Imagine that the Wyrms, Bees, Weavers, and whatever the White Lady is, all have their own languages and that Hornet, who has been raised by a member of each of them, learned said languages as part of her upbringing in her heritage. She's taught by tutors how to speak politely in each of their languages but taught herself how to curse fluently in each of them.
I've just stumbled across the article presenting Attidian, the conlang by Jörg Rheimeier, for the first time since maybe 2011, and the memories of sitting in the school computer lab reading it came flooding back. I'd forgotten about the language, but I think this was one of those pivotal encounters with an artwork that subconsciously yet fundamentally change one's perspective on the medium
it's a quick read of less than 1,000 words, nevertheless the presentation and framing of this language are so appealing to me, and I realise that actually, I've been trying to do the same thing in my own conlanging all this time : a fictional language, spoken by a fictional people with their own culture and mythology, but set in the real world and respecting the history of the real world.
like, not everyone is Tolkien (I certainly am not) and so,, all the romance of a fantasy realm can sometimes just end up being a distraction. on the other hand, not doing any culture-building at all is sterile and boring. but just evoking Silbia the mother of the stars is enough to spark the imagination and I love it
I just had a thought I want to share: I don't think the conlang community is great at helping beginners to get into conlanging, and while the art form is kind of esoteric and requires lots of knowledge I also think there's probably better approaches for tackling the huge task of learning how to create an entire language.
I can't figure out a way to say it concisely, I'll just spew out all my thoughts on this so hopefully others can see where I'm coming from and share their thoughts, I'm curious to hear what y'all have to say.
First let's look at something that I've noticed is pretty common in other artistic hobbies and communities:
When people decide to learn a new skill there can be a lot of excitement that builds up initially, they may have never touched an instrument in their life but they have this burning desire to jump right into writing and recording an awesome guitar solo, just like the ones they hear in their favorite songs, or they may not have any drawing and writing experience at all but the first thing they wanna do is start working on an entire webcomic series drawn in a highly detailed art style because they came up with an idea for a story that would be amazing. Whatever the skill is, it happens often that someone sees a work of art that is so inspiring that they want to make something just like it themselves.
Of course, when people try a new art form for the first time the results don't tend to be very good, when you've never done a thing before it's unrealistic to expect yourself to be able to replicate the stuff that people with a few years of experience and practice can make.
And that can be a pretty frustrating experience because if someone tries their hardest to create that dream project of theirs with no experience it'll inevitably end up taking a huge amount of effort (due to the person not knowing how to do things in a more efficient way) and then it won't even be as good as they envisioned anyway, and some can walk away from these experiences with the impression that music is simply too hard or they're just not made to be artists or writers or game designers or whatever the craft is.
I think this is why when you take a class on the subject or you hear advice online people often try to get you to lower the scope of your first projects, they emphasize the importance of practicing your fundamentals first, because you may be super excited to jump right into painting hyper-realistic portraits, but if you don't build any familiarity with your tools and you don't train those basic skills you're never going to be able to turn the awesome idea in your head into a reality, and your expectations are going to be too high for you to enjoy the process because you just won't be able to meet those expectations.
Starting with a scope that is far too big ends up just being a frustrating experience that doesn't actually teach you a whole lot, you gotta work on a bunch of smaller, simpler stuff first before you move on to making more advanced things. In other words, you gotta build up to the higher levels, you don't start at level 100, you start at level 1 and then you slowly go up from there.
You may see where I'm going with this: we don't tend to do that in the conlang community.
People who become interested in making languages may be familiar with the concept of conlangs from hearing about Klingon, High Valyrian, Sindarin or similar works, and so they get excited to jump right into making a naturalistic artlang as their first conlang, or they may not even know what the term "naturalistic artlang" even means but they try to make a detailed, fully speakable language for a fictional setting, which is kind of the same thing, or at least it's in the same spirit.
