recursal/Fanatic-Fandom huggingface dataset:
Celestial Sphere

This page details the bodies in Two Constructed Continents Solar System.

## The Sun / local star

The Sun in this world is larger than The Earth's Sun. Its appearance is slightly whiter than Sol, and it is less active.

* Spectral type: F7V
* Mass: 1.08 M☉ / 2.15x1030 kg / 8% more mass than Sol
* Mean radius: 1.21 R☉ / 824 000 km / 21% larger radius than Sol
* Abs. magnitude: 4.48 / 1.38 L☉

## Guardian (gas giant)

The gas giant appears to have many bands of very pleasant greens.

* Mass: 1.28x1026 kg / 21.5 Earth masses / 23% Saturn
* Mean radius: 51 700 km / 8.105 Earth radii / 89% Saturn
* Mean Density: 0.927 gcm−3
* Gravity: [tbd]
* Geometric Albedo: 0.47
* Circumference: 324 841 km
* Composition: [tbd]

* Sidereal rotation: 11.70 hours
* Solar day: 11.71 hours
* Axial tilt: [tbd]

* Semi-major axis: 1.11 AU / 166,053,780 Km
* Eccentricity: [tbd]
* Orbital Inclination: [tbd]
* Orbital Period: 1 year, 46 days, 4 earth minutes / 365.25 Delthorian days / 10.38 Delthorian periods

## Delthoria (habitable moon)

The planet we live on is not actually a planet, but a habitable moon that orbits the gas giant, Guardian. Delthoria is earth-like in appearance and has climate zones like earth.

These values may or may not be outdated.

* Mass: 8.36x1023kg / 14% Earth
* Mean Radius: 2 626km / 41% Earth
* Mean Density 11gcm−3
* Surface Gravity: 7.95ms-2 / 0.81g
* Geometric Albedo: 0.3
* Circumference: 21 400 km
* Composition: Large metal core; non-so-volcanic mantle; earth-like crust

* Sidereal Rotation: 26.93 hours
* Solar day: 27.00 hours
* Axial Tilt: [tbd]

* Semi-major axis: 0.0092 AU / 1 370 000 km
* Eccentricity: [tbd]
* Orbital inclination: [tbd]
* Orbital period: 39.58 Earth Days / 35.184 Delthorian Days

For every orbit, it spends 11**½**hrs in the shadow of the gas giant. From the surface, The Sun appears to be roughly the same size as our own Sun, Guardian however takes up 14 times this area of the sky. Due to the distance Delthoria is from the gas giant, I think there are no wacky things going on with tides?

## Stars

* The Wandering Star: The Wandering Star is a star that is rarely seen in the night sky , for long periods of time the star goes dark. Many different cultures have come up with reasons. I.e "Another planet is in the way" "The star is tired and took a nap" etc.
* The Lovers: Two stars which appear to spin around each other in the southern hemisphere.
* The Harvest Star: A star which appears in the southern sky before the summer solstice and reaches it's highest point near the fall equinox.

## Other Celestial Bodies

* A comet was visible heading WSW for several months around 250 years before week 19.
Western Savanna

This region is roughly enclosed by the mountainous desert areas of the north and east, The Grasslands to the southeast, the Rakshay River to the south, the coastal and rainforested areas of Chukma to the west, and the Gagha Rainforest to the northwest. The region has only two nations, Cukma and Dtakatto.

Hardy, spaced out trees grow in some areas, but plants that resemble flowering Giant Groundsel and Grass Trees, as well as various shrubs, dominate the area. The eastern areas of the Savanna slope upward. Areas closer to the rainforest have two major seasons: a hot, wet summer and a slightly cooler, but much drier winter. Other areas are usually drier. Areas with at-risk vegetation experience wildfires almost yearly.
Gagharada (Language)

Gagharada is the language spoken by the Gagha. It's syllables are exclusively open, with a CV syllable shape. It's speakers normally use the VSO word order, but it has a rather free word order due to it's case system.

## Phonology and Romanization

n
j̃
p
b
t
d
k
β
f
v
ð̠
s
z
ʃ
ʒ
x
**ɣ**
**ɾ**
n
nh
p
b
t
d
k
pv
f
v
dh
s
z
sh
j
h
gh
r
u
e
o
ɛ
ɐ
ɔ
ä
u
e
o
ê
a
ô
â

## Stress

Stress is fixed and always falls on the first syllable.

## Verbs

The verbs aren't conjugated by inflection, instead the following auxiliary verbs are used to express tense:

 Present
 Perf. Past
 Imp. Past

## Cases

 Unmarked

Note: Other than possession, the genitive case can also express relativeness, material and accompaniament.

## Pronouns

 Singular
 1st Person
 2nd Person
 3rd Person

## Dialects

This wiki presents the pronunciation of standard gagharada, or Kapvipônaradha, but there are 2 other main dialects, Ripvônaradha and Shapvônaradha.

### Ripvônaradha Dialect

Ripvônaradha, or, as it's speakers call it, Ripnarata (/'ripnɐɾɐtɐ/), it is a dialect of gagharada spoken in the Ripvôna region, it has diverged before the intervocalic voicing of unvoiced stops and the spirantization of stops. It presents vowel deletion on non-final second syllables and nasal assimilation (Ex. /'pɔnɐkɐpikɐ/ > /'pɔŋkɐpikɐ/).

