human Rights.

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Re: CCC cultures - By Fri 2/28

Post by clawgrip »

Has it been decided yet how the voting will go? I have a suggestion for how voting could possibly be done.

Each region could be voted on differently, and the results would be determined by the people designing the cultures.

Take Lyra's main island as an example. There are currently 8 different cultures there. When it comes time to vote, voters could rank all cultures from 1 to 8. The culture that gets the most votes gets to expand X number of squares, and is also maybe able to invent something that doesn't exist yet, à la Civilization, so for example:

#1 ranking culture
- increase by three squares
- invent sailing, iron working, math or some other thing like that
#2 ranking culture
- develop some pre-existing technology
- increase by two squares or invent something
#3 ranking culture
- develop some pre-existing technology
- increase by one square
#4 ranking culture
- increase by one square, no technological development
#5 ranking culture
- no change, or minor development
#6 ranking culture
- no change
#7 ranking culture
- incur some minor problem or natural disaster
#8 ranking culture
- major natural disaster, plague, or whatever, maybe die off

If a higher ranking culture expands over top of another culture's territory, the second one is automatically subsumed.
If a lower ranking culture expands over a higher ranking culture's territory, people can have a second vote that determines specifically what happens.

These would have to be adjusted for each region, of course.

For places where there are very few cultures, then there can be some sort of other vote specifically for the culture. For example, for my polar golems, people could vote on whether they invent something, expand, or die off, or whatever.

Just throwing some ideas out.

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Re: CCC cultures - By Fri 2/28

Post by zompist »

The original idea was to have vote-offs roughly for each continent. If you look at the map, it makes sense, but it's likely that not all of the 30-odd squares that have been claimed will produce a culture in time. Plus some people are off in the woods somewhere.

Instead, I came up with the number-of-squares thing, which isn't messed up by the geographical distribution of the entrants.

If a culture expands into another's area, I expect the participants to work something out ... it's a storytelling opportunity, so I don't want to be too definitive about what happens.

I like the tech advance idea. It'd help explain why a given culture takes off.

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Re: CCC cultures - By Fri 2/28

Post by Hydroeccentricity »

I think we could do the "rank them 1-5" thing again, altogether, without doing it by continent. Then you get points based on how many votes you got and how high they were. Then you can spend the points thusly:

It costs one point to prevent your civilization from collapsing entirely.
It costs two points to expand one square. If you want to move into an occupied area, you have to spend more points than your opponent is willing to spend to take that square.
It costs three points to invent something that in our timeline would be 1000 years beyond them.
It costs four points to advance from the neolithic/bronze age to the iron age.
It costs four points to slightly alter the biology of your species.
It costs five points to expand to a square on a nearby continent, if you already have a square somewhere on the coast.

The numbers are just made up of course. We may have to adjust them later. What do you think?
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Re: CCC cultures - By Fri 2/28

Post by KathTheDragon »

How would that expansion be handled for my dragons, where each square is roughly one largish island?

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Re: CCC cultures - By Fri 2/28

Post by Mornche Geddick »

The Children of Apʰɯron.

This is a mixed Human / Munkee culture on the southern half of the island of Raepʰɣn (U3 on the map). Maps and sketches to be added later.

Prehistory

In earlier times sea levels were lower and this island was connected to the equatorial continent by a land bridge. The Munkees spread northwards from the equatorial rainforests, where their relatives still live. At the end of the ice age, the Munkees of South Raepʰɣn found their world was changing, and their forests were turning to grassland. They learnt to build small boats to navigate the rivers, and to link the remaining woods by building their famous lines of swinging posts. About this time they met the Humans from the northern part of the continent who were being pushed south by their ancient savanna turning to desert.

Apart from a few ambiguous hints in folktales, we don't know much about this time. By Year 1, their early meeting was already thousands of years in the past. We can only try to imagine the situation when two species, equally matched in intelligence and dexterity, encountered each other for the first time and recognised talking beings similar to themselves. We wonder; did they see each other as trading partners or potential rivals? Did they fight?

We know the outcome : they cooperated.