I think tons of conlangers start that way (myself included), it's super common, but I had the realization earlier that starting with a naturalistic artlang is actually kind of crazy, that's a project with a huge scope, it requires you to have so much knowledge beforehand that I'd argue it's the equivalent of trying to play a Paganini piece live in front of an audience on your first time playing the violin ever, of course it's gonna be seen as an impossibly difficult or complex hobby, you're jumping into level 100 right off the bat, no wonder lots of conlangers end up hating their first conlang.
I legit had a moment earlier today when I was thinking "conlanging is not that hard, you just gotta learn the basics of IPA, then learn about syllable structure and phonotactics, then become acquainted with the different mechanisms of how sounds can change over time, then learn what a romanization is and how to make one based on your phonology, then learn how words get grammaticalized.. then learn about all the different types of writing systems... then... huh wait a minute..."
I had this realization that the amount of knowledge you're expected to learn on your first conlang project is kind of ridiculous, it's easy to lose track of how advanced the stuff you're doing is when you've grown so used to it, it's like that xkcd comic.
Yeah this one. Like, the diachronic method of conlanging might not seem that complicated if you're using it for the 47th time, but for a newcomer there are a ton of things they need to learn first in order to even start using the diachronic method.
And even if you don't evolve your conlang from a proto-language there's still a ton of details and moving parts in a naturalistic language: the syntax, the morphology, the phonology, the different levels of formality and social aspects, writing systems, etc.
I feel like trying to capture all of the different nuances of a natural language on your first attempt at a conlang is just too big of a scope in the same way that making your first videogame an open-world RPG with multiple endings tends to result in people quitting game development because they get overwhelmed with the amount of new information that they need to learn and so they lose all their motivation.
All of this came to my mind because I was having a conversation with someone who doesn't have a background in linguistics and I was trying to help them figure out how to make their first conlang, and as the conversation went on I realized that even the posts aimed at beginners I write on my wordpress site are actually way too detailed and complex, like, my post that teaches you to read IPA- let me stop right there, the fact that I have a single post where I expect people to be able to learn IPA just so that they can start conlanging says it all.
And ok, you may be thinking that's just a me issue, but honestly I started to re-watch various youtube videos on how to conlang aimed at beginners and I feel like if I had zero knowledge of linguistics I'd struggle to follow along with the majority of them, in each video there's usually multiple new concepts being introduced at a very rapid pace and a number of things that you're already assumed to be familiar with.
No shade at people like biblaridion and artifexian, I personally find their content helpful, my point is that most learning resources for beginner conlangers (including the stuff I make on my website) do this thing where they infodump a ton of technical information and introduce a lot of new jargon fairly quickly and while that can work for some people I'm starting to think that that's not the best way to go about things.
This may seem kind of random, but I remember this very old video by extra credits where they explained how a good tutorial in a videogame doesn't front-load all of the information you'll ever need, they segment it into smaller chunks so you only learn the few bits of information that are immediately relevant, you get to immediately apply that knowledge, familiarize yourself with the concept at your own pace, and then once you've had some time to play with it you are introduced to a new small bit of information. I know learning an artistic skill is not identical to learning how to play a game, but I find that I learn better this way in general, the knowledge just sticks more, I think that introducing concepts in more bite-size, applicable chunks would probably go a long way to make this hobby more accessible to more people.
Maybe we should be recommending newcomers to practice with naming langs, minimal conlangs, personal conlangs, relexes, ciphers, codes, or idk something else to let people become acquainted with the dozens of concepts that show up in languages in a way that doesn't immediately become overwhelming.
Like, maybe this is a hot take, but I feel like in order to make your first conlang you probably shouldn't even worry about what a place or manner of articulation is, you probably don't need to evolve it or add any irregularity or allophones or any of the stuff we're so used to including as conlangers, you can slowly learn those later.
Think about it, in order to learn how to draw realism you practice the most basic fundamentals first; drawing circles and cubes in perspective over and over again, trying to break down complex images into simple abstract shapes, etc. I think we could do the same in conlanging and teach the necessary skills with projects of a smaller scope.
I just remembered about quothalinguist's choose your own adventure type book for teaching beginner conlangers and I think that's awesome, I haven't read it but I definitely will, we should probably get more introductory material like that, stuff that's more manageable and doesn't require a huge time investment in order to teach you a lot, I think that's a really good approach.