### Shapvônaradha Dialect

Shapvônaradha, or, as it's speakers call it, Shəbônaradə (/'ʃəbɔnɐɾɐdə/), it is a dialect of gagharada spoken in the Shapvôna region, it has diverged after the intervocalic voicing of unvoiced stops and before the spirantization of stops. It presents the raising of stressed and final vowels (Ex. ɐ > ə).
Bitter Lakes

The **Bitter Lakes** or **Napai Hilma** are a group of two major and two minor freshwater lakes in the Loshui Upland of Nacafi. It is known for it's notable Toede populations along the shore. The lakes get their name from the slightly bitter taste of the water caused by the Toede's secretions leaking into the lakes.
Sunscythian Language

**Classical Sunscythian Language** or ***Htauhl'zè*** /'htawl̥:ze/ is the extinct language of ancient human tribes which used to live on the shores of the Bay of Rhahle. It is known to be the last common ancestor of all languages in the Sunscythic Languages Family. Its descendants, such as Lashe Felse, Ràl, Râşduranŷn, Kasdior and others are widely used on the whole Eastern Continent of Delthoria, from the Southwestern Peninsula, throughout the Great Grasslands, the Northcoast and even the Northeastern Riverlands.

## Phonology

### Consonants

Additionaly, geminates are marked with ⟨'⟩, eg. *hl'* /l̥l̥/ *t'* /tt/

### Vowels

 Close
 Near-close
 Open-mid
 Open

### Stress

Stress in Sunscythian falls mostly on the last syllable when it ends with a consonant (*na**qèhn*** - sword; *ehl**ghâr*** - tree), or on the penultimate syllable when the last one ends with a vowel (***lâ**zhè* - tongue; ***khèhn**vè* - heart).

## Grammar & Syntax

### Syntax

The standard word order is S-V-O. Sunscythian is mostly head-initial, as adjectives follow the modified noun, the possessor comes after the possesse and adpositions are postpositional, but can be placed differently, depending on the context and speaker's intentions.

### Nouns

Nouns in *Htauhl'zè* decline for case and number. The number is indicated by a particle before or after the noun: dual *pa*, paucal *fe* or plural *mi*. The cases used are:

- **absolutive** - marks the subject of an intransitive and the object of a transitive sentence;

- **ergative** - marks the agent of a transitive verb, created by changing the stressed vowel *V* to a *Vj* ⟨*Vi*⟩ diphthong;

- **genitive** - marks the possession of something and is used with negations, created by changing the stressed vowel *V* to a *Vw* ⟨*Vu*⟩ diphthong;

 Singular
 Dual
 Paucal
 Plural

### Verbs

Sunscythian verbs conjugate for tense (present, past, remote past), aspect (imperfective and perfective - only in past tenses) and person. Present tense is used for indicating current or changing actions, feelings, desires, and dynamic occurances, eg. *Lij* *wedhudh iloh-mı* (I love dogs). Near Past tenses indicate actions happening before the moment of speaking - the imperfective aspect shows that the action was not completed or its effects are still visible, and the perfective aspect specifies that the action was finished and its entirety remains in the past. Remote Past tense in the perfective aspect is used for informing about events that happened before the current narrative's timeframe or were not observed by the speaker directly, but are known to be completed. Apart of its standard functions, Remote Past tense in the imperfective aspect is used for indicating one's state or habits, fundamental truths, rules and beliefs.
Тайга Айсака

* Аниме
* Ранобэ
* Манга

**Тайга Айсака** (яп. 逢坂 大河, *Aisaka Taiga*) — главная героиня серии лайт-новел «Торадора!» и одноимённого аниме; ученица класса 2-C. За свой неуживчивый характер и маленький рост девушка получила прозвище «Карманный тигр» (яп. 手乗りタイガー, *Te-Nori Taigā*).

## Внешность

Несмотря на то, что Тайга — подросток, низкий рост делает её похожую на маленькую девочку. Тайга унаследовала от родителей вьющиеся светло-каштановые волосы длиной ниже пояса и большие тёмно-янтарные глаза. Девушка стыдится своей «плоскогрудостью», но данный факт часто компенсируется её пронзительным и угрожающим взглядом.

Тайгу чаще можно заметить в школьной форме или длинном платье. Иногда она носит пальто поверх платья.

## Характер

Она хорошо воспитана и обладает прекрасной внешностью, однако неспособна переносить общество других людей, из-за чего девушка часто оскорбляет и грубит окружающим. Тайгу очень легко обидеть и заставить чувствовать себя неловко. Из-за своего милого личика («как у куклы» — слова Рюдзи) она часто получала признания от парней, однако всех их девушка отвергла. Тайга из состоятельной семьи, но из-за проблем с новой семьёй отца она переезжает и начинает жить самостоятельно. Несмотря на то, что живёт Тайга в квартире в очень престижном доме, она даже не умеет самостоятельно вести хозяйство, из-за чего питается едой из фастфудов, а обилие немытой посуды и неубранная квартира заставляют Рюдзи немедленно приняться за уборку.

## Отношения

### Рюдзи Такасу

Позже влюбляется в Рюдзи, у них образовываются планы на будущее. В конце аниме уезжает жить к родной маме, но возвращается, чтобы повидать Рюдзи.

### Юсаку Китамура

Влюблена в лучшего друга Рюдзи — Юсаку Китамуру. Ввиду этого Тайга и Рюдзи объединяются, чтобы помочь друг другу улучшить отношения со своими возлюбленными.
Vetregetheism

**Vetregetheism** (from lat. *vetus* - old, *reges* - kings) is a set of polytheistic and loosely organized beliefs followed among many societies of the Great Grasslands, especially common in the nomadic tribes of the Saberwolf Riders and the Wardenfolk. The origin of the cult is unknown, but it is believed that its original followers were the ancient Grasslanders from the Rhàhle Peninsula, who, during their great journeys, apart from language and lifestyle, taught the people they encountered about their religion. Vetregetheism is based around the idea that the incarnation of the primordial void (mg. *Dirdœn*) gave birth to the three great powers of the world - Life (*Ëman*), Soul (*Rur*) and Mind (*Wëfin*), which in turn battled for dominance over the universe. They then created the Elder Kings, powerful beings which, upon realising that the Eternal War would leave the world in ruin, turned on their creators and after defeating them, split their dominions and ruled them in harmony.

