This is the second of three posts on how to improve the use of languages in constructed worlds. Part 1, an introduction of the topic for authors, is here. This part is addressed to folks who invent CONstructed LANGuages: conlangers. The third part of the series, which provides guidance for authors working with conlangers, is here.
So, you're a linguist and you like to build languages or even entire language families developing over time. Maybe you'll get lucky, and your language will make it into a hit movie or game or TV series — wouldn't it be nice to turn pro and make a little money at it?
Well, I can't help you with winning the lottery for high-visibility media. On the other hand, just about every movie, game, or TV series that uses a constructed language started life in one or more books. And that's what we're going to talk about here, primarily for the fantasy and science fiction genres.
I'm a writer of fantasy and science fiction, and I happen to have an amateur linguistics background, primarily in the form of dead languages: Egyptian hieroglyph, Sanskrit, Greek, Latin, Old Norse, Old Irish, Old English, Middle High German, Middle Welsh — you get the idea. I know a little bit about the subject from the linguistics perspective, and quite a lot from the author perspective.
I'm going to take a stab at describing a potential market for conlangers (inventors of CONstructed LANGuages) and propose some ways of finding work there. The third part of this series takes the authors' perspective on working with conlangers.
I will be defining some basic concepts for conlangers and painting with a broad brush in the interests of keeping the length of this post within some sort of reasonable limit.