And for that matter I've been curious about the conlang year thing, maybe that'd also be a more manageable way to introduce someone to conlanging.
Just spitballing a few ideas here but imagine teaching about basic morphology by encouraging people to make a sketchlang where they only use sounds present in their native language. Without needing them to know any IPA or anything about phonology you can get them started on experimenting with certain things, like putting words together, compounding, affixing, etc. Remember that the results don't have to be naturalistic, that's not the point, the point is to avoid the situation where people need to learn a thousand concepts before they can even set pen to paper, they get to start experimenting and playing with different concepts in a more manageable way.
Maybe as a way to slowly introduce people to the idea of phonological evolution someone could make a small set of proto-words using a very basic inventory like /p t k m n s j w a i u/ and then you give people a set of pre-designed sound changes to pick from, and they can mix and match which changes to apply and in what order, so this could be an exercise to get acquainted with the way that sound changes work and the way the order in which they happen matters.
Y'all can let me know if I'm not making any sense or if my ideas sound weird or bad, the main point that I want to make is that the way we approach teaching beginner conlangers seems to require a lot of front-loading of information, which is not great.
I honestly forgot how long it took me to learn everything that I currently know about conlanging, I only stuck with it because I had actually consumed a lot of pop-linguistics content before getting into conlanging, so I already had a lot of the knowledge you're expected to learn as a beginner, meaning that the infodumps weren't as much of a brickwall for me as they can be for other people.
I feel like with the way things currently are there's probably a subset of people who have tried to get into conlanging at some point but then gave up and left with the impression that it's simply too complicated and nerdy for them when that may not be the case, I don't think making a naturalistic conlang is that much harder than learning how to draw realistic portraits of people; sure it's hard and time-consuming but it's definitely doable if you practice all the fundamentals first.
In the art community there's people who try to keep their sketchbooks all pristine and perfect looking, but that's not actually super helpful for learning, sketchbooks are meant to be where you practice and get to experiment, it's ok if it's messy or ugly or disorganized, it's not meant to be where your masterpieces come from, it's generally understood within the art community that in order to make drawings that are very well made you have to go through a loooot of crappy, low quality drawings first.
I think that essentially what I'm saying is that there should be a way to encourage beginner conlangers to do the same, make the equivalent of little sketches and practice basic doodles instead of jumping into a highly detailed complex naturalistic artlang right off the bat, that could demystify the wonderful art that is language creation for newcomers.
A conlang is a constructed language, or a language in which that a person (likely an author) creates a language using linguistic analysis and understanding of the human psyche and communication.
There are often 3 parts to a language that need to be considered in conlangs;
Spoken Language
Written Language
Communal language
Spoken language is how the language is used to communicate between speakers vocally, things that often impact this are tonality and emphasis.
Written language is how the language is written down, in english we write uniform letters left to right in straight lines, whereas in other languages you might write up to down, or right to left, or you might even write in spirals. You can even dodge letters all together, but it is reasonably difficult to make a writing system that avoids repetition.
Communal language is how language changes in community, like for example english has evolved due to slang and simplifiers. For example; the word okay comes from the term all correct, and in some twist of the word it became Oal Korrect, then being shortened to OK. This shows evolution in language, and really cements a language in world and makes it feel real.
꒦ˎˊ˗ ︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶ ꒦꒷꒦₊˚
In Humanity I will be making 3 unique languages at least, one for each continent outside of the blank continent, however I may do some more, making some country based dialects or languages with same base sounds.
There are environmental factors you need to take into accout as well however, for example a conlang that i made before was for a desert civilisation where the rock around was too tough to carve, so the only written language they had was small spirals that would convey simple words before they were washed away by the winds. And so they were mostly spoken word.
You can then consider punctuation; will your language's written language even have punctuation? Or will it have punctuation for niche concepts like assertiveness and doubt.