## Creation Myth

According to most groups, the story of the Elder Kings and the Eternal War is both a cosmo- and theogonic myth.

"Before the world began in the dark dephts of *Dirdœn*, there were only the Great Powers - *Ëman*, *Rur* and *Wëfin*. They had existed in nothingness for countless years, but then they felt the need to create something far greater than themselves. So they gathered together and from their desires made the world, shaping the land out of *Wëfin's* thoughts, skies and seas from the soul of *Rur*, and out of *Ëman's* life everything that made its home on the vast earth, and in the deep seas and high skies. However, even though the Powers achieved what they have desired, they started to be jelous of each other's creations. And thus a war for world domination broke out. But as it turned out, none of them could overpower the others, and their struggle continued for millennia, devastating and slowly killing the world. TBC
Nolghas

Nolghas are a sentient, predatory race with ties to both deer and humans. They dwell primarily on the Northern Forests of the West Continent.

## **Biology**

Nolghas are humanoid, with features reminiscent of deer. They are covered head to toe in thin fur, with thicker concentrations around the head and chest. They stand on two legs but have hooves for feet. Their arms are long and muscular, with 4-fingered hands evolved to tear apart flesh. Their heads resemble that of a deer, but with the jutting fangs of a carnivore. Their most distinctive feature are their antlers that grow up to 35 inches in males, and 20 inches in females. Nolghas have an average height of 7 feet without factoring in their antlers.

These creatures reproduce similarly to other mammals. They reach maturity at 25 years of age and reach ages up to 200 years old. A Nolghirn's antlers grow from a small stump from when they are born, and stop growing once a Nolghirn reaches maturity.

Nolghas are omnivores, but their teeth and hands indicate that they are primarily carnivorous. They are avid predators and can keep up with all but the swiftest of prey. Their stamina and determination allow them to hunt prey for long periods of time, which ensures their prey rarely escapes.

## Culture

Nolghas have developed their own culture by unifying under their religious beliefs. In this culture, they believe in strength, both within individuals and communities. They revere elemental spirits, and work to preserve their environment as much as they can. They have formed their own nation on the Northern Coast of the Western Continent that has Stone Age technology. They often wear the skulls of their prey for both ceremonial and practical purposes.

Nolghas remain wary of other sentient species. They respect strength, so those they see as lesser than them become nothing more than prey. However, they are loyal allies when creatures earn their respect.

While many Nolghas are civilized and live in communities, it is believed that some Nolghas still roam the wild as savages. These wild Nolghas wander all throughout the Northern coast and are fierce predators, with no regard of what their prey is, as long as they can consume it.

In Nolghas culture, savage Nolghas are referred to as "Wendigos" derived from "Endigo", which means savage.

## Language

The primary language of civilized Nolghas is Nolghashin. It has a phonetic range similar to that of other sentient mammals, specifically humans. It does not appear to have been influenced by the languages around their nation.

Wild Nolghas have no discernible language. They communicate with either body language or low growls.

## Population

The Nolghas are solely located all along the Northern Coast of the West Continent. They favour forested regions, or regions with plenty of game.

Nolghas civilization is concentrated in the province of Spearcliff, a forested area with access to the Sea of Fangs
Ikenekaj

* Map
* Flag

## <Nation Name>

A description of the nation should go here, along with it's location, and location to neighbouring nations.

Perhaps another paragraph here describing the type of people, or if they even are people?

Basic Statistics

## History

Little is known about the Ikenekaj culture, beyond the fact that they were clearly skilled craftspeople, given the sheer number of ruins they left across much of the eastern continent.

## Geography

This section is not required, do whatever you like with it.

### Fauna

Information about the cute little animals.

## Religion and culture

### Religion

This section is not required, do whatever you like with it.
Lordwhale

Lordwhales are enormous, yet generally peaceful behemoths that wander throughout all the seas. They are known for their tremendous size that allow small ecosystems of fish, coral, and microorganisms to thrive on their hard back, which accumulates minerals over time.

## Biology

Lordwhales can grow up to 60 meters long. They have 4 flippers, 2 flukes, and 2 fins near the flukes for stability. Their backs are hard and flat, and show a distinct lack of dorsal features, implying these whales were specifically created to accumulate communities upon them. The whale's blowhole stays clear through constant ejection of air, as minerals tend to accumulate on their back. Lordwhales have 6 eyes, 3 on each side, which emit bioluminescence, perhaps to better attract creatures. Their ears are located slightly further back from the eyes. Finally, a Lordwhale's mouth can open up to 5 meters, and is excellent at finding large amounts of small organisms such as plankton and krill for the whale to eat. Lordwhales are coloured to resemble floating silhouettes of land to entice fish to make their home on their backs.

The Average Lordwhale is known to live for up to 800 years, perhaps more. Often, Lordwhales lose much defensive potential as they grow older since their slower speed separates them from their pod. This means that most Lordwhales are hunted by other mega-fauna like the Northern Sea Serpent before they reach the peak of their lifespan.

The diet of Lordwhales consists mainly of plankton, and krill. The Lordwhales have been made to find abundance in the vast void.

## Behaviour

Lordwhales roam throughout waters of all temperatures, but stay within deeper oceans. They are essentially wandering oases in these mostly empty biomes.