Geography of Raepʰɣn

The southern half of the island consists of savanna, with a large amount of forest remaining, especially on the foothills of the coastal mountain ranges. A band of steppe in the centre running west to east, separates the south from the sparsely populated north. There are a number of volcanic islands offshore.

The northeastern penisula is inhabited almost entirely by humans, who are confined to the coastal areas. The southern island (T1) and the northwest part of the equatorial continent (T-1 - U-3) certainly contain Munkees who are closely related to the Children of Apʰɯron, but not much is known about them.

Legend

Sky married Earth and their son was Mount Apʰɯron, the tallest mountain in Raepʰɣn. Apʰɯron fell in love with the Rainbow and they had four sons and four daughters. Two of the sons and two of the daughters were Munkees and the other two pairs were humans, and they are the ancestors of all the people. Sky was once much closer to Earth, and once when there was a drought, one of Apʰɯron's Munkee daughters climbed a tall tree and tickled Sky with a feather and made him sneeze. The sneeze was a rain storm. But Apʰɯron was proud and declared himself to be bigger than his father or mother. Bent on ambition, he grew and grew until he lifted Sky up like a lid, separating his father and mother.

The Four Sons and the Four Daughters are very popular figures in myth and folktale, slaying monsters, and discovering and bequeathing bows, pottery, fire, song, poetry, painting, houses, post-roads, musical instruments and all manner of things. Of course, in other stories they are the gift of other heroes, or of the mountains. Most of the mountains have names and feature in legend somewhere. Folk stories and myths seem to be the main activity of this belief system, although sacrifices and prayers for favours do come in. Most settlements worship one or two gods, often ancestors, heroes, mountains, Earth or Sky, and one interesting feature is that nearly every god has an animal associated with him or her; for example, Apʰɯron has the eagle. In later times, the god and the animal may come to be identified, however at the moment it seems that the gods have pets.

Society

At this time the Children of Apʰɯron live mainly in permanent settlements up to 2000 individuals. On the steppe, these are predominantly Human, in the mountains and forest interiors, predominantly Munkee, but most settlements are mixed. At the moment this is an egalitarian society, without aristocrats or kings, organised into clans and ruled by clan elders. Even more notably, many clans are mixed, containing both Human and Munkee members. Munkees and Humans of the same age address each other as "cousin", their elders are "aunt" or "uncle" and younger clan members are "nephew" or "niece". After all, they are all descended from Apʰɯron, aren't they?

Dwellings

The clans build large timber-frame two-storey houses (an art learnt from the Munkees), and cover the walls with plaster. All the clan members live either in the house or close by. Notable features : the top storey is often a mezzanine, with beams across the gap. There are usually posts outside the top floor windows, which Munkee clan members use as exits.

In human-only settlements adobe huts may be used instead. Munkees tend to build tall narrow timber houses with two or even three floors, beams instead of staircases and platforms instead of complete floors.

Economy

At the opening, year 1, the Children of Apʰɯron are mainly hunter-gatherers, but they are on the way to developing agriculture as described by Jane Jacobs in The Economy of Cities. Basically, grains, roots, fruits and nuts are brought to the village, where some get spilled around the food pots, germinate, and hybridise. The villagers select the ones they like best and eventually start sowing them in patches close to the settlement. Humans tend to specialise in grain, Munkees in fruit and nuts accessible in the trees. Thanks to the Munkees, the Children of Apʰɯron have a greater variety of fruits than cultures without arboreal members.

Animal domestication proceeds apace during this period. The Children of Apʰɯron have been remarkably lucky, because the former land bridge Raepʰɣn is home to a remarkable variety of species suitable for domestication. A few examples:

The Sɣkon - a big rodent a little like a capybara with straight legs, valued for its milk and fine, weavable hair.
The kalunʰa, an animal resembling a binturong, valued for pest control in the trees. Occupies a similar niche to the domestic cat.
The salukʰi, similar to a cheetah, but less fast and more sociable. Can be trained like a dog.

Animals play a very important role, both in economy and legend.

