Bay 12 Games Forum

Finally... => Creative Projects => Topic started by: Lysabild on March 29, 2011, 08:08:11 pm

Title: Conworlders Guild (Conlang included)
Post by: Lysabild on March 29, 2011, 08:08:11 pm
So yeah, I can't possibly be the only one with these hobbies and sharing with people and asking eachother stuff aswell as inspiring eachother sounds to me like a nice idea. Yes/No? Yes I think.

Myself have been starting over on the same world 1000's of times because, I can't do things if they're not perfect, sadly I can never get a perfect map for starting to work things out. I want a scientific real explanation of the world, a long evolution, a prehistory, not just "10 gods that sound like a mix of norse, greek and american native mythology decided to do a bunch of stuff and hate eachother."

I am avoiding doing clichés as much as possible personally. Anyways by now I am actually considering using a map of a proposed terraformed Venus, but I'm afraid it'd feel.. Wrong to other people. Personally I'm starting to like the idea, since I can't create something that satisfies myself.

Also! Two bits of language I'm working on, (the one using below number system.)

sin siri cen roc pen - I can't and won't anymore          (Literal = i can-and will not more)

waltic Culcohunravactanu la - this is a horse                  (Literal = thishere Oldhorsemale is)


Original Post:
Spoiler (click to show/hide)
Title: Re: Numbersystem for Conworld project
Post by: RedKing on March 30, 2011, 09:41:51 am
How advanced is the culture? If pre-industrial, they may not need precision at that high of a level. Compare Chinese, which used the number "ten thousand" as a stand-in for any vague, large number.

In one of my own conlangs, they use a base-12 system, which goes up to 12^6, called kailora, lit. "(only) God knows". Anything beyond that is still referred to as kailora.

They're a small, preindustrial society of subterranean cave dwellers (they're sorta not-dwarves, honest! (http://tvtropes.org/pmwiki/pmwiki.php/Main/OurDwarvesAreAllTheSame)), so there's really nothing they can count with precision which is going to number over 2.9 million.



Title: Re: Numbersystem for Conworld project
Post by: Lord Dullard on March 30, 2011, 09:46:41 am
Also, I'm a bit of a loss, how would you propose to write millions with this?

XX?
Title: Re: Numbersystem for Conworld project
Post by: Lysabild on March 30, 2011, 09:47:56 am
How advanced is the culture? If pre-industrial, they may not need precision at that high of a level. Compare Chinese, which used the number "ten thousand" as a stand-in for any vague, large number.

In one of my own conlangs, they use a base-12 system, which goes up to 12^6, called kailora, lit. "(only) God knows". Anything beyond that is still referred to as kailora.

They're a small, preindustrial society of subterranean cave dwellers (they're sorta not-dwarves, honest! (http://tvtropes.org/pmwiki/pmwiki.php/Main/OurDwarvesAreAllTheSame)), so there's really nothing they can count with precision which is going to number over 2.9 million.



It's supposed to last from antiquity to the industrial at the very least, but that is a quite nice idea I've included a few chinese elements in the language, like how man/boy woman/girl is rendered. Maybe I should change the topic to just Conworlding so we can discuss all these delicious works of creativity? Hmm.

Also, I'm a bit of a loss, how would you propose to write millions with this?

XX?

Wow, see that's why I posted, I'd never notice something that obvious xD
Title: Re: Conworlders Guild (Conlang included)
Post by: Lysabild on March 30, 2011, 02:02:26 pm
I feel baaad for posting twice, in my own thread, but i editeteteted it and really hope theres people like me who will share their work :3
Title: Re: Conworlders Guild (Conlang included)
Post by: FearfulJesuit on March 30, 2011, 02:33:11 pm
I'm currently working on a PIE-ish protolang. And my conworld is coming together.
Title: Re: Conworlders Guild (Conlang included)
Post by: Lysabild on March 30, 2011, 02:38:44 pm
I'm currently working on a PIE-ish protolang. And my conworld is coming together.

