Cherreads

Conlang Tracker:

(Note that these are still in a rough state and in the process of being refined)

Language Rules:

Azunain:

A language of highly spiritual, philosophic, and legalistic people that follow oratorical monastic tradition where philosopher monks would take turns speaking on a platform before an audience and debating ideas with said audience. Many rules exist within the language to limit filibustering and theatrical drama (pathos manipulation) during debate. However, while the written language has very strict rules, it is prone to vernacular drift, weak vowel or consonant sounds, and short-hand speech. Often the writing is systemic when one examines the rules. But the spoken language is heavily influenced by context and regional dialect. 

Triliteral (mostly) Root-and-Pattern structure involving three C's where C represents the root consonants from which derive the patterned words of the Azunain language. 

C1 and C2 can never be the same.

C2 and C3 can be identical.

C1 and C3 can sometimes be identical and sometimes not.

C1 and C2 will not be vocalized from the same part of the mouth (Labial: P, B, M, F, V; Dental: T, LT, D; Alveolar: S, Z, N, R; Palatal Y; Velar K, G, X; Uvular: Q; Glottal: H). 

C2 and C3 will sometimes be vocalized from adjacent parts of the mouth.

Vowels (V) can follow a typical pattern of CVCVC or VCVCVC. 

Vowels may occur in long or short form and in high pitch or low pitch depending on word tense or certain exceptional cases.

Gemination on C2 or C3 indicates plurality. C2 plural actors (the horses galloped), C3 plural metrics (ten horses galloped). The duplicated consonant will have a shortened sound compared to normal. Example: (Kasar vs. Kasśar). 

Frontloaded vowels (VCVCVC) indicate past tense

Backloaded vowels (CVCVCV) indicate future tense

Centered vowels (CVCVC) indicate present tense

Rarely, VCVCVCV indicates omnitemporal past, present, and future tense all at once (What was, what is, and what will be; always). 

Proper nouns that involve multiple characters such as Sųltaan̈ari (White City) will have the same last and first consonant as a rule (C3 from word number one and C1 from word number two will be the same consonant). However, instead of Geminating the common consonant (writing out Sųltaannari), the singular consonant will be shared by both words and will have a diaeresis over it to indicate separation of verbal pronunciation from the adjacent letters. This rule only applies to proper nouns. Regular nouns will be written separately as different words. Proper nouns that involve more than two characters (three or more) Will instead take C1 from each individual character and combine them together into one word. For example, Quinari is a name combined from the characters for Quokaal (Fire), Nesir (Arrow-like or straight), Ranaal (True). 

Conjunctions generally will be treated as separate words but with only one consonant instead of three and possibly one, two, or more vowels (VC particle conjunction, CV coordinating conjunction, or VCV prepositional conjunction are all possible combinations and depend on context). 

Recognizing common nouns (denoted phonemically by sharp consonant sounds sort of like "Ś" where the breath is held back in the gut to make a quicker and lighter sound), and agent nouns (denoted phonemically by heavy consonant sounds sort of like "S̀" exhaling from the gut as the syllable is pronounced to appear deeper or thicker). The language structure is Verb, Subject, Object (VSO) and when an adjective is present it is placed adjacent to the thing that it describes "He saw the blue-eyed girl (VASO)" vs. "The blue-eyed boy saw the girl (VSAO)." If multiple adjectives are being used to describe the same noun, add the next adjective onto the subject in the appropriate logical order (if order matters) "he saw the blue-eyed white girl (VAASO)." If more than two adjectives are being used in a sentence, it is a run-on sentence and requires either a conjunction or punctuation between clauses. 

Roots are semantic (although usually poetic inflected) and a noun or verb can theoretically share the same root. Roots encompass an idea with derivatives such as (light) having derivatives like (illumination, revelation, truth, etc…). Derivations are normally identified through vowel type or additional vowels. 

Root: Q-N-N = King or Supreme Judge. The terms are interchangeable and considered one and the same within the language.

Qanuun-Supreme Judge or King-"Ka-noon"

Qanun-Common Judge-"Ka-nun"

Qonun-Judicial-"Ko-nun"

Qųnun-To Judge or Judgement-"Koo-nun"

Qanon-Decree-"Ka-non"

Qonon-Decretory-"Ko-non"

Qųnon-To Decree-"Koo-non"

Root: B-S-X = Horn (of a creature) or Crown (on a head). The terms are interchangeable and considered one and the same within the language.

Basiix-Horn or Crown-"Ba-seex"

Besix-To be Horned or Crowned-"Be-six"

Bųsix-To Crown or adorn with horns-"Boo-six"

Basax-Tyrant-"Ba-sax"

Besax-Tyrannical-"Be-sax"

Bųsax-To Tyrannize-"Boo-sax"

Root: X-S-S = Divine (special note: the 'X' in this is pronounced closer to an 'S' but without dental pressure in the mouth. Instead, it arises from the back of the mouth, making a soft or dampened "kss" sound that passes through the mouth, sounding similar to a snake hiss).

Xesiis-Divine-"Kss-es-ees"

Xisis-Resplendent or Holy-"Kss-ees-ees"

Xųsis-To make Holy or Divine-"Kssoo-sees"

Root: B-L-S = Malice or Predator. The terms are interchangeable and considered one and the same within the language.

Beliis-Predator-"Be-lees"

Balis-Predatory or Malicious-"Ba-lis"

Bųlis-To Prey Upon-"Boo-lis"

Root: R-S-L = Winged Serpent or Dragon. The terms are interchangeable and considered one and the same within the language.

Rasuul-Dragon-"Ra-sool"

Rasul-Serpent or Common Snake-"Ra-sul"

Risul-Serpentine-"Ree-sul"

Resul-To Act or Speak in a Snake-Like Manner-"Re-sul"

Rasel-Deception-"Ra-sel"

Risel-Decietful-"Ree-sel"

Résel-To Deceive "Ray-sel" 

Root: B-S-F = Canine Creature

Besiif-Canine Creature-"Be-seef"

Besif-Wolf-"Be-sif"

Besef-Wolfish-"Be-sef"

Besųf-To Walk or Bark Like a Wolf- "Be-soof"

Bīsif-Hyena-"Bee-sif"

Bīsef-A Hyena-Like Laugh-"Bee-sef"

Bīsųf-To Behave Like a Hyena-"Bee-soof"

Root: Th-S-R

Thesaar-The Ankh River- "The-sair"

Thesar-Common River-"The-sar"

Thesor-River-like-"The-sor"

Thesur-To Meander-"The-sur"

Thosar-Tributary (can also mean deviant)-"Tho-sar"

Thosor-Subservient or Slavish (can also mean deviance)-"Tho-sor"

Thosųr-To Serve or to Enslave Yourself Willingly (can also mean to deviate or break from the norm)-"Tho-soor"

Root: S-LT-N = White

Sultaan-WHITE (The first white from which other kinds of white are derived)-"Sul-tain"

Sultan-White (general term for white)-"Sul-tan"

Sultīn-Whitish-"Sul-teen"

Sultųn-To whiten or make white-"Sul-toon"

Soltan-Innocent-"Sol-tan"

Soltīn-The Quality of Innocence-"Sol-teen"

Soltųn-To Behave Innocently or In Good Faith-"Sol-toon"

Seltan-Chastity-"Sel-tan"

Seltīn-Chaste-"Sel-teen"

Seltųn-To Chasten-"Sel-toon"

Root: N-R-M = City or Citadel

Nariim-The City (primarily refers to the White City but is often a local term used for the largest city in a region or area. Usually a capital)-"Na-reem"

Narim-City or Citadel-"Na-rim"

Narem-Populous, prosperous, or full of people- "Na-rem"

Narųm-To populate, to Make Like a Great Citadel-"Na-room"

Nerim-Village or town-"Neh-rim"

Nerem-Cozy or Village-Like-"Neh-rehm"

Nerųm-To Civilize-"Neh-room"

Nīrim-Fortress or Castle-"Nee-rim"

Nīrem-Fortified or sturdy-"Nee-rehm"

Nīrųm-To Fortify-"Nee-room"

Root: W-J-R = Old

Wajiir-Elder-"Wa-jeer"

Wajer-Old-"Wa-jehr"

Wajųr-To Age-"Wa-joor"

Root: T-R-Sh = Mountain

Teraash-The Mountain (a specific landmark or the largest mountain in a region)-"Teh-raahsh"

Terash-Mountain (any kind of mountain or large elevated place)-"Teh-rash"

Teresh-Mountainous, or Mountain-like-"Teh-resh"

Terųsh-To Make a Mountain Out of Something (often figuratively but can technically mean literally)-"Teh-roosh"

Root: C-D-M = Blood

(Cadaam-Al)-The Blood- "Cah-daahm-Ah-l"

