Languaging and the Naming of Things

One of the important things for the World is familiarity. I remember reading a great (and hefty) first RPG by a Scottish crowd and one of the things I remember most is not their evocative prose or the art which captured the sort of neo-victorian fantasy world, but that they took the time to use different names for things like “sword”.

You gotta makes changes where it matters but also remember that the language you’re using to write the game (British English in this case) is different to the language they’re using in the world (which I’ve named ilsien). Things will be translated if they’re common enough. It was one of the issues I had with Skyrealms of Jorune, which being one of my favourite games, I tried to foist on players a couple of times. And while they got to grips with Thriddles, Shanthas, Muadra, Dyshas…they struggled with Shenters, Iscins and Incleps.

So, language has to be “common” but there has to be rules for adding new words.

Below are a list of the words I’ve used so far and the meaning for them. This will be the start of the Lexicon.

Places

L-ilsien – the name for the archipelago, containing all of the domains who are enjoined to the Shining City and the Court.

Inis – a city on the northmost coast of the island of Erea

The Shining City – city on the eastern coast of Plattesaal, home of the Court

The Court – political centre of the isles, where all Princeps and Families attend

Privetch – city on the North coast of Prive, an island south of the Saaland

Saaland – a large island with the most important cities

Plattesaal – the flatlands on the eastern side of the Saal range

Hindersaal – the rural western side of the Saal range.

The Saal – a mountain range reaching across Saaland

Lenut – a small village on the western side of the Saal located in a dense and lush forest

Alben – port town on the north coast of Saaland

Erea – a large crescent-shaped island east of Saaland.

Losung – a volacanic island south of Erea and East of Saaland

Terona – a small island between Erea and Prive

Wizardry

Wizards – the spellcasting caste of L-Ilsien society

Wizards Staff – symbol of a Wizards craft

Charms – small, usually non-magical tokens, necklaces or bracelets. May be imbued with wizardry to provide protection or other small advantage.

Runes – written language representing concepts in the True Speech which may accompany a small instance of wizardry. If used with actual wizardry, the roll gets a +1 boon (not stackable)

  • Shoth – the rune for Courage
  • Lir – the rune for Freedom
  • Sakkin – the rune for Sharpness
  • Seher – the run for Protection

Signs – these are like charms, but used by simpler folk. These can be enhanced by wizardry and provide a +1 boon (not stackable)

  • Hold – this movement of an open palm to close the tips of the fingers is used to evoke silence among those who see it.
  • Ward – the open palm with the thumb tucked to the centre, pointed at whatever offends you – this operates as a shield. Reflexively used when people don’t like something, it can act as a magical defence.
  • Calm – placing your left hand, palm to their right, fingers pointing to your right on the head of someone else can help, if they are willing, bring them into a meditative state.
  • Spit – spitting at a person is a surrogate for a curse. Used along with a rhyme by children.
  • – thumb and first finger, held aloft is a sign of defiance and resistance. The meaning is lost to time, but it is most often used by disobedient children when called to bed.

The Guild – the organisation responsible for training, certifying and policing wizards

The Hall of Scrolls – a large library of papers, scrolls and books

The Questioner – one of several mentors within the Guild

Ilsien – the language and the people of L-ilsien (the speakers)

True Name – the secret name given to every person at their majority

True Speech – the language by which the world was made, the root language of all

The Balance – the metaphysical representation of how much change a Wizard can make in the world before there are consequences

Becoming – the simple ceremony of giving someone their True Name at their majority

Unbinding – the Last Rite given to the dying where their name is taken back and their spirit is set free to be reincarnated from the Sunless Lands

Handfasting – the non-magical rite where a couple bind themselves together (with symbolic string or rope) as a form of marriage. This rite is renewed after 1 year, after 3 years and after 7 years.

Bane – any wizardry used to harm another.