꒦ˎˊ˗ ︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶ ꒦꒷꒦₊˚
As a newbie to conlangs, I first went to the Conlang Creation Society Website which then spurred me on to the Conlangers Library, which taught me some Conlang terms that will be important for this breif;
Artlang - Directly means artistic language, which is a language made mostly for fictional media or aesthetic reasons.
Natlangs - Natural languages, languages that are spoken in real life, or commonly in countries.
Babel text - Genesis 11:1-9, to my understanding, this is a text that is translated by most Conlangers. This allows for artists to understand each others works. Usually used as a test drive for conlangs and understanding.
Glossopoeia - The action of creating a conlang. A Glossopoeist is a Conlanger.
Neography - Meaning New Writing, it is the action of making a writing system for a conlang.
꒦ˎˊ˗ ︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶︶ ꒦꒷꒦₊˚
How to make a Conlang
In this I will be following the Conlanging 101 guide by tabby!
First, the question of purpose, this is obvious for me, as I will be making these for my animated series. However I will be doing this for fun also, so that will be how I treat this!
Second, Examples; I think before I find examples I will first need to find out what the landscape of the area is, the first continent I will be doing this with is going to be the music continent. So Im thinking of making the music continent mainly inhabited near jungle, and due to this I might make this continent directly inspired by Africa in terms of landscape and geology. Due to the Sahara desert being in close proximity to jungles.
Due to the geography of the area being humid and arid, the sand will be a large part of the belief system of some of the peoples of this continent, likely being one of 2 gods in a bitheist religion.
The way this language is going to have come about is likely through people mimicing the creatures of the jungle's calls, harmonious and unique, and so the language should likely be tonal and maybe melodious in its usage. Possibly using a metronomic bird or creature to keep plosives on beat
Basque sounds very rhythmic and nice to the ear, the plosives are like small breaks from a song, I could use this to make a more fast paced variant of the language, the vowels are weighted very "A" heavy, which makes the language feel slightly more regal to me for some reason.
Igbo
Igbo has a nice feeling to it, with its plosives and nasals weighted the same it feels quite polite and welcoming. With emphasis on the glides, it feels far more open ended, which is a quality I enjoy.
The Korean language has very nicely weighted vowels, that are very nicely placed, the ends of words are also very vowel heavy, with Os and As, which make it sound very sharp with Ss and SHs
German has a large emphasis on the CHs (like in the word loch) as well as in the alveolar sounds in the language. This makes it sound quite harsh, however also oddly soothing, and with some of the opened letters it feels very comforting to me.
Na'Vi
This is a Conlang made for avatar with a 1000 word dictionary and speakers all around the world. This shows the prowess of the conlangs, something I might take from this is the creation of new word structure being ejectives (small stops before the end letter), creating new structure and word ideas is something I greatly enjoy doing, and so that is likely what I will take the most enjoyment in doing.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Creating the sounds for my language!
For this part, I will be starting with the consonants, as they are the primary starting point for many conlangs, if you want to understand the IPA (international phonetic alphabet) here is a really informative video by TheLingSpace!
And here is the IPA wikipedia so you can listen to some sounds for your leisure!
There is a small question I need to think about in my language, do I want to avoid voiced or voiceless consonants, as I was planning on having all plosives be said on beats of a metronome, so there would be no need for the plosives to be voiced as they would need no note in terms of musicality, which is often why in musicals, they wont have a long pause for an actor to say a line (think the line "say hello~" where the o is held for about 20 seconds) on any voiceless consonants (like s or p) as they simply would never work in the context of music. But also I want there to be some voiced consonants to include in speech, so I think what ill do, is only add voiceless plosives, and every other consonant is voiced. That way when the plosives are said on the beat, all voices in the area will stop, giving the area a kind of "bump" to it.
I also don't want to add very many difficult to pronounce letters like many uvular sounds, which can have notes, but in general can lead to throat issues more if you aren't used to it. Now I could add the fact they just are used to it, however; due to it hurting me, I will not be using them so I can speak this language for practice.