Cadam-Al-Blood-"Cah-dahm-Ah-l"

Cadim-Al-Bloody or Blood-like-"Cah-dim-Ah-l"

Cadųm-Al-To Make or Be Bloody-"Cah-doom-Ah-l"

Root: K-M-T = Ocean

Kamaat-The Lasad Ocean-"Ka-maaht"

Kamat-Ocean-"Ka-mat"

Kamet-Oceanic (as great as an ocean)-"Ka-met"

Kamųt-To Move Like an Ocean-"Ka-moot"

Kemat-Sea-"Ke-mat"

Kemet-Like the Gleam of the Sea (as distinct from the gleam of gemstones)-"Ke-met"

Kemųt-To sail (on water)-"Ke-moot"

Komat-Lake-"Ko-mat"

Komet-Deep as a Lake (referring to the deepness of a specific color)-"Ko-met"

Komųt-To Cross a River or a Lake-"Ko-moot"

Kīmat-Boat or Ship-"Kee-mat"

Kīmaet-Warship- "Kee-ma-yeet"

Kīmaųt-Specific Warship (similar to a galley in appearance using three levels of oars and eastern-style sails. Typically equipped with a bronze or copper ram and a brass-etched spell at the nose. Roughly equivalent in scale to a quadririme)-"Kee-ma-oot"

Kīmayt-Flagship-"Kee-mait"

Root: Q-N-M = Wind

Qanaam-The Morning Wind/Breath of the World-"Ka-naah-m"

Qanam-Wind-"Ka-nam"

Qanem-Windy-"Ka-nem"

Qanųm-To wind or bend-"Ka-noom"

Root: M-R-M = Sand

Maram-Sand-"Ma-ram"

Marem-Sandy or like sand-"Ma-rem"

Marųm-To Drift Through Sand-"Ma-room"

Root: Kh-V-S = Horse

Khavaas-The King's Horse-"Kha-vaa-s"

Khavas-Common Horse-"Kha-vas"

Khavis-Equine or Horse-like-"Kha-vis"

Khavųs-To Gallop-"Kha-voos"

Khovas-Horseman-"Kho-vas"

Khovis-Virile-"Kho-vis"

Khovųs-To Raid-"Kho-voos"

Root: Q-K-L = Fire

Quokaal-The Sun, the First Flame-"Kwo-kaa-l"

Quokal-Common Flame-"Kwo-kal"

Quokӕl-Magical Flame-"Kwo-kayl"

Quokil-Hot, Fiery-"Kwo-kil"

Quokųl-To Enflame or Set on Fire-"Kwo-kool"

Root: N-S-R = Arrow or Straight Line

Nesar-Arrow-"Ne-sar"

Nesir-Arrow-like or Straight-"Ne-sir"

Nesųr-To Straighten-"Ne-soor"

Root: R-N-L = True

Ranaal-The First Truth-"Ra-naa-l"

Ranal-True-"Ra-nal"

Ranel-Truthful-"Ra-nel"

Ranųl-To Verify-"Ra-nool"

Root: B = One

Ib-First-"Eeb"

Bī-One-"Bee"

Is-Second-"Ees"

Sī-Two-"See"

Il-Third-"Eel"

Lī-Three-"Lee"

Id-Fourth-"Eed"

Dī-Four-"Dee"

Ahan-Fifth-"Ah-han"

Han-Five-"Ha-n"

Aqan-Sixth-"Ak-kan"

Qan-Six-"Ka-n"

Awan-Seventh-"Ah-wan"

Wan-Seven-"Wa-n"

Adan-Eighth-"Ah-dan"

Dan-Eight-"Da-n"

Ajan-Ninth-"Ah-jan"

Jan-Nine-"Ja-n"

IBebī-Tenth-"Ib-eb-ee"

Bebī-Ten-"Beh-bee"

Root: W = And

Wa-And-"Wah"

Root: T = Of

Té-Of- "T-aye"

Root: L = OF (the source or original. Think of Genesis except used as a prepositional conjunction instead of a noun. Beyond showing the relationship of origin, it means to "flow back to the source" sort of tied to Aristotelian "unmoved mover" ideas or "first cause" philosophy).

Al-OF-"ah-l"

Named Entity: Ibsẍis

Early proto nomenclature of Azunain, possibly meaning "The God First Horned" or "The First Horned God." A demon written about in Azunain spiritual texts.

Named Entity: Iblis Al Rasul

Second Age historical character and supposed founder of the Immortal Cult, although records conflict. Roughly translates to "Serpent of Malice" or "Predator Serpent." The "Belis" character appears to have omitted the "e" pronounced in the character, which may be a result of accent or habitual slurring found in the southern Azunain vernacular. Historically, the southern lands were somewhat depressed in certain regions. Thus, his name was written down later according to how it was known after his rise within the cult. 

Named Entity: Thesar̈asul

Known as "The Lying River" or "The River of Lies" it is a concept in Azunain philosophy and law that roughly translates to "pathological liar" or someone who cannot stop deceiving others. It is also a technical term for an unreliable witness in a courtroom.

Named Entity: Waj Al-Caterashm

Often simplified to "Al-Caterashm," or even just "Caterashm." It appears to be a combination of the words for "Old," "OF," "Blood," and "Mountain." Roughly, it is interpreted as "Old Mountain Blood" or "The Blood That First Fell From the Mountain." It is the specific term for copper, a metal found in the Rea Bluffs and the Green Desert, and one of the core sources of Azunain wealth during the first age before the gold rush. 

Named Entity: Narim Caterashm

The Copper City, one of the major mining cities located off the Lasad Ocean which operates as a major industrial center for copper arms and tools. It also features the Azunain's largest copper mint where the Diharr coins are created. 

Named Entity: Qanam̈ere

Meaning "Sandy Wind" or "The Wind Drifting With the Sand." One of the names which Elarithon, the Lesser God of Old Justice, used when travelling the world. Many of his names; Trenewynn, Qanamere, Vaelor, Ųloro, and so forth… became subjects of legend within the world. Kings and commoners alike knew him as a teacher and guide to right living. Qanamere is what the Azunain called his mortal incarnation during his time in the Azuna Kashaar, the Desert of Gold.

Named Entity: Quinari

Quinari is the Left Hand of the Qanuun, and part of the Royal Magi Corps of Azunain. A limited force of spellcasters not numbering more than five. The Royal Magi Corps was first founded at the mid second age following the collapse of Awanet and the rise of Azunain in the desert. It was mainly populated with members of the royal family who had a talent for innate sorcery. Quinari, who is also called The Eagle of the Desert, and The Great Hunter, is the oldest current member of the Corps, following the death of Gameẗesa the Lightning Rod. He was the brother of Qanuun Darus̈etem, who ruled Azunain some time after the Cold Famine in the northern wetlands. Qanuun Darus̈etem was regarded as a fair judge and mediator. He appointed his brother Quinari to take the Trials of Truth overseen by the Oracles of the White Church. Quinari was ascended and made a disciple to the great flame spirit Quisim̈otad, who taught him the ways of fire magic. Quinari has served the royal line faithfully for almost 400 years, name combined from the characters for Quokaal (Fire), Nesir (Arrow-like or straight), Ranaal (True). In translation it means "The Flaming Arrow Shall Strike True" or "Will of the True Flaming Arrow." A name that evokes inevitability through the future tense (the "i" suffix at the end of the word) and uses the root characters for flame and truth, signifying the flame from which derives other flames, and the truth from which derives other truths. Hence, it is both a name and a spell evoking divination.

Language Rules:

Venegéshish

The Venegéshai are a group of different splintered communities and peoples primarily clustered along the Anathion River. In particular, the Venegéshai lived along the west end of the river and rivaled in the first age with their enemies across the river, the Eshsųvenbúnmann. By the mid second age however, the Venegéshai's traditional ways were absorbed into the Helios empire and mingling with the Troyans caused them to fade. At present, the Venegéshish language has mostly disappeared from western Helios' vernacular. The Lay-Venegéshai who descend from the traditional river people have assimilated with broader empire culture and have become less attached to the old ways.

The language is agglutinative and highly diffused across various regions. Because of this, there is no firm word ordering, but it is common in translation to order it as Object, Verb, Subject (OVS). The northern riverfolk near the Stonewall Mountains tend to prefer OSV ordering instead, while the southernmost tribes near the mouth of the Anathion prefer VSO, but the majority across all regions still use OVS barring these exceptions. Some phrases or idioms may be out of order however, on account of where they come from. 