Things That Go Bump

Dragons – older than writing or speech, the Dragons are forces for the Balance, attracted to Imbalance, representing air and fire. Millennia old, knowledgeable and fearful of their True Names being discovered.

Old Ones – older than writing or speech, the Old Ones represent darkness and earth. They are ravenous for worshippers (who become their agents in the world) but despise light. They can invade the dreams of those close to their temples, creating nightmares of tentacles and unbound malleable flesh.

Kobalos – creatures of darkness who service the Old Ones in their dark places. Smaller than humans but capable of dark wizardry. They despise the light but can cloak themselves in the flesh of others.

The Silver Lake – the metaphysical representation for the barrier between the Living and the Sunless Lands (this was the Black Gate but I’m rethinking it.)

Sunless Lands – the realm of the dead, a static and unchanging place of eternal twilight with no sunshine or stars where the spirits of the dead wait to be reincarnated

Shades – spirits who, for whatever reason, retained their name after they entered the Sunless Lands. They roam these lands, retaining their memory, oftimes resenting the living.

Revenants – a shade which has managed to return through the Black Gate. They often re-inhabit their previous body but can also occupy the bodies of others.

Talking to Dragons

Dragons of all shapes and sizes occupy this world but due to the spread of wizardry, they are most often found on remote islands or on lonely peaks. A solitary race of oviparous hermaphroditic flying lizards capable of parthenogenesis and, when mature enough, breathing fire.

It takes a dragon over a hundred years to go from hatchling to hazard and live for thousands of years. When younger, they are much quicker and only with maturity do they become more sedentary. They consume around 1 hefty meal a month and spend much of their time sleeping while they digest it. Their conflict with people comes from how they source their meals – usually from livestock but it is not unknown for them to take people (as they only consider Wizards to be intelligent).

Dragons speak the True Speech, part of the song which separated the lands from the seas and sky, but their words do not change the world as wizards do. They do not work wonders, they are wonders.

Dragons guard their True Name even more than Wizards do. Their vulnerability to wizardry means they are hesitant to cross Wizards of the Guild. They’ll be much keener to negotiate and keen to share their experience. Dragons don’t just talk, they gossip, building a skein of history lasting millennia.

It therefore takes courage to seek a dragon out and it is a fools errand to do so without a Wizard. Beware of anyone claiming to be a Dragonslayer.

(all this and more on the Patreon)

Patreon Launched

Some small encouragement from people exposed to my first short story set in the “Tales of Distant Lands” world, I’ve launched a Patreon.

You can have a look at it here: https://patreon.com/Lategaming

All new content for “Tales of Distant Lands” will be released on the Patreon first and then updates posted here later.

So, come along, sign up and get your Wizard tier.

In development: Tales of Distant Lands

Tales of Distant Lands is a working title for a game I’ve been dreaming about for decades. The core inspiration is definitely Earthsea, based on my love of “A Wizard of Earthsea” and “The Tombs of Atuan” which I read as a teenager.

I’m currently re-reading Tombs after reading AWoE last week.

The author, Ursula K. Le Guin, died in 2018 and she was not predisposed to her works being used for other purposes, such as games, partly due to her negative experience in having her work turned into films. She believed that people should write their own stories and worlds and not dwell in hers. I don’t know if this is because she didn’t understand roleplaying games or whether the pain of licensing had been too much of a toll. I can certainly understand that.

The core conceit of ToDL is storytelling. I’ll be writing about a part of the world and leaving others slightly undeveloped for others to pursue. There will be a story generator as well as some pre-written situations. Wizards in this world, much like on Earthsea, have duties to society as well as the delving for lost treasures, putting down dragons and pursuing the shadows of the Old Ones. The power of True Names is included, though the function of them differs from Earthsea and they are tied into the mechanics of wizardry.

I’m trying to be deliberate with the names of things. Using the term Wizard and Wizardry. But also trying to remove the implication of gender role – there’s nothing stopping a woman being a Wizard.