Lordwhales are few and far between, but usually travel in pods. Pods usually contain 3 - 6 Lordwhales. Communication is sustained within these pods through their distinctive call. This call also invokes a reaction within fish and many other creatures that draws them towards the whale.
The Two Constructed Continents Wiki

# **Welcome to the The Two Constructed Continents Wiki!**

We're a collaborative community website about The Two Constructed Continents. This is a world building project and game, focusing on the nations and peoples of Delthoria. This wiki also covers it's spinoff project of the exact same setting: Two Worlds.

## Create a Page!

If you feel this wiki is missing a page, **sign up** for a free account and create a new page by **typing in the name of your page above and clicking "Create page"**. Don't forget to check out the list of templates page and copy the template to your new page if you wish. Be sure to also give your page a category and to add your nation to the nations table.

## Navigation

Templates •
Regions •
Ecoregions •
Nations •
Species •
Languages •
Individuals •
Events •
Celestial Sphere
Cotsono II. of Nacafi

**His Holiness High Governor Cotsono II.** of Nacafi was the autocratic ruler of Nacafi. He succeeded his father, Cotsono I. of Nacafi, after his resignation due to illness in 99 AT. He is a great-grandson of King Tashmang I. Birmanka Minapalsa. He reigned for only three years, when he was fatally stabbed by an assassin.

## Name

The name Cotsono means "he who shines" in Lashe Felse.

## Family

Cotsono II. is the son of Cotsono I. of Nacafi (named Kensal the Younger before his conversion to ultraorthodox vetregetheism) and has an older brother Kxome Kensal, nicknamed "Dada".

## As High Governor of Nacafi

After his father's resignation due to a syphilis infection, Cotsono II. became ruler of Nacafi in 99 AT. He travelled to several cities during his first year and lifted the sanctions on Catohaza imposed by his father.

## Death

Cotsono II. was fatally wounded with a knife while holding a speech in Tsirnacaf in 102 AT. The assassin, 21-year old Samba Kxessal Namfar, was an ultranationalist RJNV 9 cultist. Head of command Lasang Rakhjoben assumed power as an interim ruler.
Ahran Domai

* Map
* Flag

A description of the nation should go here, along with it's location, and location to neighbouring nations.

Perhaps another paragraph here describing the type of people, or if they even are people?

Basic Statistics

## History

This section is not required, do whatever you like with it.

## Geography

This section is not required, do whatever you like with it.

### Fauna

Information about the cute little animals.

## Religion and culture

### Religion

This section is not required, do whatever you like with it.
Matoto

The **matoto** (*Solanum colosseum*; Elteto: *ramáho* /ʁəˈmɑːχo/ ruh-MAH-kho) is a plant that grows in the forests of the northern coast. It's a species of tomato that can withstand the cold temperatures of the region. The matoto is harvested by the locals for its fruit, which grow to the size comparable to Earth's eggplant (around 30cm/12in).
Southwest Peninsular

The **Southwest Peninsular cultural region** includes the Southwest Peninsula proper and adjacent areas on the Eastern Continent, going up as far north as the Rakshay river and as far east as 60°E longitude.

The nations on the Southwest Peninsula proper are Ràl Atsèl, Tapiria, Raka Laña and Plo Tbrov. The region also includes Woz̧dz̧ã, Ujoza and Lethenne on the southwestern shore and Nacafi on the western coast of the grasslands. Historical nations of the region include Arborya and Rudsaȼen.

## History

Some of the earliest known settlements are evidenced in the Southwest Peninsular region, especially around the southern shore of the Bay of Rhahle, where the Proto-Southern Language originated from. Most of the early cultures of the region were human, but other sentient species like the amphibian Toede were present, too.

Several unifications of tribes led to the formation of the first nations, like Arborya and Rudsaȼen. Over the centuries, powerful Kingdoms like Ràl Atsèl, Tapiria and Nacafi expanded greatly and formed a trade network that also connected to the surrounding nations.

During the Age of Expansion, the First Peninsular War led to the annexation of the oldest realms Arborya and Rudsaȼen by Ràl Atsèl and Tapiria.

## Boundaries

The extent and boundaries of the region have cultural reasons. The grasslandish Centaur tribes in eastern Nacafi were perceived as a natural eastern border of the Southwest Peninsular region. Along the southern ocean shore, there used to be a large gap of civilisation between Lethenne and Teńku for most of the Age of Tribes, and the isolationist Rakshay tribes created a cultural border to the north.

The modern extent of the Southwest Peninsula cultural region borders Dtakatto and Kelas to the Northeast and Tenku to the Southeast.
Tèneva

**Tèneva** (/te'nɛva/, Râştulan: *tèneva* "two lands"), officially known as **The United Empire of the High Kingdoms of Tèndulan and Loşokhe and the Vetregetheistic Kingdoms, Republics and Protectorates of the Great South, bound together under the Guardian's eternal and blessed protection**, more commonly referred to as **The Second Empire of Tèneva** since the election of Kunu Ragvâr Saraçe as its Empress in the year 1622 AF, is a monarchical federation of mostly militaristic and theocratic provinces, located at its core in the Southeast of the Old World and formed as a successor state of Tèndulan and the Eastern Vetregetheistic Alliance. It borders Teńku, Nacafi and Dtakatto to the west, the Riverlands (Rra'gkciih Nn, formerly Saaq), Īfǟsū and Taadžipanu He to the north, Lævzkrjanfo and Gwanoi to the east and Gip'Gero along with Druan Nyehef to the south. Despite its somewhat isolationist traditions, in recent years Tèneva expanded into the New World, where it possesses a small colony on the Last New Coast, from all sides bordered by 5armo Calai.