Spacing technically doesn't exist in the language. Instead it is read as a single continuous thread of text. Spacing and natural pauses are inferred based on the completion of clausal chains or the presence of the "Ven" character in the text, indicating a separation of ideas that is similar in role to how spacing functions in other languages. The "Ven" character is usually not pronounced, unless in isolation or as a prefix (instead of its normal suffix positioning). When spacing does occur, it is intentional and represents erasure, usually of curses or ideas associated with Evil that should not be known. If the "Ven" character is doubled (venven) this means grammatical separation, followed by literal separation. 

Agglutinative Chaining Logic: It begins with Identifiers or Prepositions (preps first for northern dialect, identifiers first for common dialect) like "this thing," or "that which is" etc… followed by coordinators like "and," etc… then descriptors like "all encompassing," or "multiplicity," or "conditional," etc… and lastly possessives like "ownership," or "origin." Having multiple chains of the same type (multiple preps, descriptors, etc… can be ordered among each other in any way with limited exceptions). However, the caveat to this rule is that some conceptual ideas associated with affixes like "All Encompassing" or "That Which Is" are applied strictly to what is left or right of the affix, depending on whether it is a prefix or a suffix. Note that some proper nouns (particularly those from olden times or which were morphologically integrated from other languages or regional dialects) may not perfectly map to the rules.

Temporal rules are mostly relative and directional. The Venegéshai did not develop complex timekeeping systems and did not practice historical calendars, instead preferring to preserve history through oral traditions. Time is recognized as "in the past," or "in the future." But these are acknowledged by the speaker from within a present timespace and are mostly marked by "before the previous chief's eighth winter" or "after the fall of the northern tribe" or such. 

Note that roots can be compounded with each other with minimal restrictions in order to create new logically derivative words. Many affixes used by the Venegéshai began as roots themselves, but were later reinterpreted into a system of particles that became attached to other roots. Old Venegéshai is mostly unintelligible due to mistranslations and "fixings" of what few records the Venegéshai bothered to write down. The scholars who did as such intended to translate the works, but often misunderstood features of the Venegéshai language, particularly those of the eastern and northern tribes, which they had less interaction with. This led them to often mistranslate or ruin the written works from other tribes, reckoning their confidence in existing knowledge of the western tribes' dialect. When Valerius passed through the Anathion on his way into the Heartlands, much of the old Venegéshai's technical grammar was lost, or may not have existed in a completed state to begin with. Most understanding of the Venegéshai language comes from preserved oral traditions that were later recorded during the imperial integration cycle. Lay-Venegéshai now speak Troyan as all other subjects of the empire, while keeping specific language experts that are skilled in their traditional tongue. Aside from these language experts and the Eshsųvenbúnmann who are now called the Belissarians, and live across the river, no other peoples apparently speak Venegéshai anymore. 

Suffixes:

Eré-This Thing

Ben-That Which Is

Gé-All Encompassing

Wynn-Conditional (sometimes or with specificity)

Ai-Multiplicity

Ven-Separation (spacing)

Ish-Possessive (ownership)

Ané-Positive (opposite of not, can be roughly understood as true or anti-falsehood)

Na-Scale/Size (Great or Magnum as a relative translation)

Hét-The Highest Point (of a person, place, or thing)

Bo-straightness (literally Arrow-like)

Prefixes:

Reissen-Immediately

Bӕden-Before

Dűx-After

Vourre-Proceeding (consecutive)

Strųm-Preceding (consecutive)

Vos-Coordinate (and)

Im-Possessive (origin)

Sų-Negation (not)

Mal-Evil

Bún-Good

Go-Exceptional (unique, one of a kind)

Ashe-Tree of the South

Roots:

Trene-Judgement

Cogen-Nature

Mann-Person

Esh-River

Cedeca-The River's Flow (movement)

Éorn-The Sky

Khovesh-Shadow

Rorén-Mountain

Bellow-Forest

Cor-Far (to be exact, about the distance from one end of the Anathion river to the other, measured at the section above the southern tributary that feeds into the Heartland Valley Major, a few leagues from the river's mouth)

Res-Tall (great verticality or upward scale)

Word Examples:

Sųcogenerébengé-This thing, which is all of the natural, not = "Unnaturalness"

Búnmann-Good Man = "Friend"

Gébúnmann-All Good Men = "Friends"

Cedecaben-That Which Is, The River's Flow = "To Move"

Vourrecedecaben-That Which Is, The River's Flow, Proceeding = "To Move Forward"

Strųmcedecaben-That Which Is, The River's Flow, Preceding = "To Move From"

Bӕdencedecaben-That Which Is, The River's Flow, Before = "He/She/It Moved" (roughly translated)

Dűxçedecaben-That Which Is, The River's Flow, After = "He/She/It Will Move" (note that the weak consonant "C" in "Cedeca" has been converted to a "Ç" as a result of vernacular shifts). 

Gororénhet-Exceptional, Mountain, Highest = "The Highest Mountain," a common term for a general or commander too. 

Corai-Far, Multiplicity = "Farther," or "More Far," can also be interpreted as "Many Fars" but this is unusual.

reshét-Tall, Highest Point = "Tallest" or "Peak" (usually of a group of tall things)

Erébengécogensų-This thing, That which is, All, Nature, Not = Unnatural (of a nominal object such as "this unnatural thing" or "this thing is unnatural" as examples. This is an older form of the word "Sųcogenerébengé," it was used by the northwestern Venegéshai and later antiquated)

Sųcogenbengé-That which is, All, Nature, Not = Unnatural (pure adjective, applicable more broadly as a later derivative from "Sųcogenerébengé")

Sentence Examples:

Eshvenvourrecedecabenvenbúnmann-River, Moves Forward, Friend = "The Friend moves down river."

AnathioneshvenstrųmcedecabenvenMalkhoveshna-Anathion River, Moves From, Malkhoveshna = "The Anathion River flows away from Malkhoveshna"

TroyangororénhetvenvenAnathioneshvenvourrecedecabenvenbellow-Troyan General, Crossing, Anathion River, Moves Forward, Forest = "The Troyan General crosses the Anathion and proceeds into the forest"

Named Entity: Venegéshai

Peoples, the River, across. Possibly meaning the Peoples of the River Across, or the River Peoples All Across. A name for the speakers of the Venegéshish language that live along the fertile lands of the Anathion River. 

Named Entity: Eshsųvenbúnmann

River, Not, Separation, Friend. Basically means "Enemies Across the River." The Eshsųvenbúnmann were the people on the eastern end of the river, ancestors of the modern Belissarians. They were the traditional enemies of the Venegéshai who ultimately outlived the western rivermen after Helios took over and mingled with them, giving birth to their modern Lay-Venegéshai descendants.

Named Entity: Imbellowesh(c)orai

The "C" in the word "Corai" is silent, since it is a weak consonant. Imbelloweshorai roughly translates to "Forest of the River Fartherlings" or "Forest of the Farther River Peoples." In this case, it is an older term for the High Forest of Bethel, which beyond the eastern shore of the Anathion River and home to what the Venegéshai later called the Eshsųvenbúnmann.

Named Entity: Trenewynn

A name given by the Venegéshai for the Lesser God of Old Justice. Trenewynn combines the root for Judgement with the Wynn conditional suffix meaning "Conditional Judgement" or more accurately, Arbitration. The early name later became the source of the Imtrenewynn word, meaning Arbiter or Judge. 

Named Entity: Malkhoveshna

A name given to the first son of Èamor the Black. Malkhoveshna combines the prefix Mal meaning "Bad," with the root Khovesh, meaning "Shadow," and the verb "Na" meaning large or great in scale. It means, "The Great Evil Shadow," or in its OSV ordering (borrowed from the northern riverfolk who first observed the demon) it means "The Evil Shadow, Great in Size." It is said in oral tradition that Èamor the Black descended from heaven in disgrace and raped the womb of the earth– pouring into it his malice, hatred, and hunger. From this, Malkhoveshna was born and began to devour the fears of mortals. This scarred the souls of mortals and created a hole in their souls, which became known as the shadow. Later, these oral stories were recorded by imperial chroniclers who added it to the Orthodox Syncretic Church's doctrine with some adjustments in order to ease assimilation efforts with the Venegéshai into imperial culture. 

Named Entity: Bellowbomann

A former archer of the Venegéshai who was captured by Helios and later became a forest guide during the second age charting of the woods. The name means "Bowman of the Forest," or more literally, "The Straight Man of the Forest," as in, one who shoots straight with a bow. He was a native of the south and later under the Titanus dynasty following the collapse of House Heathcliff, was given the rank of Grand Duke and free reign to administer the Eshsųvenbúnmann, who by then were called Belissarians. This eventually led to the formation of the kingdom of Bethel, a tributary of Helios. 

Named Entity: Ashereshét

One of the great houses of the Imbelloweshorai. They ruled a southern section of the forest and were experts in knockback and longbow archery. The name means "Tallest Tree of the South."