Here you can see I went with the plosives "p","t" and "c", as they are some of the only ones I could think that fully stop your vocality in place for air. Also, usually in making beats, humans will gravitate to Ps, Ts and Cs. I didn't note it down, however I will also be including the Glottal stop "ʔ" (which is seen as the stop in the word "UhʔOh" spelt Uh-Oh)
I also used the fricatives "v", "z" and "ʑ" as if you add a vowel after them they can easily sound nice and melodic.
Using the flap "ɾ" allows for a kind of half plosive, as it uses the same movement as a "d" but with less of a stop, kind of like a "d" with a hole in it if that makes any sense.
The usages of the nasal "ng" was so that I could add a bit of nasal to the language, seemingly very straightforward, but needed nonetheless
Now, you will see this chart and think that there aren't enough consonants, thinking of english shows 21, but due to the unique way that the language is going to be spoken, these 9 should be all I need.
𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬
In terms of vowels, I was going to make the language use a bizarre one like "ɤ" but I realised that the base 5 vowels work perfectly for melody. So I will be using the vowels "a", "e", "o", "u", and "i"!
Diphthongs
Diphthongs are 2 vowels placed next to each other, now, I doubt there will be much use of diphthongs in the higher tempo areas of the region, but for the lower tempo out there; ill be adding the diphthongs "ou", "ae" and "ai"
Triphthongs
Triphthongs are 3 vowels placed together to make a single noise; like in the word "beau", in terms of this, I likely wont be using many, however I might use "eau"
𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬𐃬
Making words!
In order to make a lexicon for a language you need some root words that you can mash together to make more complex words. So I will be making 500-600 of these root words, which will overall make up the base lexicon of the language. I will be writing them in Latin characters (ʑ will be written zh, ɾ will be written r, and ʔ will be written ? ) as I will be making them into a writing system later. I should also likely make a name for this language. But I will make it after the lexicon so I can feel more of the understanding of the sounds etc.
For making adjectives, I will be using this list of these Gradable and Non-Gradable adjectives from the british council learn english page
⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢
Here you can see the way that I am formatting the dictionary.
⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢⌢
the reason why the dictionary is so important is so that words can be made through joinery of others, for example; The sound of wind is the combination of sound and air. Being Civ and Porov, so the word becoming Porciv means "woosh" in a sense.
Writing system
currently, Ive only set up the phonetic system for speaking the language so now I have to come up with a way to convey the shift in note and then the shift in letters.
I don't want the system to have basic lettering conventions because it is also going to be a music system (due to the denizens of the nation thinking music is life energy, they would want their writing to have the same backbone as music).
I also want the writing system to move in a way that isn't conventional to the western world; mainly just so I can challenge myself, however in order to give reason to this, when writing, the system will go from the top down in order to convey incoming information. However when writing music it will from the bottom up, this is because it is more for use in sound being played, and it is in their belief that sound is life energy which is pulled down into the ground, so the closer to the bottom of the line the notes are, the sooner they are played.
I am not fully sure how I would make multi note chords in this method, but I might just use 3 lines, or have floating lines like when music goes off the scale in regular music today. The scale of which the note will be played will not be written, as the people believe that music should be free, they imagine it like telling an artist what strokes to make in order to draw a cat, in oppose to just drawing a cat.
Dependant on the insignia on that precedes the music tells people the instrument type it uses (E.g. Woodwind, percussion, etc.).
In the same way, the insignia that sub-cedes the writing will tell the speaker the tone of which the word needs to be said. Tone in this case meaning the note, not like the majority of tonal languages that I've seen that deal with tone in either difference or lack, where you will have words that have an upward or downward tone.
I want the language when spoken to have a melodic sound to it, which is going to be difficult, however it works by making the tones of the language's most common word types (those being nouns, adjectives, and verbs) the notes "C", "E", and "G" which are the most pleasing notes to the ear.
The tempo of speech would also depend on the area, which would be the main aspect of music also, making songs that break the tempo hyper emotional or simply not taught yet.
The sentence structure will be:
Verb - Object - Subject
The reason I am using this structure is because it will feel more out of the ordinary. Plus I think "action - actor - acted" is a very understandable format.
I am going to call the language Tingtizh (Tiŋtiʑ) as it means music or energy in the language and I think that is a good summary of the language.
