The Anmari

Culture

History

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With a deep chasm from west to southeast and mountains from northeast to southwest, the Anmari have been isolated for quite a while. However, they were introduced to the wider world when the Great Chasm was bridged by a team of Atorran and Mesian craftsmen and explorers (detailed more thoroughly in the anonymous document, Essay on the Discovery of Anmar).

Society

The Anmari are generally stoic & laconic, yet are still hospitable to strangers and distant acquaintances, and very casual with friends and close acquaintances.

Language

Their written language consists of an 27 letter sound-based alphabet, directly descended from the hieroglyphs of old. It is exactly phonetic: any word can be pronounced by knowing the letters.

Alphabet

In Latin script:
A Ä B D E F G H I J K L M N O Ö P R S T U Ü V W X Y Z

Pronunciations that differ from english are most easily described thus:

A as in Khan; Ä like Hey, as in ]; E as in Meh; G as in Good, never as in Gelatin, I as in Piece; O as in Toe, Ö as in ] or ]; U like Due; Ü as in [y]; Y as in Your, never as in Wyrd.

Note that X is always preceded by a vowel and never starts a word on its own.

Names

Names are idea-descriptive with location-descriptive surnames: a male name would be structured [modified descriptor] en [birthplace]; a female name would be [modified descriptor] in [birthplace]
For instance, Okrün en Yorosgir means Good Wisdom from Yorosgir; Pinixia an Tolengir means Living Death from Tolengir (as a side note, while the literal meaning is Living Death, a more meaningful translation would be Living Beauty; see Religion below).

Names are given once a distinguishing trait is seen in a child. Until then, a nickname, patronymic for boys and matronymic for girls, is used: a son of Okrün could be Krüni; a daughter of Pinixia might be Nixi.

Elements of given names

General use

These can be used for any part of the given name.
Al : Sneaky, stealthy
Ami : Pretty, beautiful
Ard : Strong
Bal : Steadfast, loyal
Bor : Tough, hardy
Dwäl : Hearty, sincere
Eben : Obedient
En : From (before a noun)
Es : Masculine
Er : Adventurous
Fad : Generous
Fä : Mystical, powerful in magic, blessed
Gab : Patient
Gar : Level headed, steadfast, steady
Habi : Loved
Haf : Devout, pious, religious
Hond : Warlike
Ife : Loving
In : From (before a noun)
Is : Feminine
Ix : Dying, fading
Jaf : Powerful, dark
Jin : Devious, clever, magical
Jur : Crafty, able handed
Ki : Happy, cheerful, optimistic
Khal : Long living
Kor : Very, extremely, really
Khu : Proud, noble
Lap : Stony
Lüz : Hungry
Mä : Just, fair
Mas : Lucky
Nab : Motherly
Nas : Helpful
Oba : Kingly
Ok : Good, quality, acceptable
Oni : Wanted, desirable
Ori : Clever, crafty
Os : Leaderlike, controlling, commanding
Per : Peaceful
Pin : Living, lively
Pei : Celebratory
Ra : Sun-loving
Ram : Royal, noble
Rog : Fiery, burning
Sad : Faithful
Sko : Confident
Snor : Attacking
Sük : Virile
Sve : Sarcastic
Tü : Quick, fast, fleet
Tan : Wise, knowledgeable
Tas : Balanced
Tho : Moon-loving
Tsah : Delicate
Uf : Breathy, asthmatic
Ur : Great
Us : Quick tempered
Uth : Prophetic
Vir : Soft spoken
Vol : Swimmer
Wo : Powerful, strong
Wir : Searching
Yaf : Bold, brave
Yah : Gifted, talented
Yon : Active, physical
Yor : Emotional, thoughtful
Zah : Attention-seeking
Zal : Well born

Secondary use

These are used only after a general use name element, and are all nouns.
Am : Mind
Bek : Friend
Dor : Faith
Es : Man, boy
Is : Woman, girl
Ien : King
Ixia : Death
Pinia : Life
Ri : Expert, Teacher
Rün : Wisdom

Filler, suffixes and prefixes

Any letter of the alphabet (see above) can be used on the end or beginning of a name, or in between any two elements to aid pronunciation or aesthetics.

Religion

Named after the Anmari, Anmarism is a pantheonic religion. Gods include:
Tasien, the God of Balance and King of the Gods
Yonos, Goddess of Actions and the Physical Realm
Yoros, God of Emotions and the Ethereal Realm
Inixia, Goddess of War and Death
Makäsh, God of Hatred
Habion, God of Love

Those who take Inixia as their patron god believe strongly in the beauty of death, especially death in battle. Anmarists believe that death is a door, and that life exists on both sides on that door, initially in the Physical Realm, and after death in the Ethereal Realm. Inixia is thus purely the god of death, and has no part in the afterlife or undeath.

Some Anmari have taken up the Amor Meses instead, because of their contact with the Mesians.

Art and Technology

Their art commonly includes checks, dots, animal figures, gripping beasts, and flora, often in two-tone alternating colour schemes. Metals in use are bronze, copper, tin, gold, silver and (rarely) iron, and these are used for armour, weapons, and buildings as well as art. Cloth is mostly wool and linen, woven on looms into strips, squares and rectangles.

Due to their isolation, they have rather different technology. For instance, they had never developed sewing on their own, and even now, their clothing is based on rectangular pieces of various sizes and proportions, wrapped tightly or belted and tied.

They have also developed a rather interesting take on weapons: attacks are based almost entirely on slashing movements, and weapons are generally double edged, round-tipped cutting implements. Some swords can be used for piercing, but no weapon is based purely on this concept. Some Anmari have trouble with spears or stabbing swords because of this.
Bludgeoning weapons are used, but are considered primitive and uncivilised.

Shields are made of wood and metal, shaped round or ovoid with a flat or slightly curved surface and held by handles behind central bosses. Their armour is unusually close fitting, but still employs generally similar tube and yoke techniques.

Appearance

On average, they have dark hair and tan skin; generally robust features; high forehead; long; broad hooked nose; large jaw; close, deep set eyes, generally grey, green and blue.
Build is tall and lean but broad shouldered.

Country

Mountains lie in the north and east and southeast, and snow stretches from them to the foothills and highlands. The grassy and rocky highlands give way to lowlands towards the centre, but towards the Great Chasm these dry and become stonier, and dusty.