Language Rules:

Effinitian

A Fusional language that relies on context, pattern recognition, word analogisms, and compact affixes with multiple functions such as case, tense, number, etc… The Effinitian Empire was ruled by the great Magèa-Kings in the Senatīr Ómnoi, it was a highly complex, merit-based apartheid system that rewarded high performers while also boasting the supremacy of the Archon Race of mages during the first age. Although now their species is extinct, they were once the greatest rivals of the Aurians whom the Troyans later derived from. 

Case is divided into five categories: Agent, Genitive, Accusative, Conductive, Descriptive, These cases determine the Subject (agent), Possession (genitive), Object (accusative), Instruments (conductive), and Adjectives (descriptive).

Tense exists in four forms, Past, Present, Gnomic Aspect, and Future it is marked by the first clause of the topic of discussion, which acts as a temporal marker for actions in the subsequent clauses, until a coordinator statement such as "and," "but," or "moving on" indicates a different topic. A native speaker will be able to guess the temporal time frame based on context such as "in the days of Mēnoth" for specificity or "In the time of old" for a more general reference. Future tense often uses phrases like "there will be a time," or for more prophetic statements, "ten years come the fall of Effinitia." The gnomic aspect is more marked by idioms or proverbs, "time flies" or "plays with fire." These can be shifted to other tenses, if they are inserted into an existing clausal tense, but in isolation are interpreted as such. Proper nouns are usually in the gnomic aspect by default but exceptions can be made for clause consistency or some rare cases of names naturally occurring in past or future tense.

General ordering of terms is SVO, but each individual actor (subject, verb, and object) inside of a clause can have qualifying rules noted below. 

Ordering of clausal actors is Number, Subject/Object, Possession, Descriptors, Conductors, any Prepositions, and Conjunctions. 

Note that nomenclature is primarily lexical while verbiage or root affixation is grammatical.

Vowel Inflection Tracker:

(Ā) = long 'A' sound [aah]

(Ē) = compressed 'E' sound [ee]

(') = accelerator, indicates glottal stop with quickened intonation moving into the proceeding character [-]

(Ñ) nasalized 'N' sound [n-ng-ee-ah]

(É) shortened 'E' sound [eh-]

(Ī) heightened 'I' sound, quick end inflection [ee~]

(Ȥ) affricate 'Z' sound, quick end inflection [dz]

(Õ) open 'O' sound [oah~]

(Ū) compressed 'U' sound [oou~]

(Ã) nasal 'A' sound [aeah]

(Ȍ) open 'O' sound with deeper inflection [ooah]

(Ų) compressed 'U' sound, narrow vocalization [oo-]

(Ŕ) Shortened 'R' sound, rolling vocalization [r-r]

(Ç) softened 'C' sound [ss~]

(Ï) separated 'I' sound [ah-ee]

(Ë) separated 'E' sound [eh]

(Ӕ) heightened 'A' sound [Aye~]

Roots:

Mēn-Sight

V'th-Conceal

Āzal-Blue

Bél-Master

Magë-Order

Goetë-Call

Épod-Form

Asīmī-Silver

Ȥõdos-Corrupt

Senat-Assemble

Omn-All

Metra-City

Krõn-Time

Fīr-Fire

Lõx-Ice

Ȥãrix-Lightning

Héxa-Fear

Gé'nen-Stone

Yȍv-Gold

V'rēd-Green

Kemos-Mixture

Felos-Affection

Aromë-Romance/Attraction

Laēx'ae-Inquisitiveness, Intellectual Yearning, or Love of Knowledge

Gammos-Admiration (of aesthetic or appearance)

Amathū-Admiration (of courage or spirit), could also be called 'idolization'

Pres'ér-Red

Kléū-Lion

Raush-Demon

Thë-Knowledge of Secrets

Sophë-Knowledge of the World, General Knowledge

Erūë-Knowledge of Craft (skill or profession knowledge)

Metë-Knowledge of Tools (technology)

Éas-Black

Ūros-Iron

Mallī-Shape

T'oŕc-Bronze

Izçun-Owl

Ozer-White

Rësh-Evil

Déo-God

Thï'ãah-Lesser God

Dēas-THE ONE, The Highest God

If'er-Spirit

Béos-Proclamation

Oral-Argue

Uxçena-Light (color)

Passé-First

Nér-Agent/Actor

Kālk-nickel or copper

Aulëm-Light (luster or hue)

Merem-Heavy

Kosén-Light (of weight)

Ao'na-Glory, Regalness, or Heroic Aura

Ӕlo-Crown or Circlet

Lë-Tablet

Frūl-Scroll

Āstr-Star

Teth-Ivory

Arád-Heart

Far-To Bring

Counting and Measuring:

Aur-oneGë-twoRūl-threeSet-fourFõe-fiveJen-sixZoth-sevenAn-eightHér-nineDan-ten

Ét-Multiplicity of Value

Suffixes and Particles:

Oth = Singular, Agent, suffix

Īr = Singular, possessive conductor, preposition, noun or adjective (certain nouns functioning as adjectives. For example, silver functioning as both a noun or as a 'silver-colored' object), suffix

Eth = Singular, descriptive, adjective or adverb (coarse or coarsely for example), suffix

A = Singular, genitive, noun (strict nouns, permanent possession), suffix

È = coordinator compressor (and/of), agent (multiple subjects expressed as one), suffix

Oì = Plural, possessive, noun, suffix

Os = Plural, genitive, noun, suffix

Um = Plural, descriptive, noun, suffix

O = conjunction (and), preposition (conjoining two or more separate subjects or objects), particle

On = clausal joiner (and then, now this, moving onto this topic, etc…), particle

Er = singular, genitive, noun or verb (either or, revocable possession), suffix

If = singular, preposition (to, in, on, etc…), particle

Īál = singular, accusative, agent (the X of agent Y), suffix

Ūr = Negation, accusative or sometimes prepositions, agent (exclusive to non-agent nouns), suffix

Õr = Negation, possessive, non-agent noun (exclusive to agent nouns), suffix

Ī = Morphological fusion, agent (Fīrīmagéa as Fire Magic for example, as distinct from "É" which expresses multiple subjects as one, this can be interpreted as one subject that is derivative of many agents), suffix

Tē = Singular, accusative, non-agent noun, suffix

Ser = Singular, accusative, agent, suffix

Rē = plural, accusative, non-agent noun, suffix

Word Examples:

Magëa-Ordering = Spell

Goetëa-Calling = Incantation

Épodëa-Of Form = Enchantment

Senatīr-Assembly (of the people) = Senate or People's Assembly

Ómnoi-All (plurality) = Of Everyone

Bélūr-Unmastered = Thrall

Bélõr-Unskilled = Novice or Inept Person

Fīrīmagëa-Fire + Ordering = Fire Spell or Fire Magic

Lõxémagëa-Ice + Ordering = Ice Spell or Ice Magic

Ȥãrixémagëa-Lightning + Ordering = Lightning Spell or Lightning Magic

Felorësha-Evil + Affection = Malice or Malevolence

Fīréraush-Fire + Demon = Demon of Fire

Aromédéo-Romance + God = God's Love

Fīrif'er-Fire + Spirit = Spirit of Fire

Kemostē-He/She/It is Mixing = Alchemy

Béoser-He/She/It Proclaims = The Proclaimer

Oralser-He/She/It Argues = The Arguer

Passékrõn-First + Time = Before/Long Ago/Beginning/Past

Nérīál-The Agent of Him/Her/It = Agency or Freedom

Clause Examples:

Mēnoth o senatīr omnoi o mēner magëa o èpodëa if asīmī metraīr = Mēnoth, and/but/or/of etc…, Senate, of Everyone, and/but/or/of etc…, Saw, Ordering, and/but/or/of etc… of Form, in/to etc… Silver, City = "The all-assembly of the people of Mēnoth saw an ordering of form in the silver city."

Root: Mēn + Suffix: Oth = Mēnoth

Root: Senat + Suffix: Īr = Senatīr

Root: Omn + Suffix: Oi = Omnoi

Root: Mēn + Suffix: Er = Mēner

Root: Magé + Suffix: A = Magéa

Root: Épod + Suffix A = Épodéa (note the 'é' appears to be an addition that fell into the natural vernacular as a result of its contextual analog to Magéa and Goetéa often discussed among the magical elite of Effinitian society)

Root: Asīmī + Suffix: Ī (implied) = Asīmī

Root: Metra + Suffix: Īr = Metraīr

If Passékrõn. Dēasoth béoser nérīál ūrer o magëo mallīa soféál = In/to etc… Beginning. THE ONE, He/She/It Proclaimed, Freedom of, negation, and/but/or/of etc…ordered and/but/or/of etc… shaped, Knowledge of the World = In the Beginning. THE ONE proclaimed freedom from the Void and ordered the shape of the known world.

