Wonko the Sane

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Wonko the Sane last won the day on June 26 2011

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About Wonko the Sane

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    --- Nowko Lestibournes --- Leader of The Abundance
  • Birthday 05/31/1995

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  1. I feel like maybe they should be 'A' and 'I', because of how similar the Dawnate character is to the glyphic radical for 'I', plus the fact that it's represented in English by 'I' more often than 'E'. Also, don't forget the first letter of Aimia, which still seems to me like it might be different from the 'A' in Alethela or Thalath, making for three total vowels. Could it conceivably be the vowel from "cat" or "apple"? It would make Makabakam awkward to pronounce, but I could imagine it in the other two. Just to make sure, as a non-linguist -- that's something like 'HL' or 'LH', right? So the diacritic would correspond to the H in the English translation?
  2. Huh? Why do you say that? It doesn't match 'z' in any other script, as far as I can tell. Have I been pronouncing the name wrong? I say it as "SAY-la TALL-lace.
  3. Nice! That's nearly all the consonants, and I don't know how much luck we'll have with 'S', since we only have the distorted "capital" form. Not quite. 'A' and 'I' each have distinct symbols (Not counting whatever's going on with Aimia). 'E' appears to be divided between the two, depending on pronunciation. Possibly... but the symbols are fairly involved to be later additions, and remember, Thaylen didn't evolve from the Dawnchant. Both Dawnate symbols and a proto-Vorin ancestor were assimilated into the glyphs, but the languages themselves come from separate families. Maybe so, but my main issue with that character isn't the diacritic, but the figure itself. It doesn't align with our other example of how 'A' should be capitalized, nor does it look like other 'A's -- or indeed, any other character. I could be persuaded to see a highly distorted, backwards version of the 'A' character, but the question remains: Why isn't it capitalized like in Alethela? Why does it flip backwards? I'm basically at a loss here.
  4. Hah. Beaten to the punch. I was going to point out many of the same parallels. It does make sense that these characters would appear in the glyphs; we knew already that the Dawnchant had a large influence on the early glyphs (and until proven otherwise, I'm going to operate under the assumption that this script is Dawnate). We may be able to use this to make guesses at the as-yet-unknown "Calligraphic Phoneme Set". I think it's noteworthy that a Dawnate 'M' appears very plainly in Tsameth, along with a possible 'Th': Nazh may be right that glyphs like these are older, and possibly adopted from another language, but I think he may be a little too quick to dismiss them as "unreadable".
  5. I originally suspected this was the Dawnchant; like you, I thought the image felt older than others. Now, I think this is one of Ellista's "in-between, weird languages" (OB I-1, hardcover pp. 335) where different cultures used a Dawnate script to transliterate their own tongues. A-HA! Thank you! I was having problems with asymmetry, but you've solved that for me. I'm now reasonably certain I've correctly translated the entire sample. Here's the final product: Rishir: Valhav: Alethela: Natanatan: Thalath: Makabakam: Aimia: Shin Kak Nish: Iri: Sela Tales: Note that for all but one kingdom, there is a diacritic of two dots over the final character. I suspect that this indicates that the word should be mirrored for symmetry. If this is true, the different diacritic used in Valhav may be to indicate the additional 'H' before mirroring. Also note that for Sela Tales, I'm mostly guessing, as large sections of the writing are covered up by the coastline. Similarly, I'm unsure about the first letter in Aimia. I've labeled it 'A', since that fits the word, but it doesn't resemble any other 'A' we have. I'll try and put together a translation key with what I've got here, but I unfortunately don't have the time for that right now. EDIT: Oh, one last thing. For the most part diacritics appear over vowels, probably indicating how the vowel is voiced. The exceptions are the two dots at the end of most words, the special diacritic at the end of Valhav, and the '>' over Valhav's 'V'. I'm not at all sure what that last one might mean.
  6. I've been looking at the writing around this map: I've isolated the writing here, and adjusted the levels to improve readability. Because the regions outlined on the map are pretty close approximations of the Silver Kingdoms (albeit distorted ones), I've been working under the hypothesis that the writing translates as the names of those kingdoms, so that's how I've labeled them. My first observations are that the language appears to use a lot of diacritics, and that either the first or last letter of each word (depending on reading direction) seems to be rotated or modified so that a trailing end of it strikes through the rest of the word. The easiest to read, assuming I'm right about the translations, seems to be Natanatan: There is a mark over the last (or first) 'N' which might be a diacritic of some kind, but which I'm unable to guess the meaning of. Regardless, I think this is looks to be about right. I've done some work at identifying characters in the other words, but Natanatan is the only one I've got anything close to a complete idea of. I'll try and post everything I have later, but hopefully this will be useful for now.
  7. I believe I've identified a section of Navani's Ketek: I think we're saying that this glyph, tsameth, is probably "death", as in "life before death". If that's true, I'd guess that in the ketek, it's translated as "deadly", the middle word of the poem. (Alight, winds approach deadly approaching winds alight.)
  8. Those aren't glyphs -- at least, not in the Vorin sense. They aren't symmetrical, for one. It's hard to tell, with the image quality, but it looks to me as though each one is composed of multiple distinct characters written horizontally; probably an alphabetic language. My first suspicion would be that this is some sort of Dawnate script, perhaps even the Dawnchant itself; it feels most appropriate. It's just as possible, though, that this is the proto-Vorin ancestor of languages like Alethi and Thaylen, so it'll be worthwhile to scan them for any recognizable Thaylen-looking graphemes. Someone should get @Harakeke and co. in here to take a look; they've got a lot more experience at this than I do. What they mean, though, is much easier to guess at. There are ten of them, and they are more or less aligned with each of the kingdoms depicted on the map. It's fairly likely that they translate as the original names of the Silver Kingdoms, or perhaps the cities containing the Oathgates. It's technically possible that they're actually something like the heralds, essences, surges, Radiant orders, etc. -- there are, after all, quite a few sets of ten on Roshar -- but it seems pretty clear that each word is meant to line up with a specific kingdom, so I'm confident in my guess.
  9. Happy birthday! I wish you luck on your quest!