Technology and Art

Technology and Art

The Humans learnt to build timber-framed houses from the Munkees and they taught them pottery (because the humans got to the clay first). Pigments are available from plants and from ores and the Children of Apʰɯron like to decorate their plaster walls and their pots with scenes from their folk tales. They also like to make statuettes of themselves and their animals in stylised shapes - typically folk heroes and ancestors. Sky, Earth and Apʰɯron are represented by abstract symbols. This may be the germ for the development of writing later.

Marriage and Sex.

Like Humans, most Munkee subspecies are predominantly monogamous, forming strong (though not unbreakable) pair bonds. This is because the sexes do not live separately (as with elephants, or with the Torcs), and they are both pretty much the same size. Both males and females also feel affection for their young.

Both species may marry within or outside their clan, but not within a certain degree of consanguinity. This varies from place to place, but in general you cannot marry anyone closer than a third cousin. Marriages are usually arranged by the elders, but a young adult may take the initiative and ask to be married to someone they prefer (like Samson). Or sometimes, if two clans are feuding, a pair of lovers may elope.

Like incest, marriage or seduction between the species turns up sometimes in the myths (usually either as tragedy, as in Oedipus or as a threat, as in the tale of Ashputel) but it seems to be very rare in real life. Adultery and infidelity are more common.

Conflict

Conflict is typically clan disputes or feuds, over matters of land, property, or honour (such as a breach of promise of marriage). Crimes such as murder are punished by vendetta. They can escalate into war, and drag allied clans in. The way the society tries to cope is by calling a Council of Clans at a holy place. There the elders will attempt to get to the bottom of the matter and negotiate a peace treaty. Sometimes it works, but sometimes it doesn't.

A parenthesis about Munkee biology

Two to four times a year, adult Munkees experience two to three weeks of vigour, liveliness, and vitality, in which they can go without sleep and accomplish remarkable feats. This peak is followed by a trough of general listlessness and tiredness. The emotions are also affected: up to a third of Monkees are slightly bipolar. Biologically, this is in fact the Munkee period of oestrus. (The Torc subspecies don't have this cycle). The female ovulates during her "high tide", and the male sperm count also rises dramatically.

A curious fact : if a male wishes to seduce a female (or vice versa) the seducer actually has a better chance when the other is "in the dumps", because (as Screwtape would say) when energy is highest, so are the powers of resistance. Also, there is some biological foundation for this behaviour, as the Munkee female is still capable of conceiving for several days after her oestrus ends.

In the far future, advertisers are likely to devise methods to target Munkees when they are just past oestrus as studies will find they are more likely to buy tat on impulse at that time. School boards and colleges will take measures to prevent students from taking examinations either in oestrus or after it as that is likely to affect their results.

Situation in Year 2500

By the end of the period, some large towns with market economies will have developed, and sail boats will be exploring the coast and the nearby islands. Bronze working may or may not have started. I see a future of republican and oligarchical city states rather than monarchies.

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Re: CCC cultures - By Fri 2/28

Post by Lyhoko Leaci »

The Nggwoó [ᵑgʷoː˩˥] are a Batti culture located in the northern parts of (insert name of Lyra's main continental mass here). The name nggwoó means people in Proto-Nggwoo, however there is no evidence that this name was used for themselves, due to the lack of writing in the culture.

History:
The Nggwoó culture can be roughly split into three periods: Early, Middle, and Late. The early period lasted from the year 0 to the year 1000, and was primarily characterized as the hunting period, where the only food supply for the Nggwoó consited of whatever they could hunt down and catch, typically small animals, or in some cases larger ones though teamwork.

The middle period (1000-1700) began following the developemnt of true fishing among the groups along the coasts, along with the development of true settlements and boats among these groups. The population of those along the coasts then increased, however those inland for the most part stayed as hunters due to the lack of easy access to fishing areas.

The late period (1700-2500) was a time of population growth and advancement of the entire Nggwoó culture, not just the area along the coast, though the areas along the coast reamained the most prosperous for the most part. The cause of this population growth was the taming of the senguú (an animal somewhat like a cow) which allowed for a more constant food supply for all Nggwoó.