Root: Passékrõn + Particle: If = In the Beginning

Root: Dēas + Suffix: Oth = THE ONE

Root: Béos + Suffix: Ser = He Proclaimed

Root: Nér + Suffix: Īál = Freedom from

Root: Ūr + Suffix: Er = The Void (Note that 'Ūr' is ordinarily used as a suffix for negation, but in this case, represents absence itself. While it is technically attached to a name, that name is not spoken and thus it appears as just 'Ūr' with the name it is associated with implied to the reader)

Root: magé + Suffix: O = Ordered of

Root: mallīa + Suffix: A = Shape

Root: sofé + Suffix: Īál = of the Known World

Kālka o asīmīé Aulëmrē ozerer, koséner if ao'naa o kālkīr ӕloa-Nickel, and/but/or/of etc… Silver, They/them light, white, he/she/it light (of weight), in/to etc… glory/aura/regalness, and/but/or/of etc… nickel, crown = Nickel and silver both shine white, yet lighter is the glory of the nickel crown

Root: Kālk + Suffix: A = nickel

Root: Asīmī + Suffix: É = and silver

Root: Aulëm + Suffix: Rē = both shine

Root: Ozer + Suffix: Er = white

Root: Kosén + Suffix: Er = yet lighter

Root: Ao'na + Suffix: A = the glory

Root: Kālk + Suffix: Īr = of the nickel

Root: Ӕlo + Suffix: A = Crown

There are presently two swords: Truth is sharpest, yet cuts two ways. The lie is brittle– disposable, yet cuts smoothly one way.

Named Entity: Anétoth

The name means "The One of Eightfold," or "The One Among Eightfold." Anétoth was the apprentice of V'thoth who succeeded him briefly after the fall of Effinitia, implementing a terrible regime in the city of Sophëa that fell after her betrayal at the hands of her own apprentices. She laid a curse upon them which became the origin of witchcraft and the dark art of Hexomancy. 

Named Entity: Tethoth

Can be roughly translated as "The Ivorian," or "The Ivory One" in the common tongue. Tethoth was a Magèa-King who traded silver with the Ralathadri, who were the ancestors of the contemporary Mahadrum peoples of the south. He was regarded as a master of transmutation magic although was later deposed as a result of disastrous conflicts with the Aurians in the era of the founding of Aurë, during the early reign of King Providence. 

Named Entity: Mēnoth

In the simplest translation, it means "The Seer." Mēnoth was a Magèa-King who lived early in the first age and is most infamous for his "Death Gaze," which could kill a man with a look. Like most of the first Archon kings, he developed his signature magic after witnessing the power of the gods. In his case it was Yovelesh the Gold– Primordial Dragon of Gold, who spoke but a word and instantly killed a fellow god who had been terrorizing mortals. Mēnoth, who witnessed this alongside other Archons that later grew infamous, created a power of his own in the same style, utilizing gaze instead of voice to kill. The most well documented example of Mēnoth's fearsome Death Gaze was at the siege of Anor, where it was used to slay King Providence of Aurumor. 

Named Entity: V'thoth

The prime disciple of Mēnoth and later his successor following Mēnoth's death at the second siege of Anor, when King Valerius of Aurumor avenged his father by cutting the Magèa-King's head from his shoulders. V'thoth's name most cleanly translates to "Concealer," or "Illusionist." V'thoth was among the most skilled of Mēnoth's eighty-seven apprentices and following his master's death, he eventually won a brutal succession war that saw the massacre of all eighty-six of his fellow disciples.

Named Entity: Āzaloth

Quite literally his name translates to "Blue One," or "Lord of the Sky" in some contexts. Āzaloth was fairly ambitious as a youth and was praised by many as prodigal even by the standards of the Archons. His calculated brutality and cold dedication to research eventually dubbed him "the Bloodless," but his moniker later became "the Profaned" following the disastrous Fracture Incident, when Āzaloth and several other Magèa-Kings tore open the firmament and invited abyssal darkness into the world. It corrupted Āzaloth in mind, body, and spirit, eventually transforming him into a demon.

Named Entity: Ȥõdosoth

The Effinitians called Sodomus as Ȥõdosoth in those days, meaning "Corruptor," or perhaps "Bringer of Corruption." As Ȥõdosoth was one of the Primordial Demons born from fell gods who joined hands with R̄ësha, he became one of the core images of demonic excess in the eyes of the Archons. Described in V'thoth's and later Āzaloth's research notes particularly by his bestial potency and boundless appetite, it was Ȥõdosoth unbridled power which spawned from his divine origin fascinated the Archons. This later became the core inspiration behind Āzaloth's Heaven-Piercing Spell, which ultimately led to the Archon's demise. 

Named Entity: Bélīál

Another of the major demons in Effinitian cosmology, the name roughly means "The Overlord" or "The Mastered One." Unlike Bélūr (Unmastered), which is the common term for a thrall in Effinitian script, or Bélõr (Unskilled), to be "Mastered" means to be an owner of oneself. Thus Bélīál comes to define one who owns their own being. Although this may seem a positive thing, the Effinitians often describe Bélīál as being a callous and calculating demon with legions of enthralled subjects under his tyranny. 

Language Rules:

Karesshi (sometimes spelled Kareshi)

The Karfolk—colloquially called beastkin, are a highly diffuse, tribal culture that is unified by a single supremacist ideology and a natural power doctrine. Their society is a High Thralldom confederacy built on tiered slavery and Chieftains as both the masters of society and the obedient slaves to the Great Cycle. Karfolk speak a strange agglutinative language where reduplication and gemination strongly inform grammar. 

Generally when multiple roots are fused together, the first root denotes origin and the second root becomes descriptive or functional.

In Affix ordering: Race (Karesh or Kalishesh), Temporal, Case, and Number (plurality) are arranged. 

Past is expressed via frontloaded fortition as demonstrated: CVCvc = Temporal: Past (tonal frontloading eases into softer vowel ends hence "CVC-vc" to express the transition phase from strong vowels into softer vowels). In contrast, future tense is expressed via backloaded stress to create an "explosive" effect to the word in effect: cvcVC = Temporal: Future (tonal backloading opens into stronger vowel hence "cvc-VC" to express the transition phase from soft vowels into stronger vowels). Gemination or diacritics may help to distinguish stress indications in such cases. 

Vowel placement informs the case, similar as in traditional semitic languages but structured around adherence to the established root, instead of traditional semitic patterns. There are four cases in total, Genitive, nominal, dative, and accusative. If the root word has an "a" or adjacent "a-like" sound for example that already exists inside of the root, then the vowel type or placement cannot be the same as the root vowels, thus leading to a system where inflection matters as much as placement. Roots begin in the genitive case and are altered to other cases using a vowel pattern. 

Roots:

Kar-Predator or Beast

Kash-Domain

Sothom-Taint or Corruption

Tr-Want

Hr-Appetite

Ȥek-Race

Kelish-Prey or Animal

Esh-Man

Bak-Smell

Glem-Fish

Er-Of

Tch-Hunt

Ek-Large

Set-Forget

Ar-Over There (literally)

Vr-And

Ertka-To Master 

Fthethk-To Take

Ra-Over Here (Literally)

Hesh-Before

Lap-Less

Kkr-Strong

Orar-One

Fral-Who or Whom

Kol-To Go

Case Adjustment Pattern:

Particles (capitalization denotes stress, particles repeat the first CV of the root word in various orderings. If the word has no vowels in its root, then the consonants are pronounced as rolling consonants):

Note that capital "C's" indicates louder stressed consonants and capital "V's" indicates louder stressed vowels. Lowercase characters indicate the opposite.

CvCv = Escalation of Root

CvCvCv = Root Extreme

Root Repetition = Distributive

Kar = Racial Indicator: Karesh (beastkin)

Kel = Racial Indicator: Kelishesh (preyfolk, or non-beastkin)

(i) = collective plurality

(in) = counted plurality

(is) = tribal plurality

(im) = possessed plurality

(fŕ-ŕ) = present marker

Word Examples:

Sosothom = Degenerate

Sososothom = Sinner

SŠõsothom = Degenerated

Sosothõmm = Will Degenerate

Sosothomi = Degenerates

Sosothomin = (X) number of Degenerates

Sosothomis = These Degenerates

Sosothomim = We Degenerates

Karesh = Beastman, Predator Amongst Men

Kareshi = Beastmen

Kareshin = (X) number of Beastmen

Kareshis = These Beastkin

Kareshim = We Beastkin

Kelishesh = Preyman or Subhuman

Kelisheshi = Preymen

Kelisheshin = (X) number of Preymen

Kelisheshis = These Preymen

Kelisheshim = We Preymen

T-ŕ-ŕ = Lust

T-ŕ-ŕ-ŕ = The Animal Urge

H-ŕ-ŕ = Hunger or Gluttony

H-ŕ-ŕ-ŕ = Starvation

Bakak = Reek

Ekek = Great

Settar = Forget That, or in essence, Get Over It

V-ŕ-ŕ = And and And (multiple 'Ands' or a list of 'Ands' together, proceeding before a group of nouns or other listable items)

Raheshar = Over Here Before There, or in essence, Here From There, even just "From" in many cases.

