All posts by Mark

Oldhammer Fiction Update and the History of the World

As mentioned previously I have been working on a short story named Holiday in Orkrania, that was an attempt at an Oldhammer themed piece of fiction – but without an official Warhammer setting.

This was going well, but unfortunately came unstuck a bit! Partly

because I hadn’t done enough world building and character development – one of my faults sometimes as a writer is that I get too enthusiastic and just plunge into things. So I have shelved the current story. However, I may come back to it and steal some ideas from it – for instance the character Arthur Shibly (nod to Peaky Blinders) is one I enjoyed writing, and I think there’s more mileage in the exiled Orc cheiftan, Grim Bearit. But first I want to invest a bit more into the world building – enough so that it’s recognizably Oldhammer in style, but also distinct from Warhammer’s Old World setting.

So where best to start than at the very beginning – with how the world came into being. Here’s my first draft of the world’s creation myth – I don’t even know what it’s called yet – this is definitely a rough draft/WIP.

One day the creator of all things was playing. He rolled together some clay between thumb and finger and began creating worlds. Most round so that they could happily roll

Ball with Cypro-Minoan 1 inscription. Clay, La...
Ball with Cypro-Minoan 1 inscription. Clay, Late Bronze (1600–1050 BC). From Enkomi, north-western Cyprus. (Photo credit: Wikipedia)

around in space, some he sat on by mistake and became flat and physically impossible, but humorously wonderful, so he kept those as well. After a long day making the stars, planets and other paraphernalia of a universe, the Creator was done creating. But one of the planets he was not happy with. It was over big and there were to many bits dangling off it. Looking more closely he realised that already even in a blink of his eye, many millennia had gone past on the world already and it had developed a character and lore all of its own. The inhabitants even thought that they had their own gods and had made myths about their creation—beings from space and evil gods that brought chaos to their world.

The creator laughed. For there was no chaos, only the order of his will. Pity the mortals who did not understand this, but nevertheless it was true.

Looking more closely he was amused at the workings of the world. There many different creatures had evolved. They fought against each other, but there was humour and silliness there as well—and dare he even think it—fun! That made him pleased. It was even as if some other creators had shaped the workings of the world. But he knew that was impossible—he was the only Creator! He watched further, slowing down his own perceptions so that he could watch the goings on more carefully—for centuries he watched. He laughed and wondered at the titanic struggles, the daft names of the characters involved and their oh too fallible morality. But slowly, imperceptibly he noticed a change. The struggles on the world became more serious, more titanic. Winning at all costs was all that mattered to the protagonists who were like automatons set on achieving a result no matter the way it was played. He became bored. But then he remembered.

I am the Creator.

So he took hold of the world and putting it to his mouth he sucked out the fun of it and then blew that into a mold of another world that he had lying around baked from the very clay of the universe. And he created a new world. What happened to the old world he cared not any longer. The new world was his only concern.

The inhabitants of the new world were of similar races to the old world, but they never seemed to be able to take their lives too seriously. They were vain and proud, but fallible too—prone to error and ridiculousness. And the Creator was very happy.

The people of the world knew not their real origin, but they had some inkling of it—deep within them they knew that they were special and they made it their desire not to “spoil things” as they put it.

They told themselves that the world was the last created by the Creator because he had spent the most time on it and that they were held in special regard by him. All races, whether good or barbarous held the Creator in respect and deferred to him. He had after all made them. But they did not build temples to him or worship him—yet he was always in their minds and they hoped not to displease him. Whatever befell them was the system made by the Creator—whether sun, rain, famine or plenty.

They knew that the Creator was the source of certain special things in the world. His breath itself had given life to the world and breathed it full of magic. The breath of life and magic was everywhere and in some places and individuals it rose to the surface. The Creator’s children were those born from father, mother and the spirit of the Creator—and they were honoured by their societies.

The Creator had no wish to control any events on the world—he simply liked to watch. And like any voyeur he found it more interesting if there was conflict in the world. So he did not mind at all if those blessed with magic used their gifts for good or ill. Some set themselves up as demi-gods, and where their doings amused him he let them live as if immortal. And when he grew bored of them they would lose their immortality and die, or be mysteriously encased in ice, lava, mud or stone—put away for another day.

Some weaker peoples worshipped these demi-gods—although worship of them was fleeting. Always the Creator was the one that was in charge—above everything.

