Let’s make a language – Part 15a: Color terms (Intro)

Once you have the grammar parts figured out, most of the rest of the conlanging process is making words. We began to see that in Part 14, when we discussed deriving new words from existing roots. This time around, we’re going back to the roots (pun intended) and looking at a very specific set of words: the color terms.

Color terms are, well, terms for colors. They’re the names you see on crayons or paint swatches. As anyone who has been to a hardware store knows, there are thousands of these, but we’ll focus on the absolute basics. Most colors are named after things that are that color, like “violet” or “salmon”. A few, however, are truly basic: “red”, “yellow”, “black”, and so on. These are the ones that most interest us here.

More importantly, which color terms are considered “basic” turns out to be a way in which languages differ. That makes this subject an excellent illustration of how a language can divide up the “semantic space”. Not every language is the same in this respect, and realizing that is a good step towards creating a more naturalistic conlang, rather than a simple cipher of your native tongue.

The color hierarchy

Every language has at least two basic colors. That seems to be a linguistic and cultural universal. But according to a study by Berlin and Kay (1969), what comes next follows a fairly regular trajectory. To be sure, there are outliers, but the past few decades have only reinforced the notion of a developmental hierarchy of color terms, making it a useful model for conlangs.

The first distinction in color is near-universal: light and dark. This can also be black and white or warm and cool; the specifics won’t matter too much. Mostly, yellow and red fall in with white in this scheme, while blue and green are dark. Other colors, like purple, brown, or orange, fall in somewhere along this spectrum. Exactly where is different for each language. It’s easy to see pink as “light” and purple as “dark”, but what about a soft lavender or a deep ruby?

At some point, probably fairly early in a culture’s history, a new color term comes about, splitting “light” into white and red. This seems obvious, as blood is red, and it’s a very important part of humanity. Yellow also tends to get lumped in with red in this scheme, meaning that most oranges do, too.

The next two colors to “break off” are green and yellow, in either order. Green can come first or yellow can, but they both need to be present before the next stage can begin. Once a language has these five color terms—black, white, red, green, yellow—then it’s on to the sixth and final major color: blue.

These six are the main group, then, and there’s a very good reason why. Human vision, as anybody who took biology knows, has two key parts: rods and cones. The rods are monochromatic, distinguishing only light and dark; in other words, just like a two-color-term language. The cones, however, are how we see color. They come in three flavors, roughly corresponding to red, green, and blue.

So that’s probably a good explanation for the first six basic color terms. Red has the longest wavelength, so it’s the easiest to see, hence why stop signs and a car’s brake lights are red. It stands to reason that it would be singled out first. The eye’s green cones tend to be the most sensitive, but green and yellow are pretty close together, spectrally speaking, so they’re the next two, but their similarity leads to the flip-flop in which comes first. And then that leaves blue.

What about the others, though? Well, there it gets murky. Brown is usually the seventh basic color, distinguished from red and yellow. After that, there’s no real set order among the next four: orange, pink, purple, and gray. But those eleven, possibly accompanied by one or more lighter or darker shades (cyan, magenta, azure, etc.), make up the core color terminology of the majority of languages.

The rest of the box

All the other colors’ names will be derived in some way, and that can include some from the above list, if a language doesn’t have a full complement of basic terms. One way of doing this is with adjectives that specify a particular shade of a color. English has lots of these: dark, light, pale, deep, etc. The new color names produced with them aren’t single words, but phrases like “dark blue” or “pale pink”; other languages might have ways of compounding them, though.

Compounds give us another way of making new color words. By combining two basic colors, we can get new ones. That’s how we have “red-orange” or “blue-green”, to name but two. They’re in-between colors, and they tend to be composed of two colors adjacent on the spectrum. It’s hard to imagine a “yellow-blue” that isn’t green, for instance.

Another possibility is the abstract color word. These aren’t basic terms; instead, they tend to come about as finer distinctions of shade. They may have started off with some other meaning, but they now refer almost exclusively to a specific range of colors. Maroon and cyan are a couple of English examples.

By far, though, the best way of making names for colors is through description. Something that has a certain color becomes a descriptor for that particular color—“navy blue”, for instance—then, eventually, the color’s name. That’s how it worked for salmon, coral, violet, lavender, and hundreds of others. It may have even been the case for orange, as the fruit’s name seems be older than the color term. And if the original reason for one of these names is lost, then it may come to be considered an abstract term; indigo is one color that has gone through this process.