Made to sound/feel as PIE or to fill the same space?
Title: Re: Conworlders Guild (Conlang included)
Post by: FearfulJesuit on March 30, 2011, 04:28:12 pm
Sound/feel.
Title: Re: Conworlders Guild (Conlang included)
Post by: Ampersand on March 30, 2011, 08:26:09 pm
For an interesting language to study, I suggest Nahuatl, more commonly referred to as Aztec. The language is fairly complex, but I feel the linguistic conventions of how the language was written and presumably spoken are more interesting. It is characterized by frequent couplets in which parallel phrases are used to deliver a point. This is something probably confined to high class Nahuatl speakers, because we only have things written down by them, in the same way that the Latin taught in schools is different from the Vulgar Latin spoken by the peasants.

In addition, many concepts were conveyed, not with single words, but with multiple in parallel, such as the concept of Poetry, conveyed as "in xochitl, in cuicatl" (The flower, the song)

The -tl ending is the unpossessed singular noun ending, and thus Nahua loan words to other languages usually drop it, or at least the L, for example, Chocolate derived from xocolātl. Note the X, like in Mexican Spanish, is pronounced as a glottal stop, or like a breathy ch.
Title: Re: Conworlders Guild (Conlang included)
Post by: Psyco Jelly on March 31, 2011, 01:33:54 pm
Nahuatl, that reminds me of a conlang I've been working on. I don't really have much other than the phonobet down so far though. The culture it's meant to represent is a primarily desert-dwelling people that are highly religious, and also very mathematically inclined. The society itself is huge, though they are technologically within the bronze age.

The grammar was partially based on Nahuatl, but with only the tiniest hint of Latin influence, as the world itself is based partially on Slavic mythology.
Title: Re: Conworlders Guild (Conlang included)
Post by: Lysabild on March 31, 2011, 01:43:09 pm
Nahuatl, that reminds me of a conlang I've been working on. I don't really have much other than the phonobet down so far though. The culture it's meant to represent is a primarily desert-dwelling people that are highly religious, and also very mathematically inclined. The society itself is huge, though they are technologically within the bronze age.

The grammar was partially based on Nahuatl, but with only the tiniest hint of Latin influence, as the world itself is based partially on Slavic mythology.

You can tell more :b


For an interesting language to study, I suggest Nahuatl, more commonly referred to as Aztec. The language is fairly complex, but I feel the linguistic conventions of how the language was written and presumably spoken are more interesting. It is characterized by frequent couplets in which parallel phrases are used to deliver a point. This is something probably confined to high class Nahuatl speakers, because we only have things written down by them, in the same way that the Latin taught in schools is different from the Vulgar Latin spoken by the peasants.

In addition, many concepts were conveyed, not with single words, but with multiple in parallel, such as the concept of Poetry, conveyed as "in xochitl, in cuicatl" (The flower, the song)

The -tl ending is the unpossessed singular noun ending, and thus Nahua loan words to other languages usually drop it, or at least the L, for example, Chocolate derived from xocolātl. Note the X, like in Mexican Spanish, is pronounced as a glottal stop, or like a breathy ch.

Sadly I have some trouble with languages, I have only had highschool Danish and English, didn't pay attention to the German classes, so I don't know basicly any of the highly technical stuff. I don't get half the words in the guides ;_; But I am trying to pick up the slack in various ways reading and reading, still, without a teacher to show and explain many of the sound possibilites it's hard to get my brain around it.
Title: Re: Conworlders Guild (Conlang included)
Post by: Strife26 on March 31, 2011, 01:49:31 pm
I'm horribly bad at making my languages (although I know enough of about a dozen to declare myself American, ask where the bathroom is, and threaten to shoot someone), so I'm afraid that I won't be able to help much. Yeah, my created worlds tend all speak English.
Title: Re: Conworlders Guild (Conlang included)
Post by: Lysabild on March 31, 2011, 02:07:50 pm
I'm horribly bad at making my languages (although I know enough of about a dozen to declare myself American, ask where the bathroom is, and threaten to shoot someone), so I'm afraid that I won't be able to help much. Yeah, my created worlds tend all speak English.