So uninhibited by unfounded beliefs and multitudes of false gods, progress thrived and the world changed. And again the Creator became ignored—this was not how he had wished the world to be—he did not want to see horseless carriages and flying machines—or long distance calls without the assistance of magic! So he created the forces of entropy—a freezing presence that spread from the poles of the world to slow down the rate of change and turn things back if necessary. Entropy was followed by those amongst the peoples as well and became the cause of some jolly good fights too!

Creating Virtual Miniature Wargames

First off I am no great expert on this subject, but have played around with a few different ways of doing things, so wanted to give my opinions of what works for me at least. If you’re looking for a how to do this, I’m not planning to go into detail of that now—although I might another time. However, I would say that Vassal seems to be best option as it gives a lot of flexibility, is free to use and has some miniature wargames modules already loaded that you can learn from.

Why Create Virtual Miniature Wargames?

Software like Tabletop Simulator and Vassal are designed to simulate the experience of a board, card or miniatures game on the computer. They don’t recreate a computer game where all the calculations are automated and the player doesn’t have to know the game mechanics. The idea is that you don’t have to have the pieces of card, plastic or metal in front of you to play the game—these are all represented using digital images on the screen—including the board or table.

But if that’s the case, what’s the point? There’s a few reasons.

Multiplayer

The ability to play with people at a distance rather than face to face. Not something that was an immediate need for me.

Cost

Guilty secret—it’s a way for people to play these games at low or no cost. One reason GW bans publication of Vassal modules on the Vassal site. However, other publishers are more chilled about that – the probably realise that having this version doesn’t replace the real experience, and in fact probably helps nurture it. Also I don’t think usage is that high.

Space

I don’t have space for a miniatures games table more than 2 x 3 foot, so playing larger games would be impossible any other way. At the moment for physical games I am restricted to smaller, skirmish style games – Hobbit Strategy Battle Game for instance.

Time

To play a physical tabletop game, you either need a good block of time – half a day at least perhaps, or can leave a table set-up until the next gaming session. I have been able to do that sometimes with our 2 x 3 table, but that’s not always possible. So having a virtual table that I can save and come back to is a great asset for playing a longer game.

What I wanted to do

My ideal situation was to be able to try out some wargames periods and rules sets that I wouldn’t have the opportunity to on a real tabletop – again for the reasons above. My aim was to get more familiar with some of the most popular rules on the market – for instance De Bellis Antiquitatis (DBA) for Ancients and Medieval, Field of Glory for several periods, Bolt Action for WW2.

The need was for something that was quite customizable and easy to use. Visual appeal would be nice to have, but not essential.

My Experiences so far

I had come across two examples of Virtual Tabletops previously – Vassal and Tabletop Simulator. Vassal is free, very customisable, but doesn’t have the 3D engine that Tabletop Simulator. That 3D engine comes at a moderate cost – I think I paid £14.99 on Steam for it, but given that amount of games you could play with it that seemed reasonable.

Tabletop Simulator

Tabletop SimulatorI’ll start with this one first. I had learnt enough about it to be able to play the Lord of the Rings Living Card Game, so I decided it was time to try some of the wargames. That’s where I came a bit unstuck. When I downloaded some of the wargames modules – e.g. for Warhammer or Bolt Action, I was presented with a load of models, some of which wouldn’t load properly. That meant going and actually watching some tutorial videos and looking up why the image files wouldn’t load.

Having successfully done that I started off with a simple Horse and Musket game – really just a battle that someone had created rather than a whole game set.

The main issue with Tabletop Simulator for simulating wargames became quite clear at this stage – it doesn’t seem to have any way to actually move several individual models and keep them together. You can select several items and move them, but when you put them down again (unless you’re very careful) they tend to fall over or move around. The way round this is to create units with several figures on a base, but that requires digital modelling – something I could probably learn to do, but not at the moment!

I think for skirmish games such as W40k, Bolt Action this would be OK, but since I am not planning to learn the rules for those games just yet, at this point I decided to leave the flashy 3D graphics of Tabletop Simulator behind and try Vassal.

