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ÄRAM: Wake of Fallen Empire
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<blockquote data-quote="mikeg" data-source="post: 6009687" data-attributes="member: 39640"><p>Yeah, I just got released from a 2e Imprisonment Abjuration.</p><p></p><p>The A-dieresis (Ä) in Äram is meant to indicate the 'a' sound in English 'father' or 'car'—and so differs from Swedish or German, for example.</p><p></p><p>Within the campaign setting, this sound is normally implied by simply 'A', and newer scripts from Friedbeck to Homar begin to employ 'Ä' as a version of 'AE' or 'Æ' (sounding like the 'a' in 'ash').</p><p></p><p>But the Ä in Äram is a more archaic character and comes from the scripts of the western steppe and beyond, predating the Teulan expansion. My intent is that the language that originally referred to the setting as 'home' is even older than what its characters already think of an ancient—and so players may learn that the ancient ruins that they explore may be hiding even older and weirder remnants farther down.</p><p></p><p>The 'y' usage is leftover from a lot of the Welsh that is stolen for elven Teulan names, but it's not used indiscriminately. Names from the western shores in Csorna, for example, won't use this 'y' in place of 'i', and in fact a lot of those place names have a Slavic character (with more ancient pockets of names related to Hungarian or Estonian).</p><p></p><p>Linguistic geekdom aside, the primary concern is that the scenarios and encounters are terrifying and fun. Players don't need to know what goes on under the hood, but the helps me to create something that feels more organic, and starts to take on its own logic.</p></blockquote><p></p>
[QUOTE="mikeg, post: 6009687, member: 39640"] Yeah, I just got released from a 2e Imprisonment Abjuration. The A-dieresis (Ä) in Äram is meant to indicate the 'a' sound in English 'father' or 'car'—and so differs from Swedish or German, for example. Within the campaign setting, this sound is normally implied by simply 'A', and newer scripts from Friedbeck to Homar begin to employ 'Ä' as a version of 'AE' or 'Æ' (sounding like the 'a' in 'ash'). But the Ä in Äram is a more archaic character and comes from the scripts of the western steppe and beyond, predating the Teulan expansion. My intent is that the language that originally referred to the setting as 'home' is even older than what its characters already think of an ancient—and so players may learn that the ancient ruins that they explore may be hiding even older and weirder remnants farther down. The 'y' usage is leftover from a lot of the Welsh that is stolen for elven Teulan names, but it's not used indiscriminately. Names from the western shores in Csorna, for example, won't use this 'y' in place of 'i', and in fact a lot of those place names have a Slavic character (with more ancient pockets of names related to Hungarian or Estonian). Linguistic geekdom aside, the primary concern is that the scenarios and encounters are terrifying and fun. Players don't need to know what goes on under the hood, but the helps me to create something that feels more organic, and starts to take on its own logic. [/QUOTE]
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