Tèneva is a home to various ethnic groups of humans, such as the Vanurians, *Syèram*, Loshokheans, *Nyewida*, Dwesheans, Sabrewolf Riders and many others, as well as significant minorities of other species, mainly the *Teńǵo*, Centaurs, Lhóssokian Bearmen, Dragons and Grogs. The official capital and biggest city is ***Laşârin***, situated on an island on the Tyer River, though ***Tyermaje***, located further upstream, is regarded as the main cultural centre of the Empire and the National Yor along with many older institutions operates from there. Other important cities are the fortress of *Firakâln* located near the Dragon's Pass, the bustling ports of *Èvènpetaun* and *Niremaje*, Lhóssokian capital of *Ovuşite* and the royal city of *Ìlmantir*.

## Languages

Although *Râş Enear* is the only official language of the Empire, its rulers never actively persecuted the usage of local tongues on a regional level, in some cases even helping to preserve them. Thanks to this, many inhabitants of Tèneva can still speak their ancestorial languages, though most of them were heavily influenced by *Râştulan* over the centuries.

### Sunscythian Languages

#### Râştulan

A group of closely related Duranian dialects (some thought to be different languages), which originate from Middle Tweytusumic spoken at the time of Ìman Tàsavìnel's reign over Tèndulan, are collectively known as *Râştulan*.
Re Vlihtnyh

Re Vlihtnyh is a nation of winged humanoids, located within the central mountains of the eastern continent.

## History

Re Vlihtnyh was formed on 16 November 2021

Re Vlihtnyh borders became distorted during week 18 because of the map port. Re Vlihtnuh lost it's leader/player around this time.

Re Vlihtnyh was annexed by Shkegjonje during week 33.

## Geography

Re Vlihtnyh's geography was mountainous and included the Apoken Mountains and Tailwind Valley to the east.

## Culture

The people preferred not to nest or house on the ground. They used their terrain to perch and then strike with weapons or by swooping. They usually didn't fly while carrying things since the talons they walked on are the most used way of grabbing things, and landing would be awkward. Their wing talons had fine control, but the strength of their wings is was enough to carry burdens. They coveted blue fabrics because bird mentality makes blue against the sky harder to spot.

Their bone structure due to flying meant that recoil control was their top priority. Conquest over other nations was their last priority in general.
The Birthing Lands

A description of the nation should go here, along with it's location, and location to neighbouring nations.

Perhaps another paragraph here describing the type of people, or if they even are people?

There exists two species of people here: The Shamans and the Bludgeoned.

Basic Statistics

## History

This section is not required, do whatever you like with it.

## Geography

**Pits**- Large holes in the ground that have multiple hand holds. Natural way of Bluds spawning. Only the strongest crawl out of the pits to live a life. Rest are consumed by other Bluds. Takes up tremendous resources, unclear energy source or trigger for formation. Also used as sacrificial pits. Sometimes a remnant of a sacrifice returns and as an affinity for aspects of previous life. Getting too close as a shaman causes madness and a need to toss oneself into the pits. Maybe 10-20 pits in total, each with slight variations. Some are extinct/dormant but can become active.

Pit sizes (Bludgeoned per year)- small (100-200), medium(200-500), medium-large (500-1000), large (1000-2000), ultra (2000+)

### Fauna

Information about the cute little animals.

## Religion and culture

### Moral values and principles

What is considered good in your nation?

Caste system, Control, Slavery\*, Nature, Nation

Our nation’s way of life and survival are paramount. We, by lobotomizing Bluds, are the only ones preventing destruction of life as we know it.

What do the parents teach their kids they should do?

Discipling oneself, controlling of Bluds, strengthening bond with the land. Follow your heart (even if it leads to being sacrificed).

### Traditions

The Exhibition- a twice yearly event of the Erratics showing off their newest mutations/inventions.

The Clash- Yearly event of battling Bluds or teams of Bluds. Winning tribe(s) get respect, decision-making power, and first choice of spoils.

### Religion

This section is not required, do whatever you like with it.
Trigix University

**Overview**

Trigix University is the newly formed nation that appeared through a wormhole on the north-eastern edge of the Western Continent. They are a very logical and mathematic orrented society and value objectivity, intelligence, wisdom, and knowledge above all. They are a Constitutional Dictatorship and elect a Dean to rule over the Nation.

**Biology**

Trigixians appear as bipedal beings made of plasma and waves of light but are actually made from Base Logic which is the last axiom in the universe. It is the underlying system which all others are built upon Due to this, the Trigixians can understand the world properly. Their bodies fluctuate in a complex but regular pattern and this is how Trigixians identify each other. At the top of the torso their is a collection of tiny lights which can be arranged into shapes and patterns, this is how Trigixians communicate. Their limbs and appendages can be manipulated to a great degree, they can stretch and twist their limbs however they wish. They reproduce by splitting a small part of their being which grows inside of them for a short while then splits apart from the parent and becomes and infant Trigixian, since they repoduce asexually Trigixians have no gender.

**Culture**

Trigixians value intellectual skills above anything else, their empire is built upon the sciences, almost all Trigixians are scientists or mathematicians. Intellect, wisdom, and knowledge are highly valued and iduviduals that excel in them are bound to get a vast amount of respect, fame, and available career paths. Trigixians also enjoy art, wether it is dance, visual, or music, their dances are methodical and the beat and movements are very precise, their paintings and scultures and fractals of complex and endless patterns and impossible geometry, their music is ethereal and organic, but mathematical and structured at the same time.
Wood Basher (person)

T>"<T (their name meaning **Wood Basher** or **Orange Basher**) is the inventor of boats from P|o Tbrov.