Vassal

VassalTo my surprise and delight I found that there was actually a Vassal Module for De Bellis Antiquitatis. I hadn’t read the rules yet, but I knew that the unit bases for it would work well with One Hour Wargames rules that I had used with some card cut outs. So I plunged into this. As setting up a game was a simple process of dragging bits of scenery and units onto a board and then moving them around using the ruler provided, that was pretty simple. However, I then realised that I had no easy way of recording One Hour Wargamingcasualties. The One Hour Wargames system gives each unit 15 hits before it is destroyed. The module for De Bellis Antiquitatis naturally didn’t allow me to record that, so I had to think about being able to customise the module somewhat to ease the bookkeeping – I didn’t want to try to keep track of hits outside the actual Vassal software – after all it felt that the point of having a simulator was to help with the paperwork too! I read the whole Vassal module creation manual – about 150 pages, but actually quite a quick read and easy to follow, and fairly soon I had the skills to add a text box to each unit that I could edit when they took casualties. See below for a picture!

Vassal Screenshot

I was quite proud of that achievement and decided that Vassal would probably be the system I would work with for the moment – I was competent enough to either edit current modules, or maybe even create my own to make the wargames I wanted to.

What next?

Having tested editing a module in Vassal. I think the next step for me is to use it to play a few games of DBA and learn that system. Then I would like to take a look at Bolt Action as there’s a module for that too – and then probably work through creating some modules for a few Ancients and Medieval rules such as Field of Glory, Warmaster and Warhammer Ancient Battles. These would be for personal use – I wouldn’t post on Vassal given the copyright issues!

Progress on February Publication Plans

My aim for February was to get two titles published – Alt Hist Issue 10 and the second volume of Stonehearted, By Fire and Sword. I managed to knuckle down and get Alt Hist Issue 10 finished in February – not formally announced yet on the Alt Hist website as I am still waiting for Smashwords to approve it and send the files to Barnes & Noble and itunes – they seem much slower this time round at doing that so maybe I will have to chase them soon – that would normally happen within a few days, but its been a week so far. Once that’s done, I can close the lid on Alt Hist – I am actually going to cease publication of it as its simply taking too much of my compared to my own writing.

As a case in point, I didn’t manage to complete my second publication task of February, which was the publication of By Fire and Sword. I have done some of the editing, but don’t have a cover yet. However, I did do the blurb today, so at least that’s done. For some reason I always find the blurb one of the most difficult parts of publishing my own work—odd when I have a marketing background! Perhaps its something to do with finding it hard to separate the writing and promotion sides?

Here it is anyway:

The year is 1370. The English have again brought fire and sword to the country of France. An army devastates the country on its march south to Paris, hungry for loot and glory. But redemption is what Richard Stone seeks—having  run away from home after a family tragedy for which he is responsible. The French resist as best they can—but to stand and fight the English they learn is a fools game.

Eolande, neighbour of Richard’s, has also left home—in search of the father that was captured years ago and never returned. But even Calais the bastion of the English in France, is not welcoming to her.

By Fire and Sword is the second volume of Stonehearted.

Hopefully this should see the light in the middle of March.

Writing

I have been making steady, but slow progress on my Oldhammer short story—Holiday in Orkrania – I have managed to write most days of the working week, which is good, but at about 2,000 words a week that still feels quite slow, and although I am about 60% done, I am at the stage where I am starting to lose a little bit of interest in the project and thinking about other things. I have been trying a few tactics to overcome that—one being updating my blog and writing the blurb for By Fire and Sword—so working on other things—and the other to plan out the next fight scene in Orkrania using a simple map—I actually need to do this as I don’t have a clear picture in my mind of where the rooms in a building are and who is where—so I hope that will make the next part of the narrative go more smoothly.

As for plans for March? That would be a separate post, but will have to be adjusted to take into account the slippage of By Fire and Sword. But hey—publishing schedules always slip don’t they?

Introducing Miniature Wargames to Your Children

The idea for this post comes from my own experiences with introducing miniature wargames to my son—he was eight when he first became interested in miniature gaming—specifically Hobbit Strategy Battle Game (Hobbit SBG)—and is now nine, going on ten. Over the last two years, we’ve played several RPGs together: D&D being the main one, but also some of the old d6 West End Games Stars Wars role-playing game, and a bits and pieces of some others, but D&D has been the main one. His interest in the Hobbit SBG was prompted by the close link between the figures and the movies that he had already seen and loved. So when we saw the Goblin Town boxed set in our local Games Workshop, it became a must-have for his next birthday. Since then we’ve played perhaps half a dozen games with it—it took a while to get started because of all the figures to paint (more on that later) – but since then he’s got well into the rules and created some of his own scenarios for the game.