Lapap = Lesser

K-k-kr = Mighty

K-k-k-kr = Vain

Named Entity: H-ŕ-ŕatchekek

The name means "Hunger for a Great Hunt," or "Hunger for War," in more accurate terms. H-ŕ-ŕatchekek was a Beastkin warrior of the Wolven race who lived close to the spirit of the Ra, a term the Beastkin use to describe a perfect state of predation or in more commonly understood terms, the Apex. 

Named Entity: K-k-krorar

The name means, "Strong One." A Beastkin warrior of the Ursine race who reared a host of ten thousand thralls to be loyal to the Ra and seek closeness to its apparent glory. He was one of the most effective proselytizers of the spiritual philosophy, although his methods of persuasion were not of a civil kind. In his own words: "work hard for the Ra and you shall be reborn, to roam the world again as a Beastkin in your next life." Many Kelishesh are raised in this tradition to bring them into a devotion of labor and service to the Karesshi.

Named Entity: Tŕfralfŕ-ŕ

The name means, "One Who Is Wanted," or "Handsome One," in simpler terms. Tŕfralfŕ-ŕ was a Master of Warriors (roughly equal in status to an army captain) and regarded by beastkin standards as a rather attractive Karesh of the Feline race. He became one of the most infamous plunderers of the South Sea. Popular folklore at sea states he seized over the course of his life, by some dubious though nonetheless impressive estimates, a hundredfold his own weight in silver. 

Language Rules:

Nebal

The Nebali people are the ancestors of the northern Westman, who are believed to have once splintered off with the current occupants of the Samsinurimatu, the Troyans. The Nebalese lived on the Eninbal Peninsula and its surrounding isles. A land that was somewhat cool yet temperate, it bore frequent storms and spells of winter or summer waves. The weather often fluctuates in that place between long winters and short summers into short winters and long summers, every eight or so seasons. Unlike the Troyans who centralized in the Samsinurimatu, the Nebalese remained a domain of fractured city-states, with each ruler claiming rightful dominion over the Kingdom of Nebal. Their language was thus agglutinative and highly distinct between regions. Speakers primarily favored OSV ordering, leading scholars and historians to speculate that the river Venegéshae peoples may have journeyed through the Stonewall Mountains and came to travel and settle down the Anathion River from Nebal. 

The language typically centers around a root with affixes attached at the start or end of the root. Particles can be the most confusing to track and vary significantly in placement and order. So much to the point that it is practically impossible to logically associate where or how the particle placement functions. This is not due to a lack of logic but rather that there has been so much mingling and changing in the particle rules between city-states and the rise and fall of conquering nations that the rules are incomprehensible without extensive study. But roots can be individually parsed for a logical construction one by one. For instance, Ne is always associated with people in some way. Therefore, a world like Hengolne means a specific stone associated with a specific group of people. Hengolne means "ruby," because it is associated with the Troyans of the Samsinurimatu, who often dressed themselves with rubies or red jade. Thus, Hengolne meant, "the red stone of the Troyans" or "Troyan Red Stone" eventually coming to be associated with rubies. In this way, one can track how and where to apply the particle Ne based on whether the item has animacy. A stone is inanimate, thus Gol comes before Ne, but if it was an animate root, like Gwen, then it would parse as "Negwen," instead, referring to a specific lord of a specific people. Each particle must be individually parsed to understand its ordering rules, making it possibly the most complex part of the language for non-native speakers. Some particles even interrupt the root, such as Banel, which occupies before the "ba" and after the "l" of the root Bal, referring to a champion or a specific individual that stands apart or represents the archetype of a group. For instance, the Arcticonians are known for their snow white skin and black hair and eyes, but in reality, Arcticonians can vary in eye color, hair color, and slightly in skin color. Thus, a Banel Arcticonian is an archetypical Arcticonian, or the model of what is 'most' Arcticonian. The "Do" particle is more consistent in its use. Normally placed between two roots to express them both as continuous. 

Affix Stacking generally follows the order of genitives first, then accusative, dative, and nominative. For members of the same case, they can usually be arranged in any order with specific exceptions. Color is one exception. Colors are always arranged in a word based on the ordering of the traditional Eight Colors from the Orthodox Syncretic Church's lore. Red is always first, followed by Green, then Blue. Then the metallics– Gold, Silver, and Bronze, come after the chromatics. Lastly, are the tones– Black and White, all in that order as listed. When multiple colors are being attached to one root, this is how the colors are properly ordered. Although it wasn't originally designed this way, Nebal eventually formalized this rule because of how frequently it was used in scripture and education. Similar reasons explain other such rules that appear to be apparently arbitrary at first glance. 

Root:

Gwen-Lord

Gwyn-Lady

Bal-Supreme, Ultimate, or Peak

Gogen-Long Summer

Gogyn-Long Winter

Wëgen-Short Summer

Wëgyn-Short Winter

Samis-Long Spring

Samash-Short Spring

Woben-Long Autumn

Woban-Short Autumn

Fwenn-To move

Azaun-Death

Yerwe-Wind

Põlis-City

Vix-The Source of Vengeance, nemesis

Waar-war, conflict, or disharmony

Gol-Stone

Vex-To Take

Genna-Creation

Raul-Fire

Evan-Victory

Gel-Divinity or God

Vanquë-Defeat

Vwen-Demon or Sinner

Iorhan-Warrior

Artor-Heart

Lad-Land

Wer-Man/person

Wen-Woman

Rӧn-Gray

Ūr-North

Particles:

Eb-Singularity or One-of-a-Kind

Gor-Plurality or Many

Fë-Conceptuality, Non-physicality, or Spiritual

Do-Continuity expression of two or more ideas in continuity or harmony with each other

Ne-anthropological marker, indicating a group of people or tribal characteristic

He-alters part of speech/lexical category to agentive or attributive for certain verbal roots.

Hi-Formality, defunct in modern Nebalese but sometimes found in old female names. Serves the same function as Do in terms of particle role. 

Affixes:

Lynn (suffix)-Glorious, Resplendent, or Magnificent

Yeve (prefix)-Gold of Color

In (suffix)-A Self-Contained Idea (everything before this suffix as one expressed concept)

Hen (prefix)-Red of Color

Nen (prefix)-Subject marker

Nyn (suffix)-Object marker

Nari (suffix)-prototype, specifically the first version of something that has variance, such as distinguishing the first winter from every normal winter as an example.

Syl (prefix)-Silver of Color

Har (prefix)-Bronze of Color

Vere (suffix)-White of Color

Vor (suffix)-Black of Color

Maned (suffix-Dark of Tone or Color

Wëned (suffix)-Light of Tone or Color

Word Examples:

Golgorin-Mountain

Yerwefë-Wind Spirit or Wind expressed as an idea

Golfë-Stone Spirit or Stone expressed as an idea

Gweneblynn-THE ONE

Hengolne-Ruby

Waardovex-To Seize by Force

Gehenna-To make

Hegenna-Creator or Created (adjective)

Raulfë-Fire Spirit or Fire expressed as an idea

Gollynn-Gemstone

Yevegol-Gold

Sylgol-Silver

Henyevegol-Copper

Yevehargol-Brass

Gwendowaar-Warlord or Badlands Chieftain

Sentence Examples:

As slippery as an eel and as sly as a raven

Named Entity: Gwendolynn

The name means, "Lord of Respendance," and is commonly used by princes and kings to conjure or portend positive omens. The name Gwendolynn signaled to the common people that prosperity was near, often marking long springs or summers. It was a mark of legitimacy for kings and royal heirs among the fractured cities of Nebal.

Named Entity: Gwendobal

The name means "Supreme Lord" or "Lord of Supremacy." It was the name of a great conqueror during the first age and later became synonymous with conquest or vast rulership over time. Often kings would give this name to their heirs when they sought to signal to the people and the gods their ambitious desire for expansion. 

Named Entity: Vwenebnari

The Vwenebnari are known as the Primordial Demons, those that were born after the Deceiver created lies and led several gods astray. The Vwenebnari in particular were regarded as powerful and terrible forces of nature, often seen as the source of natural disasters, misery, and violence. But although their origin is in proximity to divinity, they are better understood as corrupted spirits than as gods. Nothing comes from worshiping them–nothing good at least, and they offer no guidance, intervention, or boons. Only degradation and destruction are wrought of their works.