### Name

They were named for how they always play with driftwood on the beach by bashing together when they were a child.

### Invention of the Boat

One day they were walking on the beach and saw driftwood floating in with a small frog on it, and into their head popped the idea of a human doing the same. Gripped by a fever to do so and attempts to get the wood to float properly they finally after a few years (as a young adult) perfected how to carve out pieces of driftwood and use them as makeshift boats. After demonstrating that they can be used to catch bigger fish further out to sea (still single use at the time, T>"+T<" swam back to shore) the tribe fully embraced this new invention and began using it.

### Personality and Biography

Their personality was eccentric and abrasive, disagreeing with the tribe and it's ways a lot of the time. Despite this they kept a small circle of friends (also thought perhaps to be a polycule) well and raised 3 children (an unusually low number) - and after the invention and popularisation of the boat they were respected as a valuable (if a little odd) member of the tribe.
Species Template

# TEMPLATE: Species Name

### Physiology

The inner workings of your species, such as special organs or processes (I.e. production of armor-like plating by consuming and refining sand within the body), and other such information.

### Physical Appearance

The physical characteristics of your species, such as color, height, weight, and anything else physical.

## Diet & Habitat

### Diet

What your species eats, and where said food comes from.
Pametoce ou ka otniaki

## Basic Information

* Official name: *Pametoce ou ka otniaki*
* Short name: *otniaki*
* Years of existence: 1 week -present
* Ruling figure's name: *kirounorak*
* Founding player's name: TheGoldKnight ( TheGoldKnight#3815)
* Controlling player's name: TheGoldKnight ( TheGoldKnight#3815)
* Language(s): ropp ou norak

## External Links

Nation sheet: https://docs.google.com/document/d/163MIVhMuF4ZbQjPTzS2UozkYhuVIhseU-Sv2vcTQjfU/edit?usp=sharing
Tnxutjrr

tnxutjrr is the proto language of the kroninutjrr and part of the kroninutjrr language family (wip)

#### General info:

* Created by: Spartan Creeper
* Spoken by: Proto Kroninutjrr

### Phonology:

#### Consonants:

the consonant inventory is extremely bad with no symmetry or anything like that; this is because this was Spartan Creeper's first conlang

#### vowels:

 high
 mid
 low

### Grammar:

#### Word order:

The word order is pretty flexible, there are a lot of possible word orders, but u cant stray from these word orders:
Oovup

## Use among the continents

At the time of writing this article, the only nation using oovup is Iywahar.

## Basic translations

First syllable is emphatic unless a prefix. Then ignore the prefix.

	+ In the classroom the teacher judged the student = Judged-student teacher in classroom
* [Adjective in form of role]:noun
	+ Bland food = Taste-nullifier:food
	+ Smart dog = Wisdom-holder:dog
	+ To make verb a role, add suffix “-iin” (singular), "-ii" (plural)
	+ Possessives: possessor + possessed (emphasis on first syllable of possessed)
* I happily fed the needy cat after my short dinner
	+ Fed need-bearer:cat joy-bearer:I after self-pertainer:time-preserver:dinner

### Verb Conjugation:

I: -ay

You: -o

He: -iy

We: -ayo

You all: -iyo

They: -iyiy

### Tense:

Present: -m-

Past: -d-

Future: -r-

Conditional intention: -v-

Conditional potential: -l-

Verb as a recommendation: daa-

Questioning: preface sentence with “B’”

### Dictionary:

Greeting: umwo

Group: gavo

Land: har

Place: eml
Tzoytek

Tzoytek is a nation located on the New South Sea. It is mainly inhabited by the Ämun, a satyr like species.

## History

The Ämun originated from the southwestern shores of the Sea of Hope. They migrated south to the shores of the New South Sea during the winter and fall. They would continue with this seasonal migration until they developed agriculture and permanently settled along the New South Sea. The reason as to why the Ämun chose to permenatly along the New South Sea was chosen is currently unknown.

Some tribes of the Ämun remained as hunter gatherers, while some lived semi-nomadically. The hunter-gatherers tended to stay in the savannah and steppe, where they began falconry. These semi-nomadic peoples would stay in areas in between the forests and steppe/savannah, they would stay in areas for much longer and had a much shorter wandering range than the hunter gatherers. Sometimes they even farmed for a few seasons before moving on with tools and techniques they would learn from tribes that had settled down. Most tribes opted to settle down in one place, popular areas being in the forests and along the coast.
Soom

On the shore of the Sea of Hope lies the small nation of Soom, a dry region with few natural resources. The landscape is almost entirely rolling, desert hills interspersed with dry sandstone structures raised by the native Ixa-Diel people.

## History

In the distant past, Soom lay below the waters of the Sea of Hope as a lush tropical reef. According to legend, the Ixa-Diel existed as fish before an enormous tectonic event, whereupon the goddess Yarshem took pity upon them, and transformed them into terrestrial beings.

## Demographics

The capital city of Izel is one of the few permanent settlements in the nation, located near the shore. It is considered a sacred site, and thus built to withstand ages and attack. Aside from a few other key cities, most Ixa-Diel live a nomadic lifestyle in the desert and tend to roam free in small groups or alone. On the borders of Soom, small tribes of Okumā are allowed to exist peacefully, but they are not permitted to venture too deep into Diel territory- for the safety of both species.

## Government

The central government of Soom is based in Izel, where the reigning Kee lives and works with a small Parliament.
Kasdior (language)

Kasdior is the main language of the Keraruk people, a humanoid species settled in the northwest peninsula.

### Phonology

#### Vowels

 High-mid
 Mid

There are two diphthongs marcked with diacritics: ü /ju/ and ö /ou/.