One Hour WargamingOn the historical wargames side, this isn’t something that he’s been as keen on. We did try playing with the simple rules from One Hour Wargames using the chapter on Ancients and playing British vs Romans. He was doing Boadicea at school at the time, and enjoying episodes of Horrible Histories, so knew some of the background. For this we used paper armies—made out of scans of pictures that we drew together. So we had British chariots, Boadicea as a special leader, Warriors and Skirmishers, vs Roman legionaries, skirmishers and auxiliary cavalry. The game was fun, but perhaps too simple in that both sides were fairly generic and perhaps too balanced—whereas the Hobbit games being more asymmetrical and story based fired his imagination more. Again a key factor to engage his interest was the connection with story and an element of fun.

There’s a few constraints that we both have on pursuing the hobby at the moment. One is my time—we have a toddler as well and she takes up a lot of time looking after and can’t be trusted not to play with figures herself and eat them! Another is space—we don’t have a table big enough for proper big battles—the main table we have that we can use is only 2 ft by 3.5 ft—and we can’t leave that permanently set-up for gaming. The space factor is also comes into play for storing figures and scenery as well—so moving off into collecting a whole set of armies for a historical period on spec is probably not going to happen.

With these limitations in mind, here’s how I would summarise my experiences of introducing the hobby to my son:

Cool miniatures are a great gateway, but can be time consuming and a barrier too

So, with the Hobbit SBG the miniatures were a big draw, but my son didn’t have the skill or patience to paint up the 50+ figures plus quite complex scenery in the Goblin Town starter set. That’s why they say 12+ I expect on the box!! However, he was definitely old enough to understand the rules and enjoy the game.

He has done some of his own painting since then and his skills have improved, but I still think he probably needs to be a bit older before he does this himself. The larger figure sizes – i.e. 28mm – are better though for beginners I think as they’re easier and look better.

However, in terms of space and affordability I’m wondering if smaller scales – 6mm or 10mm might be a good starting point for historical mass battles in the future.

Rules should be easy to understand, interpreted clearly and flexible

As I mentioned understanding the basic  rules wasn’t much of a problem. Difficulties emerged though when adding some more of the advanced rules, and though we both understood them, I think the effort of having to remember all the complexities meant that applying them all held back the enjoyment of the game. For Hobbit SBG I’m specifically  thinking of rules for heroes such as Might, Will and Fate, and heroic actions. For the last scenario we did, we took these out completely. We still had Gandalf being able to use spells, but didn’t worry about recording his Will. I think we could reintroduce these rules at a later date, but with the main priority to have a fun game, playing by all the rules wasn’t a priority. It is a very good idea though to agree up front what rules are going to be played by and to be consistent about things – especially what constitutes a legitimate dice roll – for instance if it lands on the floor or not flat on the edge of a base do you re-roll or not! There’s a tendency for younger children to take whatever would be the most advantageous outcome.

Encourage Story Telling and Fun

Almost like an RPG it can help to dramatize what happens during the battle – “Dwalin staggers back as the Goblin King swings his club at him” etc. That helps to build the narrative of the battle, rather than making it just about winning and losing.

Allow them to contribute to the story telling 

Encourage them to make up their own scenarios. But I would advise a word of caution on balance. It’s probably worth checking that both sides are even – let them choose which side they want to play but make sure things are “fair”. One thing I have to do in the future is check on points values and handicaps to ensure both sides have a chance – a walkover for either side is not fun!

What’s Next?

I would like to play some more historical games at some point with my son – I think it would help teach him something about history, and also give him a different perspective on games as well. Probably we won’t be diving straight into the Battle of Cannae yet, but perhaps a half-way house like gaming myths, as he’s very into Norse and Greek myth after reading the Percy Jackson and Magnus Chase books by Rick Riordan. So, we might try out the Of Gods and Mortals rules from Osprey with a few figures, and then maybe try to recreate some famous historical clashes too. We’ll see!

Earworms by Jonathan Doering – Book Review

Earworms by Jonathan DoeringPhilip Fry is a good Quaker boy, a PhD student specialising in the anthropological effect of sound on humans. He’s approached at a careers fair by someone who works with a department within the Home Office – pretty certainly some kind of spy organization, and is recruited to work on a secret project. But as we soon find out something has gone badly wrong with the project, and rather than trying to bring about positive outcomes, the sound effects have caused harm rather than good.

