Hello, and Be welcome.
I'm still in the pursue of teaching the language of wizards in here.
My gift to wizards and witches from all over the Universe.
Today I'm thinking in a class that's very basic.
First, you're need to learn "yal-a" or "yka" that's "to go", then "komma" that's "to come", and then "et(ta)" that's "to stay".
Then, some places like "schatka" (house), "schmmach" (school), "tar" (work), "doma" or "koku" (country), and "iyafa" or (city), to form a few basic sentences so we can start talking using the language.
My second reason to post is that the project's name is going to be changed.
It happens, in 2024, that a well-known brittish writer is publishing a series with the name of Enigma, and so my publisher asked me to change the series' name, but I knew something like that could happen, and so I have a secondary name that's going to get used.
Arkkana Selection, similar to "Natural Selection", is the series' name from now on.
I'm posting this in June 2024, for you all to know when it has changed.
Now let's go to more examples.
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Tayoles der Täilyer –– Today's Examples
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"Yke schmmach-lae taíla to wa" –– (You'll) Go to school today.
"Komme get schatka-i(, soh wa)" –– Come back home (then) –– there's no "then" in the original, and it actually depends on the context.
"Elle daka tu iyafa ettai wa?" –– When are you going to stay in the city?
"Take de, shu yal-a tar, niyssen da, schatka-i niyssen de wa" –– First, I'll go to work, then back home.
"Iyel-a kokus, maeta sa!" –– What a beautiful country, is this! (emphatic).
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See? That's not so difficult! Try to form your own sentences.
Note that "Yke" is imperative, "-lae/-i" is the dative, "soh wa" means "then", "ettai" is in the Probable tense, "shu" is formal for "I", "niyssen de" needs a "da" to finish the Topic, and so "kokus" and "maeta" are both in the accusative to show they are related.
To much information? The focus is that Akkia is a versatile language.
You can say almost anything you want using her! Test yourself.
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The secret is that there are Words, and Asset words.
Assets can be anything a speaker can use to define meaning, as for "wa" as a final, to mark new information.
We usually build our vocabulary starting with the most used Words.
The language uses Cases (Kasus), transforming the Names and saying what they're there for, like "maeta" formed by "mae" (here) and "ta" that is the Accusative form of a Word – you mark the Object with this ending, and that makes the Sentence to have a free Word Order.
You can always use SVO in a Sentence with no Case markers, but that is a formal way to use Wording.
We call Wording the correct use of Words within a Sentence.
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More Examples
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"Su tykkä obba hahung" –– I like seeing you speaking.
"Su otkae obba hattayar" –– I want to see you speaking.
"Hahilury" –– (I want) You (to) speak –– I wish you do well in speaking.
"Haha deadig" –– Come speak (as in an invitation to speak) –– Let's speak.
"Abae hahu, niyssen uder data tu wa, nässengung otkae" –– First (he/she) spoke, then it was difficult, and (he/she) wanted to cry.
"Ittaka iylki hahu wa?" –– What did he/she said? (Past).
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I'm interested in how Enigma turned into Arkkana.
Actually, it was the inverse way; first Arkkana was created, back in 2001-6, then Enigma became the name for the project.
But well, the name Enigma was so good I decided to use.
Then now the Publisher said there's a brittish author who's using the brand name, and have given me the advice to change the name, so I've chosen Arkkana Selection, to be different from the brazillian game with a similar name.
We have no connection with the other game, but even then I decided to use a more complex name, with Selection added to the name just to be different.
I've added a Roof system to Arkkana, what differs from the system tested in 2001-6.
And changed the dice pool for 2d10 "rolling down", against a Target number.
The secret is, what you're very good doing you don't need to test, because you achieve a higher than 18 as Target. The Roof number is arbitrary, chosen by the Master with the help of Players to represent the real chance of that happening in the Game World.
Then, I've decided that all groups could publish their Story and Language, not harming rights.
A group can use and talk about the game system, and add their personal rules into the mechanics, but only that which is original will be added to the game system mechanics, together with the Story and languages the group creates.
That's it, a brand you can use and talk about and change the Rules with the permission from the game creator, and when you publish what you create you'll get cited in the next updates for the game system, Story and languages you're publishing, with your permission.
It's an exchange -- we let you publish on the Internet, and you let us adapt your ideas too.
And there's a first time it happened already, with a group receiving a pay for the rights and their Story is added to our site.
There are now nine Stories published, two attempts, and a new Story from a selected publishing group.
The site changed, but it's still a (dot)org site, so try to find it with your Enigma statistics!
The goal in Selection is to level up the Players, because other games have made good mechanics but a poor work in leveling up the game players -- and so RPG is considered only a game –– but we believe it's prety much more than that.
We learn with our characters, so that's now part of the play –– we play to learn.
But okay, this is the Wizard's Game, and I cannot explain all the Magic which goes with the play in here.
The game's going to be used in The Magic Nation's schools, played by real wizards and witches.
But not every player's a wizard or witch, I have two players in my group who are not wizards, so they need to know the game involves Magic to play and I have to teach them what they need to know to play with more details than if they were wizards.
The world I'm planning to play is named Eaubat, with a mute "e" at the start of the name.
I have inflluenced the game world with the presence of Valdyr, a wizard from the West Islands, and a codenamed Kenji from the East Islands; but I'm also planning a group of students from the region I named Chantry, which has the spacetravel technology (it's a secret).
The students have said they want to study at the Magic Nation's school already –– their families will have training too.
Little by little, the West Islands are starting to change language, so English and Beurla are now spoken.
The Magic Nation's language is a secret, but Valdyr is being trained in the language.
That's important to know that there will be groups for playing The Game in the school, so they're going to change the languages of their own world with their game information getting published -- it's important to create a neutral language for your Story.
Valdyr agreed to be the School Headmaster, and I'll give him sometime to get infoed with the Nation's information and training.
He said he's not powerful enough to be a headmaster, but I explained it's an invitation, and he will make things happen –– the future pop adventure will change his life and the school's pupils life forever.
The world of Eaubat is now in contact with Avvoya, the ediche capital world, in the other (our) galaxy.
So the Academy's to send investigators to Eaubat to see what's in and what's out.
See? We need to put characters in the play to see what the Story is, and they're going to work with you as a Master as your brains in the Story. We use Magic to keep everthing rightly set up.
Now I'll let some more information to be added to other posts.
Feel free to comment or send a message if you want to get in contact.
Stay Plugged, Stay True.