#### **Pronouns**

The adjectives are marked with -l and it's pronounced /əl/

The diminutive are marked with -ai and the augmentative with -ör

### Grammar

#### Noun Cases

(Dog)
Ilüm
-or /oɾ/
Ilior
Ilet
Ilok
Truil
nog-
noga-
iltek (in the dog)
 **Plural**
-en
(Dogs)
Nogilen

In modern Kasdior, the ablative case marks the reason or cause of an action, for example:

* *Piow kas'hotegi ilok* - The man fell because of the dog

The locative can take two forms: -tek marks that an action happens "in" or "inside" the noun. *Nog-* or *Noga-* marks that an action happens "on" or "over" the noun, for example:

* *Piow* *monushgi inatsel* - The man eats inside the house,
* *Piow* *monuʃshgi nogafe'r* - The man sleeps over the bed.

#### Verbs

Verbs can be marked for tense, aspect and person.

***nor***
**-t**
**-wi**
I run
I'm running
 Past
-ü /ju/
I ran
I had run
I was running
 Future
da'r /'dar/
I'll run
I'll have run
I'll be running
I'll make you run

#### Mood

Gō-
Ni-
I run
I don't run
I would run
You run!
Tilia

**Tilia** is a small province of Nacafi. It lies in the Transnacafi region and was an Ujozan province prior to the Nacafi-Ujozan War. The province's name was adopted from local Ujozans. Tilia lies between the provinces Ujus Loko and Pfallima. The provincial capital is **Kxentsoi**, a fort built during the war. The Tilia province is best known for its Tar Fields.
Woz̧dz̧ã

The woz̧dz̧ã are a proud people situated in the southwest-peninsula. They are regular humans. These people are very opinionated, and will murder people that dare to disrespect their opinion and religion. They are fully accepting of other religions and opinions as long as its mutual.

### Basic Information

* Name of the nation in local language: woz̧dz̧ã
* Years of existence: 1y/6m - present
* Ruling figure's name: Æron sveştş
* Founding player's name: gigano#8846
* Controlling player's name: gigano#8846
* Languages: To be added!(woz̧dz̧ã)

### Unlocked Technology

**Level 1**

* Schools
Kelas

Kelas was a country in the centre of the eastern continent. It's unknown where the name originates though some scholars believe it originates from a word meaning river.

k-user if you are reading this, if you ever want to return to the project, I'm sure we would happily welcome you back as this nation by some means, such as a Kelas independence movement. -Neonnaut

## History

Kelas formed government in week 8. Between week 8 and week 18 Kelas showed interest in joining the various alliances to it's South, but failed in it's diplomatic missions.

Kelas became thicc in week 18 because of the map port, and also lost it's leader.

In week 33, Kelas was annexed by Dtakatto becoming a province of the later. The concisive battle happened at the capital of Kelas.

## Culture

In kelasian mythos, the moon was the mother of the first kelasian king, and when kelas was threatend by a foreign invader, she gathered the warriors of heaven(the stars) to protect her son and his peoples. The gods are believed to be so far above humans, that unless a human is pure of heart they will die from the mere presence of a god. It's said that if one dies in the presence of a god the are obliterated wholly and the soul is destroyed.
Eésh People

**Eésh People doesn't hold any territories and exists only as a culture!**

### Culture and Beliefs

*The Eésh people follow an animistic religion closely tied to the sea, trees and the rain. Oaks and pines are sacred and are considered to be passageways for spirits, and therefore imbued with their sacred essence: pinecones and acorns are often joined with glass to make amulets.*

*When it rains, the sky is said to create a link with our world, and every expedition or trade should be halted to stay inside, and exploit the connection that has formed with the realm of the spirits. It is during rainy days that people visit shamans, prepare herbal medicines, build amulets and tell stories. For the communities around the coast, the sea too is home to spirits, but contrary to the serene sky spirits that drift across forests, these are wrathful ones, and few people dare to venture in the waters to catch small fishes or pick clams and sea urchins, and only after putting on three or four talismans as safeguard.*

*Mushrooms are a very appreciated food, since they grow after rain and are therefore considered to come from the spirit world.*

*The Eéshi usually live in tents, which are screened by rain with animal skin. They don’t usually care to embellish them too much on the outside, but inside there are often jewels hanging from the ceiling and tapestries on the walls with floral motifs or mythical scenes, sometimes embroidered with gold. The only permanent buildings are those that serve a religious or administrative role, as well as some huts where people gather on cold days to eat together, or exchange goods. The oral literature is very rich, and includes descriptions of magical lands and of methods to interpret the intention of spirits.*
Loshui Upland

The **Loshui Upland** is a Province of Nacafi. It is a rather hilly terrain with many lakes. The Loshui Upland province lies directly south of the Rud region and therefore borders the provinces Inner Rud and Outer Rud to the north, as well as Drua-Tapiria to the northwest, Old Wozdza to the southwest and south, and Ujoza to the east. The province's capital is **Shoihum**.

The Loshui Upland is home to many Toede populations. It is said to be Nacafi's most stunning landscape, because of its many freshwater lakes (e.g. the Bitter Lakes) and mountains. Nacafi's only active volcano, the Wörräi, is also located in the province. The Wörrai is a sacred site of the Toede.