Climate/Geography:
The area where the Nggwoó live is mostly flat with only small hills in most areas, while the climate is tropical savannah, with a dry-wet seasonal variation. While the area is relatively well suited for agriculture in the floodplains of the rivers, there is no plant-based agriculutre due to the Batti's strictly carniverous diet.

Food:
Most food comes from the raising of senguú, howver hunting of other animals continues, though at a reduced rate, for variety, while the coastal regions also add fish. Khu (milk) and twù (cheese) are also common foods. Some plants are also added in small quantities for spice, which plants are used depends on the location.

Technology:
Most tools are made out of stone and/or wood, however they will make use of any native copper that they have managed to find. Buildings are typically made out of some form of brick, though wood is occasionally used in some areas if there are plenty of trees avaliable. The bricks, as well as any copper that they manage to find, is processed in kilns.

They do not have any form of alcoholic beverages.

Society:
Nggwoó communities are largely communal, with the food and goods mostly shared among the group and/or given to those who have a current need of it. However, each individual family normally has its own items as well, and those that are successful or lucky enough to have their own specialty equipment (boats, spears, etc) are looked up to as they are not simply mooching off of the group.

The communities vary in size, but most are typically around 100 to 200 individuals, with a couple reaching around 1000 individuals. It is rare for a family to live on their own due to the lack of any community to support them if some form of trouble hits. Normally a community consists of one or more extended families.

Settlements are typically elevated above the ground, this is to protect the community from various wild animals as well as flooding in the areas along rivers. Only a couple of buildings are actually at ground level, these are primarily related to storage of equipment for fishing or ranching, kept out of the way of those in the upper levels. There are also one or more long, flat runways for takeoffs and landings, though if necessary an individual can land at pretty much any flat area, and can take off by climbing up onto a roof and then jumping off.

Reproduction:
Most individuals group together into groups of 4 or 5 when starting a new family, this group being made up of indiviudals form different communities to avoid inbreeding. The family then moves to one of the communities that the members came from, or in cases of overcrowding, may join up with other new families to find a new place to settle. However, this is becoming rarer as the settlements increase in complexity, and typically occure mainly on the outskirts of civilization. It doesn't matter much to the Nggwoó if a family starts out with just two males or females, however once a family reaches its full size, it normally has an evenly mixed male-female population, though families of all one sex do happen rarely. As long as they contribute to the community, the others don't care about who they mate with.

They typically have as many kids as they do members of the adults in the family (after accounding for child deaths) but may have more or less depending on the amount of recsources avaliable in an area. The kids are raised by the entire family, with one or two taking turns while the others are doing other things, switching off as necessary.

Spirituality:
The Nggwoó believe that they came from Phusrwa, the largest moon visible in the sky, and that it is because of this that they can fly. However, as they lack the ability to return to it, they place their dead on the top of tall structures, typically stone or brick towers, on the edges of towns so that they are closer to Phusrwa, and to keep wild animals from taking the bodies. They believe that by doing so, Phusrwa can reclaim them, and later allow them to be born again.

Additionally, they have luswiī, who are individuals, typically eldars, who act as interpreters between the varios spirits that are believed to exist in the world and the Nggwoó.

Conflict:
For the most part, there is little conflict between groups, and most of which that does exist is over various fishing areas or good areas for senguú grazing. These are normally settled with various battle-like games that rarely involve true danger.

Most actual conflict comes from fighting off various wild animals that attempt to attack the senguú herds.
Zain pazitovcor, sio? Sio, tovcor.
You can't read that, right? Yes, it says that.
Shinali Sishi wrote:"Have I spoken unclearly? I meant electric catfish not electric onions."

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Re: CCC cultures - By Fri 2/28

Post by Matrix »

Lyhoko Leaci wrote:(insert name of Lyra's main continental mass here)
I called it Lyranis in my post on the Mecongai.
Image

Adúljôžal ônal kol ví éža únah kex yaxlr gmlĥ hôga jô ônal kru ansu frú.
Ansu frú ônal savel zaš gmlĥ a vek Adúljôžal vé jaga čaþ kex.
Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh.

