Link: https://sites.google.com/site/eshalalm/, it uses google sites.
So here's the link to my final conlang that I will use (hopefully! It's not good to keep changing conlangs!) And it mixes together words that I have made in my other languages as well. I will also still be doing Novanglas as a sort of "easy conlang project" that I don't have to study for hours to think up ten words (that's en exaggeration of course!).
Link: https://sites.google.com/site/eshalalm/, it uses google sites.
I'm using a language called Eshalalm now, which uses a lot of Vúndwÿldòwyn words, but, is more interesting (and simpler!) In my opinion. I am also using the conworld for language for my Dungeons and Dragons games and books. I'm not sure what it's called yet though! I do know though that it's Arabic and Indian inspired, and Shalamash is one of the cities. I've also figured out the races for the world as well.
As you have probably seen throughout your time looking at my blog, I go through different stages of different languages and worlds. This post is devoted to which world came first from when I first started writing on this blog (which was sometime in August 2016).
1. Wérktarr (went through multiple changes)
2. Wérktarr The Small Hex Map
3. Wérktarr the Swords & Sorcery World
3. Wérktarr The Darkarrow
4. Wérktarr Back to the Swords & Sorcery World
5. Wérktarr The End Isles (this is the one I'm using now)
There are probably some other versions I have forgotten about, but those are the ones I remember. Some changes I kept to the next versions of the world.
2. Whole bunch 'a languages
3. Baracish Fridur
4. Changed Baracish Fridur
7. Back to Novanglas
8. Vúndyldówyn (formerly called Wylv), this is the one I am using now
I've changed the site look a little bit, I hope you enjoy it.
Also, I've changed the world I'm creating quite a bit to just the End Isles, I also made it so that there's no magic except for in Marvellon, no gods either. I'll post up the campaign setting guide later once I've finished it.
My stories been going well and I've called it the name of the main character: "Dorcén" I might change it later though, I just that it suited the story.
So far Dorcén has met a man in a green cloak (yes, like Aragorn, I do have to admit that, although he's actually based more off of that first character in the Sword of Shanarra that I didn't finish. The man's name is Erenval), and he has taken Dorcén into the Erenval's house and he asked Dorcén of his childhood and what he knew off the history of the End Isles and the surrounding kingdoms. Dorcén said he only knew legends and the only truth he learned was the Tale of Narrhen. Since that was of his ancestor. I haven't written this yet, but I know that Dorcén is going to be needed by Erenval to defeat something that has something to do with this High Warlock thing. And Erenval is going to tell that to Dorcén.
This takes place after The Legacy of Dread Wood, so I am wondering if maybe The Legacy of Dread Wood will be sort of like Tolkien's The Simarillion. But I don't know, all I know is I still have to finish The Legacy of Dread Wood.
Darnanc: Nilchal wil.
Definition: An adult boy.
Since I love the OSR, I thought I'd devote this post to Tékumel, which is a campaign setting written way back when OD&D was around, and was based on the OD&D game, except, of course, in the world of Tékumel. This was basically what you'd call a campaign setting nowadays, except with a bit more twists on the rules for the setting. And it was treated as a different roleplaying game.
Tékumel was basically the first (and may I say: one of the coolest, definitely cooler than The Forgotten Realms, though that's because Wizards messed it up to fit all the D&D fans' tastes, it was no fault of Ed Greenwood), world to be published as a roleplaying game. Since the Blackmoor and Greyhawk supplements didn't really include any information about those worlds, rather than extra rules and monsters that you can use if you want.
Tékumel was created by M.A.R. Barker, who was a professor like Tolkien, except Barker was a professor in more Meso-American cultures and Asian cultures, and basically created a reverse Tolkien world: one inspired by Meso-american and Asian cultures rather than western ones and Nordic and Saxon ones. This was before Maztica, and it's very upsetting how M.A.R. Barker doesn't get mentioned as much as he should be: for goodness sakes, he created whole languages for his world, whole histories and artworks. Tékumel equals Middle Earth and Arda in greatness and depth (he created thirty ways of saying "you" in one of his languages). Additionally, he created a new, weird, and interesting sub-genre of fantasy, at least in the gaming world. And, anyway, Tékumel was still weird compared to other settings like Tékumel that use the same type of inspiration.
I hope you'll come across Tékumel sometime and buy and try it out. He also wrote three novels, however he was much more about the world so they were never huge successes (i never read any of them, though I want to). But, the world makes up for everything. Be aware that Tékumel often goes under the name: Empire of the Petal Throne.
Happy gaming and love Tékumel!
Darnanc: Nilchal wila.
Definition: An adult girl.