The border with Ujoza is often scene of violent clashes between separatists and members of the Mountain Sentries, a local patriotic paramilitary group that is considered Nacafi's most capable battalion.
Noveos

* Map
* Flag

<A description of the nation should go here, along with it's locations , and location to neighbouring nations>

<Perhaps another paragraph here describing the type of people, or if they can even be called people?>

Basic Statistics

Technology Statistics

## Geography

<This section is not required, do whatever you like with it>
Inner Rud

The **Inner Rud** is a province of the Nacafian Union. It is named after the historical Rud region. The province is located in Southern Nacafi and borders the provinces Duistu, Ruste-Esh, Outer Rud and Loshui Uplands. It also shares a border with Tapiria to the west. The province's capital is **Lembela**.

The province was purchased by the Governor of the South and later ruler of Nacafi, Kensal the Younger, during the Nacafian Civil War.
Opal (language)

Opal (also known as Red Hands, Red Coast Sign Language or Oestian Sign Language) is a second language of the United Nations of Oestia. It is a sign language. It is descended from Tpal.

## History

Opal came about from a diplomatic mission by a group of teachers, storytellers and elders lead by Tpal=5=Opal (Colourful Hands) to UNO (the nations of Alendora and Kapamir). They were not hearing diplomat interpreters and provided stories and teaching in Tpal (sign) in many towns. On their travels they met with many deaf and nonverbal people, some with small communities with home signs and village signs. They worked to bring them together, teaching Tpal but also working their own signs and grammar into their signing. And from this was born Opal - a unique language.

## Features

As of the Age of Expansion Tpal and Opal are extremely mutually intelliable. All features of Tpal apply to Opal. For most features refer to the Tpal page. Differences will be discussed below.

#### Number

The Seret pluralisation system (present also in the home/village signing of Alendoran communities) became used in Opal. It doesn't exist in exactly the same form as Seret, but the concept is similar.

 person
 tree

#### Unique Phonemes/Morphemes

 G
 g
 =R=, =5= or =iiiP=
 u5 or uiiiP
The Dawn

## Description

The Dawn are the most intelligent Froge species that comes from the great divide. These Froge in particular are larger than the original OG and have small but powerful legs for digging. The Dawn burrow down into the soil until they are completely covered. They secrete a toxic venom through their pores that finds its way into the ponds nearby, causing them to smell of sulfur. Living in the wetlands of delthoria, the Dawn are quite camouflaged but defenseless. Where they cannot fight, they use magic suggestion to attract plants, creatures and even intelligent life to hide the fact that the Dawn is buried there. Entire civilizations have been raised on the back of a Dawn and various "moving cities" have been seen throughout the times. If the Dawn wishes to invent something, it will commonly place ideas in the controlled subjects minds, having them create the object above the ground. The dawn is a master of engineering knowledge, and has nigh-omnipotent knowledge from inside the city, being able to see through the eyes of the average citizen. Every full cycle, when the Dawn becomes one "Dawn cycle" older, they will search for males to breed with calls that shake the earth. If a very rare male specimen is found, they will unbury themselves, causing a larger earthquake and moving the city. Once they are back to being settled in the ground, they begin the feeding process, a special well is made in the sulfer-smelling pond where various foodstuffs are placed. The nutrients are buried down into the soil, which the Dawn then eats. A feeding period can last anywhere from one week to several months, but it will always fill up the Dawn for a few hundred years. The Dawn treats the people as an extension of herself, typically letting them function on their own, only intervening when one threatens to harm the Dawn, or reveal it with malicious intent.

## Froglossary:

Subjects of the Great Divide:

The Froge

The Skikker

The Cx'Kn Brrgar

The Arktix

The Grenour

The Dawn

The OG

Other various pages:

The White

Frogcon
Higer

A **Higer** is a large horned feline found in the Savanhas of the western Continent. They are a ambush predator, but some have been found to chase prey. They dont show any signs of magic usage. They are quite large. Males Are often darker than females and tend to have larger horns.

### Origins of Life and Taxonomy / Genetics

The Higer is related to many other Feline mammals. Long ago a genetic mutation caused the Higer to grow horns. This is how Higers came to be.

Higers may be distantly related to the Red lions of the eastern continent.

### Usage

Higer horns, fangs, and claws are used as decorations by many Papionian (Okumā peoples) and are seen as more valuable than gold. Followers of Kejuinam state that Higer Horns hold sacred healing abilities when grounded and drunk. Many Kejuinam spirits take the form of Higers.
Rinca people

## The Rincā People

The Rincā people are a civilization that reveres the nature goddess they call Rincā. They believe that keeping the goddess happy will bring them good fortune, so they allow only the most handsome young noblemen among them to marry her and thus become king. The Rincā people live near the mountains they call Muki Kōtā ("Northern mountains").

### Basic Information

* Name of the nation in local language: (no name yet)
* Years of existence: 0-present
* Current king: Tusā Pahli
* Founding player's name: rose-written
* Controlling player's name: rose-written
* Languages: Language Template
* Second language: D'onja

### Unlocked Technology

**Level 1**

* Government > Laws > "Complex Law Systems"
* Interaction > Trade & Diplomacy > "Nation's Representative" and "Trade Rules"
* Education > "Schools"
* Mobility > Land > "Animal Taming"
* Inventions > Construction > "Basic Paths"

**Level 2**

* Government > Laws > "Trials"

### Other info

The Rincā people are not humans: they are zurā.

The name of their goddess, Rincā, is also their word for the land and earth. They believe that in order for crop harvests to be good, they must honor the goddess. They do this by sacrificing crops and animals to her, and by holding festivities in her honor.

The king of the Rincā people is ritually married to the goddess by the *Kupā Śailo* (highest-ranking śailo, which is a religious leader akin to a priest) when he ascends to the throne. The king can also be dethroned if he becomes unsuitable as a husband for Rincā, especially if his virility comes into question: if the king is not virile, the people fear Rincā’s fields will be barren. The king’s death is not a requirement for him to be dethroned.