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Re: CCC cultures - By Fri 2/28

Post by Matrix »

Tsargoki ([ˈt̪͡θa˞.gəˌki])

Image

Image

History

Foraging Sexies, Munkees, Ksinesir, and Humans were once all over the eastern half of Matrixia, mostly minding their own business. How the disaster happened is unclear - maybe a band stumbled upon the ancient storage in the mountains and explored too deep. However it happened, exactly, it resulted in the emergence of malfunctioning, insane, rampaging Golems that, over time, forced all four other races gradually farther east. Forced to cooperate to survive, they have built a society that has flourished into a rather small civilization - one grand, coastal city and what surrounding agricultural land they can protect.

Society

Tsargoki society is very hierarchical. Each species comprises a caste. The Sexies are the ruling, priestly caste. The Munkees and Ksinesir are both warrior castes. The Munkees, with their greater range of mobility and stronger arms, are the primary warrior caste that go out to fight the Golems. The Ksinesir serve as scouts and guards. Humans are on the bottom, and engage in most forms of labour. While there is a great focus on the Munkee/Ksinesir military in this society, the Sexy caste is primarily concerned with, well, sex. Under their rule, sex is viewed rather differently than one might expect from such a strict hierarchy. Interspecies relations are commonplace and even encouraged, though the higher-caste partner is always the dominant one. Monogamy is virtually nonexistent - most people have both a same-species partner and different-species partner. On the other hand, same-sex relations are heavily discouraged. Children are brought together at a young age to be educated in the duties of their caste, the length of which depends on the caste, becoming longer as you go higher.

Sustenance

While grains are grown, there is limited farming space and other crops considered to be more important. These crops are industrial crops, the most important use of which is to make fishing equipment. Fish are very important because the Golems avoid the ocean, thus fishing can happen in peace. Tsargoki have also taken to aquaculture of seaweed and bivalves. Crustaceans are also caught. All the labour for these practices is done by Humans. However, Ksinesir scouts are also known to forage for berries and game. Munkee warriors are known to eat wild fruit when on expeditions.

Religion

Tsargoki religion centres around the belief that the four species were once one single, powerful, even godlike species. Tsargoki means 'four of one'. The gods worshipped by the Tsargoki are thus seen to be the distant ancestors of the people. The primary goal in the religion is to reclaim this lost glory so that they can defeat the stone demons once and for all. How they intend to do this is through interbreeding - of course, none of the four species are interfertile, but they put their greatest hopes in the practice. The Sexies, with their ability to take on features of others, have taken on the Ksinesir bone mask and the Munkee tail, while retaining an otherwise Human build, all to represent their ultimate goal.

Appearance

All four of the Tsargoki species are dark-skinned. The Tsargoki variety of Munkee is also as hairless as a human. Sexy patterning is muted.

Technology

There are boats for fishing and aquaculture, jealously guarded, since the wood to make them is so hard to get once newly-expanded-into woodland has been cleared, as expansion doesn't happen often. Bronze has been discovered, but it is uncommon. Stone tools are in use for agriculture - metals like bronze and meteoric iron are reserved for weaponry. Even then, not every warrior can have a metal weapon.

Conflict

The warrior castes of the Tsargoki are very adept, since they have to near-constantly protect their people from the Golems. There are multiple series of walls around the city and surrounding lands as they have slowly reclaimed land over the centuries.
Image

Adúljôžal ônal kol ví éža únah kex yaxlr gmlĥ hôga jô ônal kru ansu frú.
Ansu frú ônal savel zaš gmlĥ a vek Adúljôžal vé jaga čaþ kex.
Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh.

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Re: CCC cultures - By Fri 2/28

Post by احمکي ارش-ھجن »

Matrix wrote:Tsargoki ([ˈt̪͡θa˞.gəˌki])

Image

Image

History

Foraging Sexies, Munkees, Ksinesir, and Humans were once all over the eastern half of Matrixia, mostly minding their own business. How the disaster happened is unclear - maybe a band stumbled upon the ancient storage in the mountains and explored too deep. However it happened, exactly, it resulted in the emergence of malfunctioning, insane, rampaging Golems that, over time, forced all four other races gradually farther east. Forced to cooperate to survive, they have built a society that has flourished into a rather small civilization - one grand, coastal city and what surrounding agricultural land they can protect.

