Written language of the Skalmish, people within my simulation ESOSVM. These were the people initially used to colonize the universe "Rskalmwayt" wherein several stories take place, including Dheen's Folly and Trap Farmer Brer Brah. 5132 random selections were taken from Oinai stock and placed on Planet Fyromr, and their descendants became the Fyromrese. Tandem AIs then began to refine and alter remnants of Unified Oinai language into this.
Glyphs of this style can be seen on cave walls, objects, signs, records, etc. dating up to the time when I began to intervene in the workings of the Rskalmwayt simulation (ESOSVM Canonical Year 16573440000). They were always pixel art - no high-res renditions of these shapes were ever created, so there's ample room for reinterpretation.
Like most Runic languages (including Elder Futhark), these glyphs have a specific ordering associated with them. Additionally, in written Skalmish the glyphs which make up a word are always written in alphabetical order. Glyphs have no associated sound components. They were used to record gestural communications, so there's no way to speak them. Had this language been spoken, however, it probably would have used a priority-based system wherein certain glyphs were pronounced before others or preferentially stressed. Kind of like Thai language, but way more convoluted.
From my game Trap Farmer Brer Brah.
The 21 symbols of the written language used by "Eshira" - terrestrial zooid colonies amalgamated from bacterial, viral, fungal, plant, and animal components. Eshira use this language by secreting an enzyme at the top of their rocky, stromatolite-like structures, dissolving the material to reveal white glyphs. These glyphs are extremely shallow engravings, and material is removed much slower than it is added through metabolism. They are formed so that wind, rain, UV exposure, and/or wave action naturally weather them off in a day's time.
Each glyph represents an entire concept, question, plea, or rebuke. The glyph that appears depends on the eshira's environmental conditions and treatment. Intelligent creatures on Planet Fyromr read these glyphs to determine whether the fishing is good, what the weather will be like, whether their aquacultures and aquatic farms are healthy, and so on.
An eshira only etches one glyph at a time, so these symbols are only ever meant to appear one at a time. All the eshira in a particular place tend to produce the same glyph at low tide.
Font used for signs in the 11th Heaven BBQ Bar'n'Grill Casino in my game Trap Farmer Brer Brah.
See also:Rivet City
Original size: 8.25pt (use multiples of this value for pixel perfection)
A cipher/code used by the Kibble Cabal, a mostly animal-based team of misfits and food thieves in the game Trap Farmer Brer Brah. This code is very similar in application to the "Hobo Code" from the United States in the late 1800s. It makes a pretty good cipher, as well!
Original size: 8pt (use multiples of this value for pixel perfection)
A script used by the Old Fyromrese or Lesser Oinai (human-like) people of Planet Fyromr in my own stories and games. The runes depict looms, which were made by splitting two sticks, one to make the internal frame and one to make the hexagon shape. These runes were typically carved into wood.
The earliest Fyromrese writing was done using cord wrapped around pegs on these looms, and so this script attempts to mimic the path of the cord. The later Fyromrese (Tangled Script) took things further, making it possible to encode entire words within a single loom-shape while also making individual words and letters far more readable. But that script requires multiple colors to render legibly so it probably won't be possible to Fontstruct it.
Notating Fyromrese numbers using a Fontstructed font is similarly unlikely, as the logic of their enumeration would require hundreds of glyphs.
This script attempts to match loom-shapes to phonemes as they are spoken in American English.