Named Entity: Vanquëin

The Nebalese name for the Demon of Defeat, one of the Haraush'teth– called Horned Gods by the Azunain. The Haruash'teth were known in the Eninbal city-states as the Vwenebnari– the Primordial Demons. In the common tongue, he was called Heŕzeth. 

Named Entity: Yerwedofwenn

One of the many names of the Lesser God of Old Justice, who is also called Trenewynn by the Venegéshai and Qanam̈ere by the Eastman peoples. He and his blood-sworn brother Evandogel are often referenced in folklore and mythology. Some even believe that it was on the Eninbal Peninsula that the Gods of Victory and Old Justice felled the Vwenebnari known as Vanquëin: the Demon of Defeat. Yerwedofwenn is often translated simply as "Windwalker," emphasizing his penitential journey across the physical world and the transient subtleties of his ways. 

Named Entity: Evandogel

Evandogel is the Nebalese name for the Lesser God of Victory, who alongside his blood-sworn brother Yerwedofwenn, overcame the demon of defeat, Vanquëin. Although Yerwedofwenn is highly respected, Evandogel is often seen as a misguided or pitiful fool. Blinded by arrogance and his undefeatability, Evandogel is often reckless. Stories abound of how he dismissed the prophecy of the Three Truths, leading to his eventual demise at the jaws of a great wolf. Evandogel quite literally means "The Victorious God," or "God of Victory."

Named Entity: Golfënari

Golfënari is the Nebalese name for the Spirit of the First Stone, who is also called the King of Stone Spirits. In the common tongue he is called Emeth and is a stout companion and everlasting friend to those who earn his grace. Golfënari has many powers, including the unique authority to enforce the rightful nature of the earth– denying geomancy and earth-related magics at will. When manifested, he can also take on different shapes at will, becoming birds and beasts, or great pillars, men or mountains– he can even take the shape of weapons too, although he prefers not to. Golfënari became friends with Yerwedofwenn once during the second age, during the midst of The Vanishing– a historical event in which many of the divine host and the spirit realm began to disappear. Nearly a thousand years after the War of Choice was when The Vanishing occurred and at first it went unnoticed by the Gods. Yerwedofwenn was among the earliest of the divine host's members to realize the gravity of the event, yet struggled to convince the heavenly court to investigate. For many had grown complacent after defeating the Deceiver a thousand years ago, thinking that with the destruction of his physical body, that surely, there was no reason to fear his machinations anymore. But among those that were strongly affected by The Vanishing, the spirits of stone greatly dwindled, and so, Golfënari and Yerwedofwenn met each other on the Terra while investigating the disappearances. Their combined efforts created a long friendship with each other and thus was born the friendship which Yerwedofwenn shared with the earth and its inhabitants. 

Named Entity: Baldopõlis

The Supreme City, Baldopõlis was one of the largest city-states in the Eninbal Peninsula, located centrally between the Gwenin Lake and the Gwynin Lake, and connected to the Gwendogwynn river that flows out to the Sea of Samisin. Baldopõlis is not only a cultural center by also a core political territory in the region, as any conqueror seeking to become King of the Nebalese would naturally require this city, since it is the landed domain that– in accordance with the old Aurian Empire of the first age, was historically the capital of the Nebal Kingdom, back when such a thing existed. That was the age when the Aurians ruled the west entirely, and no corner of its breadth and scale could be free from Aurian influences.

Named Entity: Gwynhivere

In the common tongue it means "The Lady in White" or "The White Lady," a name often given to princesses or queens to suggest inherent beauty or elegance. It was also a public signal of the royal family's inclination towards peace and nonaggression. A "Lady in White" would be a sign that the king wished to enter an era of peace and internal stability, often promising future political alliances through marriage.

Named Entity: Iorhandogel

It means "Warrior of God" in Nebalese, a name which pious kings often gave their male heirs or even gave to knights who had distinguished themselves for their virtues and piety. The name became the primary emblem of an accomplished knight, serving as both title and identity for those exceptional few. 

Named Entity: Artorin

The name literally means "The Heart," and is similar in spirit to names like Leonidas or Lao, it invoked courage and prowess in those whom it was bestowed upon, serving as a kind of incantation or prayer for bravery. The Troyans later adopted the name and created the loanword "Artorius," preserving the core nominal root while adding their own fusional rules. 

Language Rules:

Izal'arconian

An agglutinative language of the Arcticonian people, once called the people of Izal'arconia in the second age. In mythology the people of Arcticus were made later than the other human races. While Eastmans were made from sand and Westmans were made from clay, it was after the War of Choice and the Great Winter that Aezelioth the Blue made the Arcticonians out of the first snow to fall. Into them He poured His sorrow, His longing, and His boundless grief. Thus are the Arcticonians a people of short years and stoic beauty, or so the scriptures say. The Arcticonians are primarily followers of the Orthodox Syncretic Church, just as the empire is. But there are slight differences in how they interpret scripture and divine function as opposed to the empire's priests. In Arcticus, the God of Death has a much more prominent role. His wife, Alassochisma– the Goddess of Life, is a male god named Osírkiir, meaning "He Who Suffers," or often simplified to "The Sufferer." Arcticonian theology also emphasizes a doctrinal idea known as a "Noble Death." veneration of death and the desire to die nobly has coined the Arcticonian aphorism "to live young, and die young." Though, the full text– "A pain we all endure," is often omitted. 

Case markers are baked around affixes and manifest in seven forms: Possession (his, hers, mine, etc…), Origin (of, from, etc…), Nominative (the [object] of the boy, etc…), Accusative (the [object noun]), Dative (the [object noun] of the boy, etc…), Transitive ([Subject] verb [Object] together in transition), and lastly, Negation (this [Object], not). The order of the Roots stacked together determines the order of the affixes applied to each root. 

Roots:

Osír-To Suffer

Az-Death (propernoun)

Õz-Death (object noun)

Naar-River

Hoar-West Wind or Exhale

Sshah-East Wind or Inhale

Úraah-South Wind or First Breath

Üah-North Wind or Last Breath

Ahs-Conflict

Selg-Victory

Óhrn-Wolf

Yer-Word

Loth-To Give

Nath-Great

Ran-to Consume

Gen-Sustenance, Life Force, or Thing That Preserves State of Being, also just Food

Nazer-Copper Metal

Yairon-Iron Metal

Silfųr-Silver Metal

Ezel-Blue Color

Praaser-Red Color

Evwer-Green Color

Essilfr-Silver Color

Eanth-Black Color

Şuvé-Snow

Skel-To cut

Svír-Name

Frër-Elder

Contrived Roots (those formed through natural speech):

Sírn-Yearning

Ragen-To Live

Aegyt-Bronze (loanword from Aegytos, kingdom of the Awanet people who first introduced the Arcticonians to bronze metallurgy)

Zunain-Gold (loanword from Azunain, kingdom of the Ankhalil people who first introduced the Arcticonians to gold through trade)

Ezelag-Blue Bronze (Derived from local Arcticonian myth)

Affixes: 

Aard-Possession (suffix)

Ír-Origin (suffix)

Kiir-Masculine Nominative (suffix)

Er-Feminine Nominative (suffix)

yal-Accusative (suffix)

Yor-Dative (suffix)

Nor-Transative (prefix)

Esa-Negation (prefix)

Word Examples:

Óhrnír-Wolf Demon, Great Wolf, literally speaking "The Wolf."

Úraahgenkiiryal-His First Breath Sustains, in translation: He Lives

Ragenkiir-He Lives (a compressed version of the same word used in everyday speech)

Osírnothíraard-You Give Suffering, in translation, Yearning

Osírnír-Yearning (a compressed version of the same word used in everyday speech)

Şuvésírn-Yearning Snow, in translation: Beautiful (note that snow is in this context descriptive rather than literal. The snow in question likely references Arcticonian's skin color, which is often compared to snow in its paleness. It is also a possible reference to how the Arcticonians were originally born in mythology)

Aegytezelskelkiiraardyal-His Bronze Blue Colored Cutter, in translation: Blue-Bronze Blade

Skelyal Ezelagiir-Blue-Bronze Blade (a compressed version of the same word used in everyday speech)

Frërír-Elder One, in translation: Elf

Named Entity: Skel Ezelag

The Blue-Bronze Blade is an artifact in Arcticonian mythology capable of controlling the winds and commanding the cold. It is described as having a cold, metallic-blue edge with a diamond or a snake-like pattern along the surface. The blade is single edged, styled like a saber, and was ornately embellished by each of the gods of wind starting with Üah, Lesser God of the North Wind. When Üah had first found it, it was merely a slab of curved bronze loosely resembling a blade made by an Izalae dwarf with no name, often simply called Esasvír in folklore. 