Society

Tsargoki society is very hierarchical. Each species comprises a caste. The Sexies are the ruling, priestly caste. The Munkees and Ksinesir are both warrior castes. The Munkees, with their greater range of mobility and stronger arms, are the primary warrior caste that go out to fight the Golems. The Ksinesir serve as scouts and guards. Humans are on the bottom, and engage in most forms of labour. While there is a great focus on the Munkee/Ksinesir military in this society, the Sexy caste is primarily concerned with, well, sex. Under their rule, sex is viewed rather differently than one might expect from such a strict hierarchy. Interspecies relations are commonplace and even encouraged, though the higher-caste partner is always the dominant one. Monogamy is virtually nonexistent - most people have both a same-species partner and different-species partner. On the other hand, same-sex relations are heavily discouraged. Children are brought together at a young age to be educated in the duties of their caste, the length of which depends on the caste, becoming longer as you go higher.

Sustenance

While grains are grown, there is limited farming space and other crops considered to be more important. These crops are industrial crops, the most important use of which is to make fishing equipment. Fish are very important because the Golems avoid the ocean, thus fishing can happen in peace. Tsargoki have also taken to aquaculture of seaweed and bivalves. Crustaceans are also caught. All the labour for these practices is done by Humans. However, Ksinesir scouts are also known to forage for berries and game. Munkee warriors are known to eat wild fruit when on expeditions.

Religion

Tsargoki religion centres around the belief that the four species were once one single, powerful, even godlike species. Tsargoki means 'four of one'. The gods worshipped by the Tsargoki are thus seen to be the distant ancestors of the people. The primary goal in the religion is to reclaim this lost glory so that they can defeat the stone demons once and for all. How they intend to do this is through interbreeding - of course, none of the four species are interfertile, but they put their greatest hopes in the practice. The Sexies, with their ability to take on features of others, have taken on the Ksinesir bone mask and the Munkee tail, while retaining an otherwise Human build, all to represent their ultimate goal.

Appearance

All four of the Tsargoki species are dark-skinned. The Tsargoki variety of Munkee is also as hairless as a human. Sexy patterning is muted.

Technology

There are boats for fishing and aquaculture, jealously guarded, since the wood to make them is so hard to get once newly-expanded-into woodland has been cleared, as expansion doesn't happen often. Bronze has been discovered, but it is uncommon. Stone tools are in use for agriculture - metals like bronze and meteoric iron are reserved for weaponry. Even then, not every warrior can have a metal weapon.

Conflict

The warrior castes of the Tsargoki are very adept, since they have to near-constantly protect their people from the Golems. There are multiple series of walls around the city and surrounding lands as they have slowly reclaimed land over the centuries.

That's an interesting use of The Khsinesir, though I should noted their skin is completely pitchblack, also, they have extreme heat resistance, and they're mostly carnivorous and are favourable toward the consumption of large mammals like humans and deer.

though, I thought there could only be one culture involving my conspecies, and I claimed that.
ʾAšol ḵavad pulqam ʾifbižen lav ʾifšimeḻ lit maseḡrad lav lit n͛ubad. ʾUpulasim ṗal sa-panžun lav sa-ḥadṇ lav ṗal šarmaḵeš lit ʾaẏṭ waẏyadanun wižqanam.
- Article 1 of the Universal Declaration of Human Rights.

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Re: CCC cultures - By Fri 2/28

Post by ol bofosh »

Ahzoh wrote:though, I thought there could only be one culture involving my conspecies, and I claimed that.
That's changed, I think. There can be more than one culture, but on balance it was advised that we should favour the species that got the most votes. As long as the species are balanced, it doesn't matter.
It was about time I changed this.

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Re: CCC cultures - By Fri 2/28

Post by Mornche Geddick »

I haven't had time to do much more than a phonology of the Raepʰɣn language, however, here is a sample wordlist.