I decided to give my other book: The Legacy of Dread Wood, a break so when I came back to it I'd be looking at it with knew eyes and could spot out mistakes like a different reader could.
I haven't given a title to this knew story, and this time I'm writing it on paper. It's slightly inspired by a book I just read before I started to write the story: Smith of Wootton Major, which is by J.R.R. Tolkien.
The story starts around 100 years after when Narrhen died and became a Saint with his ancestors, and then another 200 years pass and there is a boy named Dorcén who decides he wants to go out adventuring, which is totally unlike his other family members (which is also totally unlike Narrhen, but his descendants decided to settle down after Narrhen's glory). Dorcén then goes off, first into the nearby forest, just like his great great grandfather, and then, I don't know yet! I have just written one a little bit of compute pages! He's so far still in the forest. Below is a little excerpt of my first draft (I haven't edited it or reviewed it at all):
The descendants of Narrhen lived in a grand house near the edge of a forest, as Narrhen chose to live next to a forest when he was older. It was to remind him of his days in Dread Wood.
And Narrhen's descendants didn't change where they lived: they stayed, and most didn't have that same adventuring spirit like Narrhen did...
Copyright Jude Moloney, 2017
I hope you like it and happy gaming!
Darnanc: Batalionar eenee were tharc.
Definition: A man that fights.
Eureka! It has now all come together: my want for an Indian setting, my want for a Latvian setting, and my want for one setting so that I don't keep creating new settings (I want to keep Almoan with the kingdoms I made in there). I've all mashed them all together, and I'll explain how.
Firstly, I put together the Indian and Latvian settings into one country I called: "Dievszeme" which means in Latvian: "Land of the King God". The Indian-type people are called the Shindar, and live in the Indus (yes, I took that from the Indus Valley Civilization), and they are right now attacking the Letgallians, which are the Latvian-type people. This made historic sense for Latvia in two ways: firstly, Latvia was attacked many times by the Germans and the Russians and taken over, and, secondly, there is this sub-culture of Latvia called Latgall in Latvia and they have a different language, though it is a close language to Latvian.
Secondly, I put the Indus right up near Yynzarr, which made sense: Yynzarr is an Asian-type setting, and the Indus is also Asian-like, so for them to be next to each other made sense. And so Dievszeme is just another kingdom on Almoan... Oh wait, what about the differences in gods?
Since I made a whole different set of gods for both settings, I couldn't mash them together: Dievszeme and Werktarr, or could I? Maybe I could say, well, people aren't really sure: there has to be at least one source of power that answers the cleric's prayers, but other than that... people don't really know. The only gods that people know are real and have to separate from each other and the other source of power are: Sylvanus, Saint Narrhen, and Saint Laora, since there are all trustworthy documents that say how those gods ascended into power.
So that is how it all mashed up together and now there all happy and together as one😀. Happy gaming!
Darnanc: Nic man proa.
Definition: Second person pronoun.
I was thinking of creating a world based on Latvia, since I am a quarter Latvian. I did some research into some of the myths of Latvia and got new information that I didn't already have: I already knew about the main gods which are Saule, Mēness, Dievs, Laima, etc. I also really want to create in Indian type setting, but I know there are a lot of Indian settings out there already, so it'd be sort of pointless.
Darnanc: Jalc tharc barbolbal eenee fén eel.
Definition: A jewelry that is worn on the finger.
My world has grown much different than it was the last time I posted up a World of Werktarr project. The main changes are that it's on one continent, and that there is a new land called the Assassin Kingdoms (I got the idea from Gygax's: Bandit Kingdoms. Of course I couldn't just take the name, so instead I called it a sort of, not exact and more deadly synonym for bandit: assassin). And also there is more magic: there are now sorcerers, I think I'll call them power-men/women just because that's what I used to call them in worlds when I was younger. You can only become a power-man/woman if you were born into a noble family (I've always liked that idea), and peasants and villagers and common-folk cannot become a power-man/woman. And I've also decided I wanted warlock type people, since I like the fact that they're like clerics, but they get their ability from powerful creatures that are so powerful they're almost godlike. I don't know what the world will call these people yet, certainly not warlocks though.
I've also decided that there is a small little valley called Dalor Valley where halflings took refuge from the attacks from Wyvra, and got a dangerous, uber-powerful red dragon to protect them. So therefore, now people can play halflings (although everyone who meets them, if they're not in Dalor Valley, will not know who the heck these small people are, but I guess that harkens back to Tolkien's world and The Hobbit and The Lord of the Rings), and they speak Halfspeach.
I hope to post a little thing of the revised version of my world soon. I also hope to publish it somewhere sometime. I Haven't decided on the campaign name though, yet.