Earworms is similar in style to Jonathan’s Battalion 202 stories that have featured in Alt Hist. So expect shifting of timeline and inclusion of documents – e.g. secret  memos, copies of letters, emails etc to break up the normal flow of the narrative. I felt that style worked well for historical fiction – I’m less sure how necessary it is for something set in the present day/near future – although the secrecy aspect means that it does still work I think.

I felt that the story got off to a slow start, but then the intrigue given by the shifting perspectives and timelines meant that the the plot became more involved and interesting. There were a few moments though that took me out of the narrative – i-pad instead of iPad and the liking of the main protagonist couple for quite retro music – I wondered if the story was set in the present day or slightly in the past. Indeed the theme of the story did have a slightly old-fashioned techno-thriller aspect to it – especially when our real world is full of such things as Stuxnet viruses that can turn off nuclear centrifuges in enemy states and elections won by “fake news”. Despite those minor qualms, I enjoyed the story though and felt that the plot kept me interested throughout.

You can buy Earworms at the following stores:

Kindle UK https://www.amazon.co.uk/dp/B01N9E92QO

Kindle US https://www.amazon.com/dp/B01N9E92QO

Paperback https://www.amazon.co.uk/Earworms-Jonathan-Doering/dp/1540871517

Picker Pete Lightfinger – C04 Thief Painted

Picker Pete Lightfinger - FrontOne of my ambitions is to collect again some of the miniatures I owned as a kid when I played Warhammer – nearly 30 years ago in the mid to late 80s. I’m not sure if this is one of them or not – but I certainly had a number of the Townspeople and other general human types. Picker Pete Lightfinger - Side

This is from the C04 Thieves range and according to Stuff of Legends his name is Picker Pete Lightfinger – see below for the original catalogue image from the 1986 Citadel journal – and he was designed by the Perry twins.

C04 Thieves - 1986

For paints I used the new Citadel range as follows:

Hat

Base: Mephiston Red
Shade: Carroburg Crimson
Layer 1: Evil Sunz Scarlet
Layer 2: Wilder Rider Red

Coat

Base: Macragge Blue
Shade: Drakenhoff Nightshade
Layer 1: Altdorf Guard Blue
Layer 2: Calgar Blue

Trousers

Base: Waargh! Flesh
Shade: Athonian Camoshade
Layer 1: Loren Forest
Layer 2: Straken Green

Skin

Base: Bugman’s Glow
Shade: Reikland Fleshade
Layer: Kislev Flesh
Eyes: White and black

Hair

Base: Balor Brown
Shade: Agrax Earthshade
Layer: Flash Gitz Yellow

Shoes and Gloves

Base: Rhinox Hide
Layer: Mournfang Brown

Shirt

Base: Rakarth Flesh
Shade: Reikland Fleshade
Layer: Pallid Wych Flesh

Fur Sleeves

Base: Stormvermin Fur
Shade: Nuln Oil
Layer 1: Codex Grey (aka Dawnstone)
Layer 2: Administratum Grey

Gold Cup

Base: Balthasar Gold
Shade: Agrax Earthshade
Layer: Gethenna’s Gold

Bag

Base: Rhinox
Shade: Agrax Earthshade
Layer: Gorthor Brown

Sword

Base: Leadbelcher
Shade: Nuln Oil
Layer: Chainmail (aka Ironbreaker)

Belt & Scabbard

Base: XV-88
Shade: Agrax Earthshade
Layer: Tau Light Ochre

Base

Stirland Mud with a drybrush of Terminatus Stone
Grass tuft Gamer’s Grass – Light Green

Finished with varnish of Ardcoat and then matt of Lahmium Medium

Publication Plans

Things have been a bit quiet from me recently so I thought I’d let you know what I am currently working on at the moment. Firstly as you may know I’m the editor of Alt Hist – the 10th issue of this magazine is being edited at the moment and I’m aiming to publish in February or March.

Also I am editing the second volume of Stonehearted. The first volume, By the Sword’s Edge, started off the story of two young adults – Richard and Eolande and the Hundred Years War. I think that will be available early in March.

There are other things that I need to edit and get out there as well – but won’t promise any more yet!