You can still tell us about your worlds, conlang optional :b
Title: Re: Conworlders Guild (Conlang included)
Post by: Supercharazad on March 31, 2011, 02:15:21 pm
So, what is "conlang"? Is it making a fictional language for a fictional world?
Title: Re: Conworlders Guild (Conlang included)
Post by: Lysabild on March 31, 2011, 02:17:48 pm
So, what is "conlang"? Is it making a fictional language for a fictional world?

Conworld is making a fictional world

Conlang is making a fictional language

Can do either without the other.

http://en.wikipedia.org/wiki/Constructed_language

http://en.wikipedia.org/wiki/Worldbuilding
Title: Re: Conworlders Guild (Conlang included)
Post by: Supercharazad on March 31, 2011, 03:44:42 pm
Ah, I get it.

In which case, it sounds like fun, time to write something.
Title: Re: Conworlders Guild (Conlang included)
Post by: Psyco Jelly on March 31, 2011, 04:09:21 pm
I started work on this world as an original setting for Pathfinder. It focuses mainly on the west part of the continent of Prog Nasik and surrounding Islands. Prog Nasik is primarily desert, with meadowed lowlands to the east, rugged mountainous terrain to the west, and forest to the north. The culture I'm developing the language for is now extinct, though it had spanned nearly the entire continent at one point. Each of the modern nation's languages are influenced in one way or another with Mahr, the language of the ancients, and "Mahr" translates as "Knowing" within itself.

As for the Slavic influence, there are large number of Fae in the world, usually taking the form of birds in one way or another. In addition, there exist "Revenant", which are based partially on Rusalka myths, which in this world are not limited to women, nor to lakes, instead changing appearance based on how they died. In one culture in particular, revenant easily gain political power. Another kind of being are Moroii, which feed on the emotions of others, eventually driving them to suicide. Moroii can still be killed like any other human, but have a very dulled sense of pain, or anything else for that matter. Vila are female spirits of storms, dwelling on mountaintops and may take the form of birds. There are three mother Vila, Gamiun, Sirin, and Alkanast, which are not only fae but guides to the afterlife as well.

Not to mention Drekavacs, which are beastly wolf-men with howls that oftentimes rally other malevolent spirits.

The world itself is in turmoil, with worshipers of the Tyrants (beings based on the Greek titans) gaining a great following, and fighting against worshipers of the Liberator and other Martyrs (humans had had died for one cause or another, based on early Christian attempts to convert pagans). The worshipers of the Liberator are fighting a losing battle... The Tyrants' influence are much more powerful and direct than all of the Martyrs combined.
Title: Re: Conworlders Guild (Conlang included)
Post by: Lysabild on March 31, 2011, 05:09:41 pm
I started work on this world as an original setting for Pathfinder. It focuses mainly on the west part of the continent of Prog Nasik and surrounding Islands. Prog Nasik is primarily desert, with meadowed lowlands to the east, rugged mountainous terrain to the west, and forest to the north. The culture I'm developing the language for is now extinct, though it had spanned nearly the entire continent at one point. Each of the modern nation's languages are influenced in one way or another with Mahr, the language of the ancients, and "Mahr" translates as "Knowing" within itself.

As for the Slavic influence, there are large number of Fae in the world, usually taking the form of birds in one way or another. In addition, there exist "Revenant", which are based partially on Rusalka myths, which in this world are not limited to women, nor to lakes, instead changing appearance based on how they died. In one culture in particular, revenant easily gain political power. Another kind of being are Moroii, which feed on the emotions of others, eventually driving them to suicide. Moroii can still be killed like any other human, but have a very dulled sense of pain, or anything else for that matter. Vila are female spirits of storms, dwelling on mountaintops and may take the form of birds. There are three mother Vila, Gamiun, Sirin, and Alkanast, which are not only fae but guides to the afterlife as well.