  10. That's fair, and something I neglected to consider. Thank you for pointing it out to me. Hemalurgic Headshot . I remain suspicious of him, but no one should be made to suffer that.
  11. Mobile quotes, sorry. Dalinar, I understand where you are coming from. It's the instinct almost every new player has. But it is dead wrong. Committing to an opinion and explaining it thoroughly will always, always help the village. A sea of low-quality, wildly inaccurate analysis from every player? I dream of a situation like that! All that conversation to analyze; it would be fantastic. What you're forgetting is that somewhere in that sea, there's a selection of players who know more than the rest, but are trying to seem like they don't. It is very, very hard to falsify that much analysis without leaving tells. So yes, bad analysis will lead to Village deaths. But did you think the Village was going to get through this unscathed? If it forces the Elims to start talking, and committing to opinions, it is worth virtually any price. So talk, and form strong opinions -- not because you think it will help, but because it will make others do the same. And on that note, I'll go ahead and throw a vote at Hemalurgic Headshot. His posts have rubbed me very wrong, seeming very artificial. He's working very hard to seem like he's making meaningful contributions, but all of his 'suspicions' are apparently drawn out of thin air, and he has repeatedly dodged requests that he explain them. Of the people up for the lynch, I suspect him the most.
  12. Sorry for the late sign-up. It's been kind of up in the air whether I would play this game or not. I am now confident that I can manage at least a minimum level of participation. Dr. Nowko Lestibournes, Leader of the Abundance, surveyed the three-dimensional map in front of him. Like anything made by Len's expert hands, the diorama was beautiful, a work of art. The perfectly sculpted terrain, not a stone out of place. The miniature brown plants, so detailed as to seem nearly alive. The intricately constructed models, each hand-stained with flecks of black ash. In another place, this might have been some sculptor's finest masterpiece. Here in this room, though, the deathly silence told a different story. There was nothing beautiful about Tyrian Falls. Everyone present knew the stories. The Immortal Blight. The Divine Nightmare. The neverending field of slaughter, doomed by powers beyond any Shard to live and die and live again, on, and on, and on, until even the blackened husk of eternity had withered away before its malice. Nowko stood back from the model. "Not this time." The others looked up as he spoke. Their eyes were haunted, their faces haggard, their expressions grim -- but for all that, they held firm, shoulders set, eyes unwavering. They were prepared to stand with him against the dark, no matter where that path took them. Nowko felt a fierce surge of pride. "Well, you all know the score," he said aloud. "Scout reports indicate that, as of 18 hours ago CST, the anomaly known as Tyrian Falls has resurfaced on Scadrial. The Koloss, my friends, are coming. "All known prior appearances of the town have led to large-scale disasters involving the slaughter of thousands. It is not clear why or how Tyrian Falls behaves the way it does, but one thing is certain -- wherever it goes, catastrophe follows in its wake." Nowko paused here, looking his audience in the eyes. They each nodded; they understood the severity of the situation. He took a breath. "I intend to make my way to the village, and do everything in my power to prevent this from happening again. "I cannot and will not ask any of you to come with me. No evidence exists to suggest that it is even possible to stop the cycle -- there is every chance that my quest is impossible, a suicide mission without even the slightest hope of success. "I go, because I have debts that I must pay -- things I owe to the cosmere. None of you have any such obligations. If you choose to follow me, it will be because you abhor the senseless massacre of innocents, and are willing to give your life for a chance at stopping it. That is a sacrifice no one can ask of you but yourselves." As Nowko settled back, silence stretched across the room. Finally, Len spoke up. "I mean... You don't actually expect any of us to stay behind, do you?" Nowko smiled. Tyrian Falls had quite a challenge headed it's way. The Abundance joins the fight! Organization - Your name is Legion, for you are many. Instead of just one character, you have a whole team of them! Just make sure they all get represented -- in each post, you must write from the perspective of at least two different characters. Current Cast of Characters: Dr. Nowko Lestibournes - Leader of The Abundance. Hemalurgic spike granting high-strength Bronze Allomancy. Bronze Savant. Possesses a deadspren Shardscalpel. Accomplished leader and thinker; cosmere's only Realmatic surgeon and foremost expert on Bronzepulses. Won LenReen - Assistant