Names (people and places) : Apʰɯron, Sotʰa, Tɣmʰalon, Kukse, Raepʰɣn, Sila, Silam, Naotʰe, Tɣsalaks, Sɯpsore, Tʰaʃi.
One : ɣn
Two : ho
Three : hon
Four : paul
Five : parin
river : kalon
ford : kalatʰos "river - pass"
mountain : pʰuɯre
forest : tsokʰalos

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Re: CCC cultures - By Fri 2/28

Post by ol bofosh »

Guop Orcs
Guop orcs live a very primitive lifestyle of hunting in the Guop desert. They follow the herds of desert animals, living in small bands of ten to thirty. They are territorial, or at least not very tolerant of other orc bands and will rarely have anything to do with them, unless it is for simple trade. Normally they will challenge each other and display their strength without fighting and the weaker band will retreat. However, occasionally two bands will be so evenly matched that they choose from amongst them two champions to fight each other, often to the death. Very rarely all-out war between the bands happens, but the results are gruesome when it does. It has even been known that when two bands have come close to destroying each other, the survivors will join together. Very rarely will they hold a grudge; life in the desert is hard enough.

There are several languages, all related, though by far the most common and influential is Hanrats. It is from this language that “guop”, or “desert”, comes from. All bands are independent of one another. Within the groups the biggest usually rules. Sometimes a smaller individual will be endowed with enough cunning to lead. King Kar (see below) was a very big orc endowed with a lot of cunning. He knew which orcs to dominate and which ones to make alliances with. Men and women tend to hold equal positions, though this also depends on which orc is in charge. Gender roles are superficially present, but this depends on the region and specific culture. These orcs are fairly monogamous, though powerful orcs, male or female, can take several lovers.

Domestication and Hunting
Among the Hanrats tribes it is commonplace to domesticate an urnp, a creature resembling a rhinoceros. They can be taken from the wild as babies, but it is becoming more and more commonplace to breed them in the relative captivity of the bands. It is this creature that carries what little supplies they have. It is also used in hunting: orcs are better at sprinting than running marathons, so they use the urnps to follow and even sneak up on their prey, and, when they are close enough, they will leap from their steeds straight to their prey. Some orcs, skilled in yan (disappearing into a parallel world), sometimes disappear and reappear right next to the species they’re hunting. But because of the nature of the parallel world that they call Tseyan, this requires much training, and even then many disappear, becoming prey for whatever hides in Tseyan.

Technology
Tools and clothes are very simple: they wear skins, and many of their tools are made from the bones of their prey. Bone axes are common, used in hunting, as well as compact lances. Some stone tools are used, taken from the mountains. Their shelters, like their clothes, are made from skins that protects them from the excesses of the desert heat.

Kingdoms
Several times a Guop king or queen has arisen to conquer and lead other bands, but they never last long because they never become properly organised. The longest and most powerful kingdom created, Kartun, or Kingdom of Kar, lasted a record three decades and included more than fifty percent of the Guop desert bands, and it is for this reason that the Hanrats language and culture are so popular. It was only stopped by a loose confederation of bands working against them and killing King Kar, but this confederation soon dissolved for 1) lack of organisation and 2) no need to remain together. Kingdoms crop up in times of scarcity, when a band has a reason to get a regular supply of food and equipement, aside from hunting.

Religion
Beliefs and myths can vary, but one motif that is common among all Guop bands is that of the kark bird, a scavenger that flies high above the desert. For so long the orcs have relied on this bird to show them where the herds are, that they are essential to orc life. It’s also been noted that these birds may have learnt to do this on purpose, because when a predator hunts it will not eat all of its kill, which the kark bird takes advantage of. Some orc bands even make extra kills to leave to these “gods of the sky”. In orc mythology they are usually seen as the source of orc life and also its destiny. It is the thing that shows them where food can be found. And, at the end, it is the thing that eats the orc dead. The cycle of life is determined, in a large part, by the kark birds, and so they are given a special status. Orcs will not kill them, but to find one dead and use its bones and feathers for decoration is considered very auspicious.
There are shamans, “kark blessed”, the ones that are skilled in yan, but they usually have a practical function (i.e. for hunting) rather than spiritual. Before becoming a shaman, an individual must travel to the pyramids in the middle of the Guop desert. There are strict prohibitions on all orcs to enter this place, though most won’t because they even have an instinctive repulsion towards it. But the shamans must overcome their repulsion and enter these pyramids, keeping secret all that they see. It is said that only by keeping a secret that they gain power and courage to journey in the Tseyan.
Last edited by ol bofosh on Wed Feb 26, 2014 8:57 am, edited 2 times in total.
It was about time I changed this.