Named Entity: Frësírn

A name given to girls meaning "Elf Beauty" or "The Beauty of Elves." A name often given to aristocratic women, signaling elegance, grace, and ethereal beauty. The name combines the roots for Frër and Sírn, dropping the "r" at the end of Frër for ease of speech. 

Named Entity: Essilfrír

Arcticonian name for Essrethet the Silver, one of the eight Primordial Dragons, Essrethet of Silver, and the Greater Goddess of the Silver Realm. She is regarded according to the Orthodox Syncretic Church's scriptures as a goddess of wisdom and foresight, and is thus held by the Arcticonians in a similar role. Although, She is often told in Arcticonian oral folklore to be a vindictive goddess to those who defy Her. 

Named Entity: Praaserír

Arcticonian name for Persephorot the Red, one of the eight Primordial Dragons, Persephorot of Red, and the Greater God of the Red Realm. While the Orthodox Syncretic Church holds Him as a God of Destruction and aspect of Power, the Arcticonians, in keeping with this view, also see Him as a punisher and punitive God. 

Named Entity: Evwerír

Arcticonian name for Anathion the Green, one of the eight Primordial Dragons, Anathion of Green, and Greater Goddess of the Verdant Realm. To the Arcticonians, She is described as a kind of trickster-like Frërír, although the Church often depicts Her as more of a grieving maternal figure.

Named Entity: Ezelírth

Arcticonian name for Aezelioth the Blue, one of the eight Primordial Dragons, Aezelioth of Blue, and Greater God of the Blue Sky. He is a core part of the Orthodox Church's pantheon, and is similarly important in Arcticonian tradition too. However, while the Orthodox Church regards Aezelioth as simply one of many agents to THE ONE who maintain cosmic order, the Arcticonians believe that Aezelioth is the prime agent of THE ONE, whom HE most depends on in times when order must be brought. Unlike in many parts of the world, worship of the Azure Dragon Cult is open in Arcticus, rather than hidden.

Named Entity: Eanthír

Arcticonian name for Eamor the Black, one of the eight Primordial Dragons, Eamor of Black, Greater God of the Black Realm. In the Orthodox Church's doctrine He was the first to fall after The Deceiver came, and failed several times to persuade His eldest brother Persephorot to join His cause. Eamor is believed to be the father of the Izalae Dwarves according to the Arcticonians, and is regarded with spite by the peoples of the north. 

Named Entity: Aegytír

Arcticonian word for Bathoron the Bronze, one of the eight Primordial Dragons, Bathoron of Bronze, Greater God of the Bronze Realm. Bathoron is obscure among the major Gods and Goddesses of the Orthodox Syncretic Church's pantheon, even more so than many Lesser Gods. His name is mentioned thrice in the scriptures, and there are not stories about Him in Arcticonian folklore. On the other hand his son– Mnemír, the Lesser God of Memories and subject of Az, is well known. People look at Mnemír with complicated feelings, often described as melancholy. It is he who preserves the memory of all beings, including those beloved. But as a servant to the sadist Az– who desires people's suffering, he often causes people to gradually forget their pleasant memories, while painful ones last seemingly forever. 

Named Entity: Zunainír

Arcticonian name for Yovellioth the Gold, one of the eight Primordial Dragons, Yovellioth of Gold, Greater God of the Golden Realm. Yovellioth is regarded in the scriptures of the Orthodox Syncretic Church as the Father of Laws and Words. He and Yrell, the Greater God of Justice, were born at the same time, regarded as twins in some interpretations. To the Arcticonians however He is often associated with stubbornness and excessive adherence to code. Folklore regards Him as a devil's advocate, constantly enabling the escape of treacherous figures due to His unwillingness to condemn evil without a trial. Despite this though, He remains respected for adhering to his ideals and is often considered a role model for honor and chivalry. 

Named Entity: Azír

Often simply shortened to "Az" He is the Greater God of Death, Disasters, Malevolence, and Scent. Az is the husband of Osírkiir and the Executioner of Heaven. In myth, He began to enjoy His duty as executioner so much that it possessed Him, hence why Death is often accompanied by pain and misery. The Arcticonians believe that Az intentionally denies people Heaven by forcing them to live on the Terra, and He does this to prolong peoples' suffering before paradise. Only through a "Noble Death," can one enter Heaven. Az grants this "Noble Death" to those who suffer willingly and struggle until their will is spent. This is the primary reason why Arcticus can be a kingdom that simultaneously has no laws for slavery and yet employs slave labor frequently. To them, it is a matter of course that people should suffer and endure until their last breath, or else how would they enter Heaven? It is also for this reason that Arcticonians venerate and worship swift death. The faster someone dies– so long as they do so struggling to their last breath, the more honored they are. The shorter a person's life is, the more cherished they are (with some exceptions). This is the so-called "Death Culture" which Arcticus has developed as observed by the empire. 

Named Entity: Osírkiir

Arcticonian name for Alassochisma, the Goddess of Pain in Orthodox scripture. Unlike in the empire, however, the Arcticonians depict Pain as a man. They believe that it is Osírkiir who intercedes between man and Death to spare the noble soul who has endured the hardships of life truly. Thus why Osírkiir is so venerated and loved by the Arcticonians. For they believe that it is He who suffers unendingly so that they may enter Heaven. 

Named Entity: Naarír Azaard

The River Az is the one major river located in the kingdom of Arcticus. It flows from the Mountain of Më where the city of Izal'arconia was built by the Arcticonians. In ancient times, the mountain was believed to be home to the hidden fortress of Eamor the Black, and it was also where Az had His blood spilled in combat with The Deceiver. The waters there are often associated with mysticism, especially from the fountainhead of the stream, which are dubbed the Waters of Longevity. Protected by the Royal Family of Arcticus, these waters are rumored to preserve youthfulness and restore flexibility in old joints or weak bones. Whether true or not is unknown to the broader world.

Named Entity: Yerlothír

Arcticonian name for the Lesser God of Old Justice. His proper name is Elarithon, meaning The Word Once Given, and he occupies the domain of Yrell, the Greater God of Justice in the Orthodox Cosmology. Yerlothír is often represented in Arcticus as a parallel figure to Osírkiir for his choice to bear punishment for the Lesser God of Victory's hubris. He is loved by the Arcticonian people. 

Named Entity: Selgaard

In Izal'arconian it means 'The Victor" or "His Victory." It is the Arcticonian name for the Lesser God of Victory, who is called Omenoth in the common tongue. Omenoth is often seen as a parallel to Az, for his undefeated nature brings on arrogance that ultimately caused him to betray his oath to Elarithon. As a consequence, Elarithon personally bore the consequences of Omenoth's hubris in order to preserve the Word Once Given by Omenoth. 

Named Entity: Nathranír

In mythology Nathranír was the last of the Dire Wolves, whom Elarithon saved, raised as his own, and eventually killed in order to prevent Omenoth from violating his oath. Nathranír means "Great Consumer," often translated as "The Devourer" in sacred texts. His death was a consequence of the prophecy given to Omenoth and Elarithon following the conclusion of the War of Choice. Elarithon was told that he would die at the hands of a great shadow, while Omenoth learned, and did not believe, that he would die in the jaws of a great wolf. To disprove the prophecy and demonstrate his victory over fate, he hunted down all of the Óhrnír and even their children, the Dire Wolves. Nathranír was the last to die, though it was not Omenoth that killed him, but his own caretaker and surrogate father Elarithon. He bit off Elarithon's right hand as an act of vengeance. 

Named Entity: Şuvésírnír

The Arcticonian name for Ishdal, the Goddess of Beauty, Flesh, and Earthly Desires. She has less direct bearing on Arcticonian folklore but unlike in the Orthodox scriptures, where Ishdal is portrayed as an unmarried, vindictive woman who hates her children born out of wedlock, in Arcticus, their poets tell stories of how Asur, the Greater God of War, married her and vowed to restore her honor by hunting and slaying the Haraush'teth known as Sodomus, the Depraved King. 

Named Entity: Ahsaard

The name means "His War" or "Warlord" in Izal'arconian. It is their name for the Greater God of War, Asur. Just as in the Orthodox scriptures, He plays a major role in the cosmology, often worshipped with as much fervor as Alassochisma or Osírkiir. To the Arcticonians–especially those of the second age–there was no better way to prove one's struggle than through shedding blood on the field of battle. Unlike the pacifistic War God of the Orthodox Church however, the Arcticonians see Asur as an enforcer of justified suffering. This defines Him as a complicated figure in their religion.

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