to Dr. Lestibournes. SoulForger. Bonded to Seon Ena. Master artisan; very strong interpersonal skills. Dr. Konwa Arelle - Experienced lab researcher; new field operative. Iron Allomancy. Expert on Awakening, BioChroma, and Innate Investiture. Unbeknownst to her, has been chosen by Endowment to Return upon her death. Dr. Bres Kalei - Experienced field operative. Pewter/Iron Twinborn. Trained medical doctor. Skilled at "parkour"-style acrobatic movement. Explorer and adventurer. And introducing... Dr. Renedal Gentry - New member; others are still unfamiliar with him (i.e. I'm still writing his character). Has whatever powers the dice see fit to give me this game. Scadrian born, noble descent. Quick notes -- I may add more characters as the game goes on; this is hardly the full Abundance, after all -- just the characters I've spent time developing. Also, since I'm playing multiple characters, I reserve the right to save some of them in the event of my death, if I feel it's appropriate. The exception is Renedal, who I promise not to save. Lastly, yes, I know -- Nowko has a spike. I may or may not choose to ignore the implications of that for the purposes of this game.
  13. NOTE: A large section of the following was originally typed in my PM with Seonid. When I realized how much I wanted to say, I cut and pasted, then finished it here. I intended to bring it up publicly eventually, and I didn't want to type it all twice. It would perhaps be better to wait for the end of the game, but this is on my brain right now, and I wanted to get it out there. This isn't in bluetext, but it is very much out-of-game; I just hate reading and/or writing bluetext for more than a few short paragraphs. [Referring to the rampant inactivity] ...I intend to bring this up at the end of the game, because we as a community need to discuss this. I'm just as guilty, so I don't mean to cast aspersions on anyone, but this is a problem that needs addressing. The fight against inactivity has been a part of the game since the early days of SE, but rarely have I seen it destroy games with the depressing regularity we're getting these days. You seem to feel the same, with your public pleas, but I feel that appealing to individuals is going to be ineffective, as your target audience is specifically the group least likely to hear you. Instead, we need to come together, outside the context of any particular game, and talk this out, like what we're doing for etiquette or rules complexity. The fact that this is happening so regularly, no matter the game, players, or circumstances, means that the problem is systemic. We can't solve this by resolving to "try harder", unless we expect a large section of players to make significant sacrifices in other areas of their lives. And since there was definitely a time when playing this game didn't require that, we need to talk through what's wrong with the status quo. What, systemically, causes players to go inactive so often, and to stay that way for so long? What changes can we make so that keeping up with things is easier and more rewarding? How can we help players who have gone inactive to more easily return to the game? What can we do, in the possibly-inevitable event that some players do go inactive, to ensure that the game survives it with minimal damage to the experience of the remaining players? We need to talk these questions and others over, back and forth, and consider them from every angle. It's natural to jump to conclusions: I -- like, I would guess, so many of you -- immediately want to blame the current hot-button issues of complexity creep and a hostile game environment. But that only serves to rob us of a conversation we desperately need to have. Don't be afraid to voice your first thoughts, but don't stop with them either. Maybe what's changed is simply the player base, and we need to accept that; working not to restore the game to what it was, but to help make it into a positive experience for the players of today. Maybe expecting a major change in activity is just plain unrealistic in the near future, and our efforts would be better spent designing games that can be fun even after losing a large number of players. Maybe -- a personal observation -- this community has gradually become more and more insular and esoteric, and newer players are being discouraged from participating by a wall of obscure and confusing jargon, dizzyingly intricate strategies, and frankly hard-to-follow references to older games; things that can enrich and streamline the game for more experienced players, but scare off newbies. My point is that we don't know, and we do ourselves a disservice if we fail to consider every possibility, no matter how seemingly outlandish, before identifying the problem -- and long, long before we decide on a course of action. The Shard has never failed to impress me with its intelligence, levelheadedness, ingenuity, and compassion. Let's put that to work, people, and solve this problem as I know only we can.