@rezay I'd argue that entire river could be called that haha. It is both the bigger one and the one flowing for longer. Would be nice to start naming things :)
And also, I do like the way you mark areas. Might just do the same thing haha
I'll try and put something together so we can see the maps easily with people on it. Once we start getting people settled down and deciding where they want to be, that is
PS: can't wait for roads and cities to start getting added once people interact and get things going. It will be super fun to build a world all together and add fun stuff to it haha.
@Dark Cloud I'd say simple writing at the most, but verbally it can be whatever you want. It would really hamper writing psots if we had to ooga booga, but if you want to make it simple in writing too then you are welcome haha.
As for culture, I imagine this is mostly the part where we don't quite have any way to preserve stuff and as such culture is mostly passed down instead of embed in books, statues or buildings. So it can be anything you feel like your people have managed to keep with themselves for generations. Simple religious or customary stuff I suppose, kinda like rezay did it :)
Herculean (-2) - (For their 'average' and 'standard' size the Thugal are incredibly strong, beyond what they'd seem to be like on first glance, and require the right amount of calories and food to compensate. Combined with their 'one massive meal a day' needs, their standard 'meals' are basically great feasts in comparison to other species!)
Slow Breeders (+1) - (The species has a long gestation period for breeding during which they cannot get pregnant 'again' or further during said time, and during which members can move around due to the growing fertilized spores being stored in their mushroom-cap 'hats' to later be seeded them in a spot to grow without being attached to the parents, but breed in larger batches as compensation to help grow and recover population. Even so they are slower to breed than other species as a result, and ultimately still take longer recovering from plagues or disasters since it is much more costly for them than normal.)
Armored Skin (0) - Members of this species' exterior is a as tough and dense as the thick bony shell some other species out there might have, in this case weighing them down and making them move slower than other species (equivalent to a 'Big' trait species in speed). To the touch it feels very deceptively 'soft' akin to skin on the outermost part, but when hacked at or stabbed at or bitten or so forth is very much resilient and proper 'armor' that 'takes a licking and keeps on ticking' indeed. It is highly protective naturally, but at the same time moving slower doesn't exactly help wielders in other ways.
Sentient Fungi (0 / Does not cost trait pick) - Members of this species have evolved from fungi or have received some significant gene altering during their history, making them more akin to fungal species than any sort of animal. Whatever the reason is, this species requires little to no outside nutrients other than consuming organic matter to decompose and process within their bodies, though they do still possess an inherent sense of taste and flavors and such. While certainly an efficient way of generating energy, not being limited to one kind of food source as long as it is organic matter, it is much slower than a normal metabolism but faster than those of a sentient plant species. While unburdened by the sun or moisture due to a resilient fungal form and efficient internal organ system, they digest food more slowly over time (even if constantly) and yet tend to eat quite a lot with each 'meal' naturally (giving them a higher food upkeep for each meal...though said meals are spaced well and a long ways apart). Thankfully, not many fungus-eating predators are out to get them, and they are unburdened by age as individual members of the species can keep growing forever unless they are killed by other means. They are also immune to most viruses that would affect non-fungus based creatures, but they have their own scourge in the form of fungal diseases and certain types of insects (admittedly some only do this in certain stages of their lifecycle, like during the larval stage). Likewise anti-fungal compounds can be adapted to within this species' immune system, akin to how the human body irl can become more resistant to diseases and poisons and such, but even so such anti-fungal compounds naturally still hurt and even kill them unless sufficiently high resistance is built up over time or through surviving exposures or even just done purposefully.
RACE PHYSICAL DESCRIPTION: A humanoid fungal species that possesses an appearance rather similar to most other humanoid species, with recognizable features such as eyes and ears and such. In that vein they are at least not a 'repugnant' species due to having a more familiar type of general humanoid appearance. However, every member of the species has a 'mushroom cap' on top of their head, which both gives them shade as well as has the same durable thickness the rest of their skin/hide does. From it are released fertilized spores many months after impregnation, which are seeded onto a particular spot to finish the rest of their long gestation and growth. Even so, as a fungal species they lack the sexual dimorphism present in animal species and as such are all basically equipped to reproduce with each other as a standard. This does make for some rather confused initial interactions with other species, especially animal ones, as the concept of dimorphism is basically alien to them.
POPULATION: Up for community vote, depending on traits
RACE BEHAVIOUR: A species of fungal sentients, who despite their moving due to their tougher exterior are capable of short periods and brief bursts of speed (especially when reproducing). Thugal mindsets usually mean that they take their time when performing tasks, working on them and putting emphasis on quality over speed when getting things done. That being said, this more relaxed mindset carries over into their free time, where games and relaxing and laid-back things so forth are rather common to see them doing when what needs to be done has been completed. Meals are a once-a-day matter for them, and usually very large since they do not need to eat as often as others and have higher requirements, and so are taken as special events that demand they put their best into it for the sake of enjoyment. However, practicality is not lost on the species nor are they 'wasteful' about it.
There is also another, ah, 'peculiar' local habit the species exhibits. Their slower reproductive cycles usually mean a slower recovery period from population-devastating events, but also means that mating is a more common casual practice among Thugal couples and friends and such as well since they cannot get 'pregnant again' whilst being pregnant. Further, whilst families can seed their fertilized spores at home to grow their young in safety after their pregnancies reach a certain point, a communal place to do so is also available for Thugal in order to ease the burden by the community dividing out and protecting the growth of and ultimately taking in young that are seeded there. It is an odd thing that would perhaps seem strange or otherwise to other species, but for Thugal is a rather simple matter without the rampant population and moral issues it would generate among others.
Despite moving more slowly they are a surprisingly who usually can be found moving about performing tasks throughout the general day, starting earlier than other species to ensure it gets done in time in some cases, being hard workers where they lack speed as ones. The quality of work is emphasized over speed, though by pushing themselves a bit too much the species can can a project done more rapidly in a time crunch...but need distinctly just as much more rest in the aftermath from the strain. However, their incredible strength does assist them handily when it comes to their labors as well.
HISTORY: (You will have plenty to write here once we begin!)
CULTURE: (Same as above, leave it free for now. Will fill up as we get into the game.)
Alright, thought I might as well name all the major geographic features relevant to the takhal
To get it over with— when they split up into several tribes, they will be different for many of them
The features are
Areas:
The Yaagkhege (Steppe/grassland) The Nuugkhan (Desert) The Daanigkhal (Mountain range)
Special features:
The Ane (Mountain pass, the takhal go over it every annual migration) Daalag Jöm (Mythical place, the tallest mountain in the Daanigkhal, translates to "God's House")
Rivers:
Nëju Debaik Rheju Juug Daalji (Furthest extension of the migratory range eastward, has spiritual significance)
*Should I make a pronunciation guide? Maybe
I don't think you would have that much explored jesus christ