Writing-wise I am currently about half way through a short story/novella set in an Oldhammer inspired world – a bit like Warhammer, but without any actual Warhammer content, to avoid copyright infringement 🙂

I’m having quite a lot of fun with that – I don’t usually write humour, but the Oldhammer theme required it, so have given it a go – get ready for some bad puns!

What is Oldhammer you may ask – that’s probably the subject for another post, but until then let’s just say its for those who liked Warhammer pre 1992!

Eowyn Miniature Painted

So another miniature from Hobbit Strategy Battle Game that I painted fairly recently – this time Eowyn. She is also doubling as an Elven magic user from the D&D game I play with my son and at his request her dress is white to tie in with the D&D character – otherwise I tend to be a bit boring and try to copy whatever I see in the official Hobbit or LOTR rule books!

Eowyn - white dress front
Eowyn – white dress front

I tried proper layering for this one – so the white dress starts off with a brown base and then gets built up – up close in the photos you can see the nuts and bolts of this quite clearly but from more of a distance this looks better I think.

Eowyn white dress back
Eowyn white dress back

Boromir Miniature Painted

I have started getting back into miniature games over the last couple of years – inparticular old Warhammer stuff (now known as Oldhammer for Grognards like me!) and Hobbit or Lord of the Rings Strategy Battle Game, which is a skirmish level miniatures game also by Games Workshop. I’ve had some great fun playing that game with my son and also doing a bit of painting. Here’s a recent figure that I’m quite proud of: Boromir! 

Boromir miniature painted by Mark Lord
Boromir miniature painted by Mark Lord

I think I probably need to work on the photography a bit – this is just using some card a smartphone and some lamps – but hopefully you can see it ok!

Creating Fantasy Languages – my own attempts

In my last post on this blog I wrote about the difficulties of finding a suitable language for an Elvish culture and the pitfalls of copyright infringement. There was some good comments on a Facebook group I belong about the pros and cons of that and also in the comments section of the blog post as well.

So I thought some readers might be interested in how I have approached constructing fantasy languages or conlangs in the past.

The largest bit of world-building is to create a world called Ladmas and a continent called Neriador. This has gone through a few incarnations and in one form or another has provided the setting for my novel The Return of the Free, and also the short stories, Two Lives for the Sea God, Demon River and Forged in Blood.

Here’s a map of the latest version of the world – the place names have been created using the languages I created.

ladmas-currentI’ll just give details of one of the main languages for now and maybe post about some of the others in the future. The dominant culture of the continent is the Lurar.

Lurar Language background

Used in the countries around Sea of Akdeniz

Source of true Lurar language hotly disputed – each nation exhibits a variation on the language – spelling and pronunciation, but most cosmopolitan natives can understand other foreigners – backwoods would have more impenetrable accents though.

Language is fairly flexible and allows for complexity of meaning and subtleties – as benefits a language well used for trade, diplomacy, politics, thought and bureaucracy. However, also fairly static as developed early – resistance in some quarters to innovations. Some nations more open to outside influence – so Nukush has the tribal influence of the desert for instance.

Ironically the most pure form of Lurar is found in the 100 princes where due to the excessive degree of legalism, diplomatic treaty writing and cultural exchange the language has remained stable – also the common exile of different political parties to other countries has meant that this form of the language has often been exported. Freedom of thought – philosophy, poetry and drama has also been popular in the 100 princes so culturally the rest of the Lurar-speaking countries tend to follow their lead.

Lurar Vocabulary

I created a word list for basic things in Lurar, so for example:

cat gres
cattle mersh
charm beryok
chief meith
child shuiv
citizen konsh
city kon

And then used that to create place and personal names:

Lurar Place Names (just a few examples):

Name Meaning Notes
Luranivs People of beauty An original tribal name from 100 princes area
Arumlu Mountain land Country to north of Bachyanrik in mountains
Phaengep Meat market City name
Narkon Camp city City name
Lepakon City on the Lepad river City name
Turedkon Factory city City name
Vrekon Faith city City name

Lurar Personal Names (just a few examples):

Name Gender Meaning
Eut Male True
Euta Female True
Kainek Male Dedicated to Kainopeon
Aeva Female derived from star
Drol Male derived from servant
Drola Female derived from servant

Conclusion

Although I could have delved much deeper into creating a language, I think the process of creating a vocabulary that seems consistent gives the language a uniqueness and also something that seems like it could be real.