Not to mention Drekavacs, which are beastly wolf-men with howls that oftentimes rally other malevolent spirits.

The world itself is in turmoil, with worshipers of the Tyrants (beings based on the Greek titans) gaining a great following, and fighting against worshipers of the Liberator and other Martyrs (humans had had died for one cause or another, based on early Christian attempts to convert pagans). The worshipers of the Liberator are fighting a losing battle... The Tyrants' influence are much more powerful and direct than all of the Martyrs combined.

Wow that's a lot of physical mythology :o I usually work much more on realistic worlds with the fantasy being other races (which I even make evolutionary history for) and animals. I especially want to make a world with no plants or creatures(races included.) in common with real life. The revenants sound like a cool story, what are the Rusalka?

Pathfinder is that the amazingly unrealistic viking movie where big bad extreme vikings with horned helms ravage the poor indians? xD Never saw the movie but it looked like a nice comedy to me being danish and really interested in my scandinavian history :b
Title: Re: Conworlders Guild (Conlang included)
Post by: Willfor on March 31, 2011, 05:26:35 pm
Actually, I think it's for the Pathfinder RPG (http://www.d20pfsrd.com/), a project looking to continue D&D 3.5 now that 4E is out.
Title: Re: Conworlders Guild (Conlang included)
Post by: Lysabild on March 31, 2011, 05:28:46 pm
Actually, I think it's for the Pathfinder RPG (http://www.d20pfsrd.com/), a project looking to continue D&D 3.5 now that 4E is out.

Ahh that makes sense, and his world sounds well suited for D&D actually.
Title: Re: Conworlders Guild (Conlang included)
Post by: Supermikhail on April 01, 2011, 09:42:12 am
Decided to contribute to the procrastination storm.

Why can't you use some obscure real language for your world/writing, instead of inventing your own?
Title: Re: Conworlders Guild (Conlang included)
Post by: Psyco Jelly on April 01, 2011, 12:25:05 pm
Thankee, and the only species of sentient humanoids (there are a lot of races) are humans. Probably the only non-human race I'd let my players be would be Revenant. If a player wanted to be an "elf" then they would likely hail from Viirm to the north, where slender and tall forest-dwelling fae worshipers dwell. Similarly, if they wanted to be a "dwarf" they would likely hail from Mahtia, a country to the west of Viirm in the frozen tundras where the populace is in general very hardy and pale-skinned. There are no Orc, Halfling, or Gnome analogues.

As for what Revenant actually are, when you die, there is a small chance you will re-enter the world as a Revenant. Revenant are usually dead-set on one goal very personal to them, and tend to "die" after that task is completed. However, others are more random, and are nearly immortal (unless you kill them of course). A Revenant that had been hung might appear with a scar around his or her neck, one that died in a fire might bear burn marks, even if the body was destroyed. One that drowned might have constantly slick and wet hair, or one that starved might appear emaciated.

So far my players have enjoyed it, with one even becoming the leader of a cult to Kinjit, one of the Tyrants. There really haven't been much mention of fae so far, since my players are more interested in the politics of the city the campaign is based in rather than the wilderness.
Title: Re: Conworlders Guild (Conlang included)
Post by: Lysabild on April 01, 2011, 01:45:43 pm
So far my players have enjoyed it, with one even becoming the leader of a cult to Kinjit, one of the Tyrants. There really haven't been much mention of fae so far, since my players are more interested in the politics of the city the campaign is based in rather than the wilderness.
Success as a GM is nice and all that really matters in P&P is that your players love what is going on.

Title: Re: Conworlders Guild (Conlang included)
Post by: Supermikhail on April 02, 2011, 04:10:38 am
Hey, I wrote a reply yesterday, but didn't have the means to post it, so I had time to think it over.