Using all these, a language can easily fill up even the biggest box of crayons. But the more color terms you have, the less of the color space each one covers. There will be overlap, of course, and the general terms will always cover more area than the more specific ones. And every language makes its own distinctions. The border between, say, red and yellow isn’t set in stone.

Even weirder

A few conlangers like making languages for speakers that aren’t ordinary humans. Since we’re moving into more culture-specific parts of language, this is a good opportunity to look at what needs to be done for that sort of conlang.

If the prevailing theory is accurate, basic color terms come about in the order they do because of human vision, as we saw above. A race that doesn’t follow normal human rules, however, will have a different color hierarchy. Some people, for example, have a fourth set of cone cells, purportedly letting them see otherwise “impossible” colors. Tetrachromats, as they’re called, effectively have a fourth primary color at their disposal.

An entire race (in the literary sense) of tetrachromats would have a language that reflects this. Where their fourth color fits into the hierarchy would depend on the specifics of how that fourth cone cell works, but it would certainly be in that first group alongside red, green, yellow, and blue.

Similarly, red-green colorblindness could be the norm for a race. In that case, red and green wouldn’t differentiate, obviously, but the rest of the diminished color space would also be changed. In fact, it’s easy to imagine such a race never getting past the light/dark stage.

And no discussion of color vision would be complete without including the neighboring portions of the spectrum. The human lens blocks ultraviolet, but some people report being able to see it. Vision reaching into the infrared is a little more plausible for our species. Aliens, though, could have their equivalent to cones reach their peak sensitivity at different points of the spectrum, allowing them to see into the deeper or higher ranges. Their color terms would likely reflect this, and an alien race could have a whole collection of words for color combinations that we simply cannot see.

Next up

Next time, we’ll look at our two conlangs and their color words. Then, it’ll be off to another part of the semantic realm, but I don’t yet know exactly which one. Stay tuned.

Assembly: the standard machine

This crazy thing we call the PC has been around for over 30 years now, and it’s quite far from its original roots as IBM’s business-oriented machine. The numbers involved are mind-boggling in their differences. The first PC ran at 4.77 MHz, while today’s can top 4 GHz. (And, thanks to parallelization, cache, and all those other advances we’ve seen, that adds up to far more than a 1000x increase in computing power.) Intel’s 8086 processor could address 1 MB of memory; modern computers have multiple megabytes inside them. Back then, the primary medium for storage was the floppy disk, and the PC’s disks weighed in at a hefty 360 KB; nowadays, you can find USB flash drives capable of holding more than a million times that.

And people still managed to get things done with machines that are easily outdone by our watches, our refrigerators, our thermostats. A lot of people today can’t even comprehend that, including many—I know quite a few—who used to get by without computers at all! But histories of the PC are everywhere, and we have a specific reason for our trek down memory lane. So let’s take a look at these ancient contraptions from the assembly programmer’s point of view.

The ideal PC

Since we’re using an emulator for our programming, we don’t need to go into a lot of hardware specifics. It doesn’t particularly matter for the purposes of this series that the 8088 had only an 8-bit bus, or that the 486SX lacked a built-in floating-point unit. (I had one of those on my first PC. It sucked.) From our level, those details are mostly irrelevant. What does matter is, for lack of a better term, the hardware interface.

For this series, I’m assuming an “ideal” PC loosely based on real ones. It’s not an original PC, nor is it an XT, AT, or something later. It’s really PC compatible, but nothing more. It roughly conforms to the specs, though some things might be different. That’s intentional, and it’s for ease of explanation. (It also means I can reuse knowledge from all those old DOS tutorials.)

Our idealized machine will use a 286-level processor running in real mode. That lets us focus on a simplified architecture (no protected mode, no 32-bit stuff) that isn’t too far off from what people were using in the late 80s. It does mean limitations, but we’ll work around them.

We’ll also assume that we have access to VGA graphics. That was not the case for the early 286-based PCs; they had to make do with EGA and its 16 colors, at best. Again, this makes things easier, and you’re free to look up the “real thing” if you wish.

Finally, we’re using FreeDOS in the v86 emulator until further notice. It’s not exactly Microsoft’s old DOS from the days of yore, but it’s close enough for this series. Basically, assume it has the features a DOS is supposed to have.

Now that that’s out of the way, let’s see what we have to work with.

Memory

We effectively have a 286 processor, which we looked at last week. Since we’re ignoring protected mode entirely, that means we have access to a total of 1 MB of memory. (Note that this is a real megabyte, not the million bytes that hard drive manufacturers would have you believe.) That memory, however, is divided up into various portions.

