TheLonelyScribe
2012-08-24, 02:02 PM
I've been thinking of making up some constructed languages based on the Eberron campaign setting, and was wondering if anyone would be interested. If so, I think it would be a fun project (I'd probably set it up on Google Docs), but if not it's just too much work. Here are some of my initial thought processes to give you an idea of what the project would be like:
Gnome: In the 4e ECG it says that agents of the trust are known as 'ganos' (eyes), 'valos' (hands), and 'shalons' (minds). I decided to interpret to 'os' and 'ons' as the plural endings. This got me thinking, why the different ending for 'shalons'? Perhaps the Gnome language has a gender system, or, even better, an animacy system, where things referring to mental, divine, or magical things have on set of endings, things referring to living things have another set of endings, things referring to dead things have another set of endings, things referring to unliving things have another set of endings, and things referring to undead things have yet another set of endings.
I think it would also be good to give the Gnomes a language that is easily pronouncable but has long, agglutinated words. In keeping with names like 'Korranberg' and 'Trolanport', it would be good to give it a Germanic feel. I'm also wonder whether the language of a culture that places a premium on information would convey lots of meaning, or very little...
Drow: I'm going to presume that Xen'drik comes from the Drow language. This already gives us a great deal of possibilities - e.g. presumably the apostraphe stands for a glottal stop in the original language (as both parts of the word seem to long to be abbreviations, e.g. if you were abbreviating the word 'maladrik' you'd shorten it to 'ik', not 'drik'). The drow language should have a lot of plosives and stops, as well as short vowels, to make it sound spidery and vaguely threatening, and to make it contrast with the Giant language.
Quori: The 'Dul', 'Dur' and 'Durat' in place names in Riedra are presumably influenced by Quori, since the 'Dal' in 'Dal Quor' seems of this type. Again, there may be some animacy or gender thing going on here. This should be a language with an extremely alien sound and structure, to reflect the otherness of the Quori. I might also say that, in the original language, 'q' represents the same sound it does in Arabic (like k, but further back). I might even add some sounds that can only be produced by Quori!
Giant: To reflect the largeness and Nordic qualities of the giants, this language should have long, open vowels, like aa, ou, and aw. I might also decide that the giants have somewhat inflexible tongues, limiting their ability to make certain sounds (e.g. I might remove 'k' and 'g' since those are all the way at the back). The modern giant's language could be a corruption of the ancient one, reflecting the decline of their civilisation by having a reduced vocabulary and simplified grammar.
Gnome: In the 4e ECG it says that agents of the trust are known as 'ganos' (eyes), 'valos' (hands), and 'shalons' (minds). I decided to interpret to 'os' and 'ons' as the plural endings. This got me thinking, why the different ending for 'shalons'? Perhaps the Gnome language has a gender system, or, even better, an animacy system, where things referring to mental, divine, or magical things have on set of endings, things referring to living things have another set of endings, things referring to dead things have another set of endings, things referring to unliving things have another set of endings, and things referring to undead things have yet another set of endings.
I think it would also be good to give the Gnomes a language that is easily pronouncable but has long, agglutinated words. In keeping with names like 'Korranberg' and 'Trolanport', it would be good to give it a Germanic feel. I'm also wonder whether the language of a culture that places a premium on information would convey lots of meaning, or very little...
Drow: I'm going to presume that Xen'drik comes from the Drow language. This already gives us a great deal of possibilities - e.g. presumably the apostraphe stands for a glottal stop in the original language (as both parts of the word seem to long to be abbreviations, e.g. if you were abbreviating the word 'maladrik' you'd shorten it to 'ik', not 'drik'). The drow language should have a lot of plosives and stops, as well as short vowels, to make it sound spidery and vaguely threatening, and to make it contrast with the Giant language.
Quori: The 'Dul', 'Dur' and 'Durat' in place names in Riedra are presumably influenced by Quori, since the 'Dal' in 'Dal Quor' seems of this type. Again, there may be some animacy or gender thing going on here. This should be a language with an extremely alien sound and structure, to reflect the otherness of the Quori. I might also say that, in the original language, 'q' represents the same sound it does in Arabic (like k, but further back). I might even add some sounds that can only be produced by Quori!
Giant: To reflect the largeness and Nordic qualities of the giants, this language should have long, open vowels, like aa, ou, and aw. I might also decide that the giants have somewhat inflexible tongues, limiting their ability to make certain sounds (e.g. I might remove 'k' and 'g' since those are all the way at the back). The modern giant's language could be a corruption of the ancient one, reflecting the decline of their civilisation by having a reduced vocabulary and simplified grammar.