The base mechanic is based on a very light implementation of the Year Zero Engine.

The system is based around three Traits

  • Body – representing the physicality of the person
  • Reason – representing the mental faculties of the person
  • Heart – representing the emotional faculties of the person

These start at d8. You get two bumps. you can choose to put them both on one Trait (bumping it to d12) or spread it to the others (making two of them d10)

Around this is built the Trade of the person. The default is d8 but it’s suggested that this may be based on the experience/age of the person starting from age 13.

0 – no ability (age 12 or under)
d4 – the beginnings of ability, more mistakes rather than achievement (age 12-16)
d6 – the apprentice (age 17-18)
d8 – the qualified person (age 19-21)
d10 – the experienced practitioner (age 22-30)
d12 – the experienced veteran (age 30-50)
d20 – the legendary masters (age 50+)

This is then supported by Experiences which act like tags. At the start, each player should describe something from their Past. The past should include a small amount of backstory which then provides a +1 during a suitable moment.

Example: Duny is a goatherd. He once saved his village from a invader attack using magic learned from his aunt but that act seemed to burn the magic right out of him. He has Body d10, Reason d8 and Heart d10. As a Goatherd, he takes that as a trade. His skills will mostly apply to the practical nature of it – handling animals, discerning the weather, survival in the wild. He’s not much use in a fight but he can recognise most simple magic charms even if they don’t listen to him any more. His weakness is his Pride. He tends to go in chin-first and finds it hard to back down.

Example: Cacper is a Wizard. Raised in a wealthy family in the Shining City, he went to the Wizards college and earned his Trade as a Wizard. He has Body d8, Reason d12 and Heart d8. His skills apply to magic…and his part on the appreciation of fine things and making contacts. However, his weakness of Wrath meant he was assigned to a small island where everyone seems to just herd goats.

Example: Macaj has been wounded down to a d4 Body by a devilish wolf-fish; he might grab his trusty harpoon (+1 bump, to d6), feeling it sit comfortably in his hand (+d8 from Fisherman background), and recall the tales of the wolf-fish’s habits that he used to hear from the broken fishermen outside the tavern where he used to beg (+1 bump, to d8), and cast the weapon deep into the maw of the wolf-fish as it lunges (rolling 2d8)

More on our Discord.

So What’s Next?

It has to be said we are YZE (Year Zero Engine) fans here at Lategaming – you only have to look at our recent releases.

Always interested in new ways to bring the apocalypse. With this latest update, there’s nothing stopping you from having Supersoldiers fighting Dragons on the fields of Poland while psychics battle sorcerors and vampires, in the face of a zombie horde emerging from a Mist-inpsired interdimensional horror.

Yup, we kitchen-sinked it.

So, what’s next (as one of the most prolific Year Zero Engine producing indies?

Well. Stuff we have been asked about

  • Dinosaurs
  • Apes
  • Aliens (not the Xeno kind)

So, that’s all planned for release in the next year.

Here Be Dragons – a new enemy for Twilight 2000

Here Be Dragons – A new Enemy for Twilight 2000
[Scenario][Game Aid][Paid]

Here Be Dragons is a different look at the post-apocalyptic world after a awakening of an ancient enemy brings our civilisation to ruin. This reign of Draconic Rulers brings down a Rain of Fire and destruction by tooth and fang.

Smoke fills the air, the taste of burning is on your tongue and in your nose. Your belly rumbles as you’ve not had enough food these last three days and forever you have one eye on the horizon and one ear listening out for the beat of wings.

On Monday, the 24th of August, 2000, the world ended.

An enemy that had laid dormant for over a thousand years, clawed its way out of deep pits and took to the air. Their time had returned, their world for the taking.
With claw and tooth and fire, they razed entire cities to embers, picked off the thousands who ran and created vast nests in the high places.

The Earth had brought forth Dragons.

Get it at DTRPG