The plosive key (A) shows the way you can impact the baseline in the word (D) either at the start, or in the middle, if a plosive is at the end, you simply write it as if it were in the middle.
In the Vowel key (B) you can see that they intersect the baseline in the word (E).
Consonant Key (C) shows the way you can impact the area around the baseline in the word (F) in the order in the consonant spacing chart (G)
To Start, the notes that are used in music and go on the end of words for tone (A) include all commonly used notes (A-G) the way you write a melody is by writing the Instrumental insignia (B) at the bottom, and then moving the baseline up and beginning by writing the notes on or with the baseline. for this, there is usually a draft and neat variant of a melody (C) Which in some areas, are just how they write music due to them being alot more experimental with their music. In order to make a multi-note chord, you pull a branch out of the baseline (D), and then make it enter again when the letter is complete
In conclusion, at the end of this immense project, this is probably the most fun I've had in a project in college, which is saying alot when it comes from someone who enjoys the process of learning more than the knowledge.
I likely will be continuing with this language at a later date, however; for now this is all I need for this project!
Making a conlang called Jasta /ˈd͡ʒas.t̪a/, it's a personal lang that I'm working on.
First singular pronouns
Nominative: Tax, /t̪aʃ/, I
Accusative: Töx, /t̪ʊʃ/, Me
Prepositional: Tef, /t̪ef/
IndirectA: Directive/Dative: Has, /xas/, For/To Me
IndirectB: Ablative/Comitative: Hös, /xʊs/, From/With me
These are of course are not all the pronouns but they allow me to explain what each does.
The language has a nominative-accusative system so there are nominative and accusative pronouns and are used as such, when they are used.
As for the prepositional, prepositional pronouns are utilized when: Forming genitives, Using prepositions, Or as a reflexive. An example would be that if you would want to say "My book" you would say:
Tef tros alriv'a
/t̪ef tɾos al.ˈɾivʲ.a/
ᴘʀᴇᴘ:1ꜱɢ ɢᴇɴ the:ᴘʟ.book
As for the indirect A pronouns, these pronouns meanings change depending on context. "Nür has xezcürno" ( /nʏɾ xas ʃeʒ.ˈcʏɾ.no/ ), means "You're walking to me," (with Xezcürno being the conjugated progressive 2sg for walk.) But the indirect A pronoun can also mean "for," as in "for/to someone," more specifically relating to "giving to" or "doing for." Due to this, context can change "Has xezcürno" to "You are walking for me."
As with indirect A, indirect B can change with context. "Nür hös xezcürno" ( /nʏɾ xʊs ʃeʒ.ˈcʏɾ.no/ ) means "You are walking with me," but with context, it can change to "You are walking from me." Indirect B usually means "With" as "With someone" not "With a tool," or it can mean "From" as in "going from someone," not "derived from someone."
There are other specific functions of pronouns within my conlang but these are the basics. Thanks for listening to my ted-talk. I'll probs post more if anyone sees this lol.
Ok hold on, hear me out! Nobody hates ads more than us, but with a free platform, ads are the only way to keep Lexiconga on quality hardware (which it frankly hasn't been on for a couple years now). Another reason we need ads is that we’re not going to be implementing a paid subscription service after all—those features will all be free!
We're sick of Google ads and we want nothing to do with Google tracking anymore, so we're looking to set up an advertising program with real people. We're hoping that we can get adverts that people using Lexiconga might actually care about—things like books, conlanging or writing tools, games, or any other things that conlangers might enjoy. When we release the new version of Lexiconga, we're going to be removing Google and hopefully showing manually curated (and therefore better) ads. The ads will be fully text-only with a single link to the advertised site/product/whatever to be as non-invasive as possible.
If you'd like to apply to put an advertisement up on Lexiconga, contact us at [email protected] with the subject line “Lexiconga Ad”, and we can negotiate a locked-in discounted price for displaying a text ad for you. Once the new version of Lexiconga goes online (we’re aiming for July 1), there will be an advertising page that will list rates, so contact us before launch for the best prices!
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