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Re: CCC cultures - By Fri 2/28

Post by clawgrip »

I was going to make a Kuson culture, since we have no Kuson yet, but frankly I'm baffled how any species that lacks amodal perception could ever be intelligent enough to develop a structured culture, so I gave up. Unless Nydwracu can provide some elaboration on this.

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Re: CCC cultures - By Fri 2/28

Post by KathTheDragon »

Mornche Geddick wrote:I haven't had time to do much more than a phonology of the Raepʰɣn language, however, here is a sample wordlist.

Names (people and places) : Apʰɯron, Sotʰa, Tɣmʰalon, Kukse, Raepʰɣn, Sila, Silam, Naotʰe, Tɣsalaks, Sɯpsore, Tʰaʃi.
One : ɣn
Two : ho
Three : hon
Four : paul
Five : parin
river : kalon
ford : kalatʰos "river - pass"
mountain : pʰuɯre
forest : tsokʰalos
Languages will come after the cultures have been done, so all you need are some words for naming things.

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Re: CCC cultures - By Fri 2/28

Post by ol bofosh »

Since by Friday we won't have all 33 cultures, I thought that, even if people don't submit their cultures for voting, they could still submit them to add flavour to the world (which may or may not be taken into account by the dominant cultures).
It was about time I changed this.

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Re: CCC cultures - By Fri 2/28

Post by Matrix »

clawgrip wrote:I was going to make a Kuson culture, since we have no Kuson yet, but frankly I'm baffled how any species that lacks amodal perception could ever be intelligent enough to develop a structured culture, so I gave up. Unless Nydwracu can provide some elaboration on this.
I think they were banned for trolling in NOTA, so that will probably not happen.
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Adúljôžal ônal kol ví éža únah kex yaxlr gmlĥ hôga jô ônal kru ansu frú.
Ansu frú ônal savel zaš gmlĥ a vek Adúljôžal vé jaga čaþ kex.
Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh.

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Re: CCC cultures - By Fri 2/28

Post by Lyra »

ol bofosh wrote:Since by Friday we won't have all 33 cultures, I thought that, even if people don't submit their cultures for voting, they could still submit them to add flavour to the world (which may or may not be taken into account by the dominant cultures).
The last week and this one have been continual exams. I hope I'll be able to submit something even though it is a tad late. But then there is a voting process, which I don't think we have a finalized idea on how it will work -or do we?

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Re: CCC cultures - By Fri 2/28

Post by Matrix »

Ahzoh wrote:That's an interesting use of The Khsinesir, though I should noted their skin is completely pitchblack, also, they have extreme heat resistance, and they're mostly carnivorous and are favourable toward the consumption of large mammals like humans and deer.

though, I thought there could only be one culture involving my conspecies, and I claimed that.
The skin and resistance were in your original post, but the carnivorism was not. Anyway, I guess they just take most of the game for themselves and give the berries to the state for redistribution and/or their friends of the other species and/or their other-species partner.
Image

Adúljôžal ônal kol ví éža únah kex yaxlr gmlĥ hôga jô ônal kru ansu frú.
Ansu frú ônal savel zaš gmlĥ a vek Adúljôžal vé jaga čaþ kex.
Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh. Ônal zeh.

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Re: CCC cultures - By Fri 2/28

Post by zompist »

Nydwracu was just temp-banned; that's over now.

People can still create cultures after the deadline; they'll just arise after the year 2500.

(No idea what happened in Year 1... that could be a perk of the vote winner to decide!)

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