concerning Proto-Germanic pronunciation: long vowels have been marked for a reason, sorry if my attitude is bad on this, but why else would there be long vowels, although character names and map names remain unaltered because of time constraints and game mechanic reasons.
I don't have lots of time to go into the many disputed elements of Proto-Germanic, suffice to say that there are many letters such as pointed out in 'd'/'th' that academics will debate into the future, since so much MUST be reconstructed to exist at all...
in-game standardization-wise, [x] is represented by 'h' whether or not it is much more complex ('ch' in German) in sound with many derivatives, similarly [þ] is represented by 'th', and [đ] is represented by 'd'... and there are some problems with this, such as with the name Wōđanaz which definitely changes to a 'th' rather than 'd' sound in Old Norse Óðinn... but oh well, it took quite a while to do what has been done, so I'm not worried about it.
in the future, fans can expect a pronunciation guide in the unit descriptions as well as a published guide accompanying the voice mod itself, but
it makes no sense for me to spend time on this atm, when the voice mod itself needs development, but i will try to help when possible.
for general reference, pronunciation of vowels in terms of Received Standard English:
a as the first vowel of 'aha'
ā as the second vowel in 'aha'
e as in 'bet'
ē approx. as in 'hate', but a pure vowel
i as in 'tin'
ī as in 'seen'
o as in 'cough'
ō approx. as in 'so', but a pure vowel
u as in 'pull' [not 'hut']
ū as in 'cool'
like Germanic language in general, all consonants must be pronounced.
I’ll try to add more when I have time. (I would like to discuss this stuff, like i said, i just don't have time currently... eventually i'd like to speak on [x] and [þ], because it's really interesting... Wikipedia can inform you for nowalthough I by no means claim it to be entirely accurate.)
Swēƀōz = (something like) Suay-bohz
Bookmarks