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On w and u
In writing down words from the Ardwmus
language, vowels which appear twice in a row
are repeated separately rather than turned
into a different sound.
This is troublesome when it comes to the
ooh sound, which under other
circumstances would be written as oo or
uu. As the Ardwmus language does not use
a w sound (the closest equivalent is closer
to r), this letter has been used to substitute
in place of oo or uu. In this case it is quite
literally a double-u.
All of ones ancestors are venerated, especially
those who have done something particularly
noteworthy, but it is believed that only the
lineage-mother possesses any supernatural
ability to help her descendants. Requests are not
made of her directly, however, except in the
rarest of cases. They are instead directed toward
ones other ancestors, who are viewed as
intermediaries. Invariably they will prove to be
more effective than if one were to ask for
something on ones own.
In order to gain anything from the ancestors, a
sacrifice must be made. The greater the sacrifice
the more likely that the request will be fulfilled,
and the greater the gain from its fulfillment.
Funeral Rites
The body is considered to be of little value after
death; the thing which made it a person is now
gone and all that is left is the inanimate shell.
The Ardwmus waste nothing which they do not
have to waste, and so the corpses possessions
are taken. A womans possessions are usually
given to her children, and a mans possessions
are given to his nieces and nephews. The body
is then left for the scavengers.
deceased until the tribe has passed by the soulknife field two times.
Gender Roles and Hierarchy
It can be put most simply like this: the men
control matters which take place outside of the
tribe, and the women control matters inside the
tribe.
Hunting and conducting warfare, for example,
are matters for the men. They are more
expendable from a reproductive point of view,
and equally so from the point of view of the
tribe. More domestic matters, including the dayto-day running of the tribe, are handled by the
women.
While hunting and warfare may take place
outside of the tribe, it has not been lost to the
Ardwmus that the initial conception of the idea
to go on a particular attack or hunt is made
within the tribe. It is for this reason that the
women must first approve any such venture; it
is the women who decide when to go to war and
when to hunt. After the decision is made,
however, the men have control of the situation.
Among men, rank is determined by marriage.
Those who are married have authority over
those who are not married. Those who have
more wives have authority over those who have
fewer. Those who married their first wife earlier
have authority over those who married their first
wife later, if they have the same number of
wives. For this reason, marriages do not occur
on the same day.
Among the women, rank is determined by
children. Those who have children have
authority over those who do not. Those who
have more children have authority over those
who have fewer. Those who have grandchildren
have authority over those who do not.
Grandmothers of the tribe are equal to each
other in authority, and the majority rules when
they are at odds with each other. This qualifier
is rarely relevant, however. The Ardwmus prefer
to debate for long periods of time until one side
Children
It is not guaranteed that children will survive.
For this reason they are given birth names, or
simple placeholder names such as Nyayen (First
Daughter), or Dezhw (Second Son). These act
as a way to play an amount of emotional
distance between parent and child in the all-toolikely event that the child dies. Only once the
parents decide that the child will likely survive
will she be given her growing name. This
name usually relates to an animal, like Toaz
(vulture) or Hugina (mouse), and is not genderspecific.
When a boy is of fifteen years old, or when a girl
has had her first menstrual period (which may
not be well until fourteen or even later), they are
deemed ready to begin preparing to become
adults. A boy will henceforth be ready to
participate in raids and more dangerous hunts
and girl will be ready for marriage. To become a
man, one must kill someone from outside the
tribe, while womanhood is earned by
successfully giving birth to a child. At this point
ze is given their soul-knife or zir blood is coated
on the lineage-mothers jar, and they are given
the last name by which they will be known, their
living name.
Men who wish to marry a girl must offer a bride
price to her mother. This usually takes the form
of the spoils of the hunt or valuables taken in
war. The mother is then free to accept the price,
reject it out of hand and deny the right to further
negotiation, or demand that a higher offer be
made. Ardwmus society is polygamous, not least
in order to allow the best men to thus father
more children, but also because the
requirements for manhood are not restricted to
a single tribe. All of the tribes demand the death
Diet
The Ardwmus obtain their food from hunting
game and from wild plants. There are no taboo
sources of meat in their culture (except humans,
anyway), so they will readily set upon anything
which they are able catch. Bows are primarily
used for hunting, although traps will also be
placed whenever the tribe is expecting to remain
in the same place for a few days.
Slightly more than half of the Ardwmus diet
consists of plant matter. It is mainly nuts and
legumes gathered from the many hardy varieties
of plant which grow in the desert. Also of the
importance are the various species of cactus in
the desert and the yazqwr, a kind of tuber.
Stories
Storytelling among the Ardwmus is, as with
most societies, an important part of the culture.
Lessons, rules of life, and advice are all
contained in poetic form and wrapped in mythic
narrative.
The story of Uyin the Rabbit, which exists in
one form or another across most of the tribes,
contains almost step-by-step instructions of
how to hunt rabbits, and also of the many
mistakes which can be made. Those are, of
course, the very first thing which The Fool
Hunter does. It even manages to include lessons
on proper behavior with regard to ones
ancestors. There are few stories which do not
contain some sort of lesson.
(Spoiler: the story of Uyin the Rabbit is
ultimately about how to hunt rabbits. The ending
doesnt treat him well.)
Much importance is put on stories of other
kinds as well. Once the days duties are done
with, the tribe often partakes in uligir. It is a kind
of improvisational theater which starts and ends
spontaneously. It can even take place during
periods of work.
Different members enter and leave the uligir of
their own accord. In this way a single session can
last an entire day but begin and end with entirely
different collections of members. Players take
on new personas and refine them throughout
the uligir before ultimately casting them off as
they cease to participate. A particular persona
can, after being cast off, be seen by another to
be interesting and worth picking up in a future
session. If this happens often enough, the
persona will eventually acquire a traditional
status and likely be used by various players for
generations to come, being refined and altered
all the while.