I propose that there are several kinds of conworlds - organic and authentic, and so different from ours only in details of appearance, and completely uninteresting; extremely entertaining through collecting in them a bunch of racial, enthnic, professional stereotypes; and entertaining through imitating some human society. I don't see any merits in the delusion of orinality with which they are conceived. Do you?
Title: Re: Conworlders Guild (Conlang included)
Post by: RedKing on April 02, 2011, 01:03:21 pm
As far as conlangs are concerned, most of the conlangers I've known were either linguists or intensely interested in language. The conlang becomes a way to become intimately familiar with the structure and conventions of language, as well as a thought experiment to try out novel approaches or obscure traits of language. In the same way that a number of the classic sci-fi authors had academic training in physics or other hard sciences. They wrote as a way to explore hypothetical constructs from those hard sciences.

You may as well ask why any fiction writer writes? They get an idea, a character, a scene in their head, and it demands to be fleshed out.
Title: Re: Conworlders Guild (Conlang included)
Post by: Supermikhail on April 03, 2011, 02:42:36 am
But should they claim this idea as their own? Far too few fiction writers participate in collaboration, even if the story's purpose is pure entertainment.

Is anybody in this thread a linguist / on their way to becoming a linguist? Did anybody in this thread have good linguistic knowledge before being inspired to make their own language? If not, isn't this interest fleeting?

I really think one should start language-making from a solid base of fascination with linguistics in general. And serious studying of linguistics involves learning languages - in an academic case, not necessarily in comfortable proximity to your sofa and laptop.

Also I forgot last time - usually you don't have to go far to find an obscure language. I myself haven't researched linguistics to any great extent, but I believe the thing with obscure languages is that they have few speakers, but there is a lot of them, and they are pretty much everywhere, excluding some large cities and areas where single language was historically enforced by the government - and even those places can boast colorful dialects.

Anyway, I suddenly feel that I've vented all my steam. I guess, sorry for the derail. Although, whatever - my efforts at constructivising on the Internet have never come to anything.
Title: Re: Conworlders Guild (Conlang included)
Post by: Supermikhail on April 04, 2011, 01:46:26 pm
Hey, guys. There's a thread that could use contribution from conworlders - http://www.bay12forums.com/smf/index.php?topic=81069.0 (http://www.bay12forums.com/smf/index.php?topic=81069.0). If you aren't afraid of a lot of words... and can actually put effort into something which isn't your fantasies.
Title: Re: Conworlders Guild (Conlang included)
Post by: Lysabild on April 04, 2011, 07:28:16 pm
Hey, guys. There's a thread that could use contribution from conworlders - http://www.bay12forums.com/smf/index.php?topic=81069.0 (http://www.bay12forums.com/smf/index.php?topic=81069.0). If you aren't afraid of a lot of words... and can actually put effort into something which isn't your fantasies.

Excuse me but what is your problem? What's with this sour attitude and crusade against this hobby? It's bording between complete ignorancy and bigotry and is quite mildly said tiring.
Title: Re: Conworlders Guild (Conlang included)
Post by: Supermikhail on April 04, 2011, 10:52:44 pm
Okay, last time was over the top, sorry. But this is the thread that's got me back onto the forum, it's no wonder I feel some (highly) emotional attachment...
Title: Re: Conworlders Guild (Conlang included)
Post by: FearfulJesuit on April 05, 2011, 09:33:25 pm
You kids should check out www.zompist.com/virtuver.htm.
Title: Re: Conworlders Guild (Conlang included)
Post by: Lysabild on April 05, 2011, 09:43:35 pm
You kids should check out www.zompist.com/virtuver.htm.
I have his conworld book ^^ I ordered the conlang one too but it was out of stock :/
Title: Re: Conworlders Guild (Conlang included)
Post by: Supermikhail on April 06, 2011, 07:36:52 am
Well, now I hate my life even more. I used to be quite a prolific map-drawer... about five years ago. Nevertheless, where did it all go? In afterthought, I'd much rather concentrate on the stories, not the background. Maybe one day I could scam the Verdurian guy into collaborating.