  • The first 1 KB is reserved by the CPU as the interrupt vector table. The x86 allows 256 different interrupts, whether caused by hardware or software. This table, then, holds 256 4-byte addresses, each one a pointer to an interrupt handler. For example, the core DOS interrupt, 21h, causes execution to jump to the interrupt routine whose address is stored at 0x21 * 4 = 0x84, or 0000:0084.

  • The next 256 bytes, starting at 0040:0000, are the BIOS data area. (I’ll explain the BIOS in a bit.) Much of this space has special meaning for the BIOS, so it’s a bit like the zero page on most 6502 computers.

  • DOS, the BIOS, and the PC all use bits of the next 256 bytes, starting at 0050:0000.

  • DOS effectively begins loading at 0060:0000, though how much memory it uses from here depends on a wide variety of factors.

Whatever is left after this is available for program use, up to the PC’s RAM limit. Everything else in the address space, starting at A000:0000, is given to the various types of adapters supported by the architecture. Even on later systems with expanded memory capabilities, this conventional memory limit of 640 KB remained. Yes, the original PC was limited to 640K of RAM—leading to the famous quote Bill Gates may or may not have uttered—but this wasn’t as stringent as it seems; the first IBM models only had 256K, and that was still four times what the 6502 could understand.

The remaining 384 KB of the old PC’s range was for the display, the BIOS, and any expansions that may have been around:

  • A 64K block starting at a000:0000 is the video buffer for color graphics modes, including the VGA-alike our idealized PC uses. (Modern graphics cards use high-speed direct memory accesses, but this area is still there for “fallback” mode.)

  • The next 32K, from b000:0000, is used by monochrome video adapters for text. Some systems that neither had nor supported monochrome used this space as extra memory.

  • Another 32K block, starting with b800:0000 or b000:8000 (they’re the same thing), is a very big deal. It’s where the color text-mode memory lies, so manipulating this area will directly affect the contents of the screen. It’s a linear array of words: the low byte holds the character, the high byte its foreground and background colors. We haven’t seen the last of this space.

  • Starting at c000:0000, things get murkier. Usually, the 32K starting here is where the video BIOS lives. After that is the hard disk BIOS, if there is any. Everything from d000:0000 to f000:0000 was intended for expansion; add-ons were expected to set themselves up at a particular place and define how much memory they were going to use. Of course, conflicts were all too easy.

  • The last big block of memory begins at f000:0000. It’s meant for the BIOS, though the original one only used the last 8K (f000:e000 and up). By the way, the processor starts at f000:fff0, which is why the first BIOS went at the end of the block.

  • Finally, the last segment, ffff:xxxx, wraps around to zero on an 8086, but it can access a little bit of higher memory on the 286 and later. That’s the high memory area that DOS users learned so much about back in the day. It won’t really concern us much, but it’s good to know it exists, especially if you’re reading older literature that refers to it.

The BIOS

BIOS (Basic Input/Output System) is the name given to the PC’s internal code, as well as the programmer-accessible interfaces that code provides. The BIOS is mainly responsible for taking a bare x86 processor and turning it into a usable system; in that, it’s like the system ROMs of older computers. Different BIOSes over the years have offered numerous features—some of them can now run entire operating systems, while Coreboot is an OS—but they all also contain the same basic functions that you had 30 years ago.

Rather than using a vector table, like that of a Commodore 64, the PC BIOS provides access to its API through interrupts. By placing certain values in registers before invoking the interrupt, you can select different functions and pass arguments to them. Return values would likewise be placed in registers, sometimes the same ones. As an example, BIOS interrupt 10h controls the video system, and one of its available functions is setting the cursor position. To do that, we need to load the number 2 into AH, among other things, as in this snippet:

curs_set:
    mov ah, 2   ; function number
    mov bh, 0   ; "page number": 0 is the "main" page

    ; these would probably be previously defined
    mov dh, row
    mov dl, column

    int 10h

We’ll be seeing the BIOS later on, but we definitely won’t meet more than a fraction of its interface.

Peripherals and I/O

The PC was designed with peripherals in mind. Floppy disks, hard disks, printers, and many other things came to be attached to these computers. Usually, they came with drivers, and the BIOS could talk to some of them, but programmers occasionally needed to access them directly. Nor were these methods mutually exclusive. After all, it was entirely common to bypass the BIOS and write directly to video memory, because that was far faster.

Under our assumptions, we’ve got a VGA graphics adapter. We’ve got our keyboard and mouse, which the emulator…well, emulates. The FreeDOS image we’ll be using includes one floppy disk, but that’s it. Other than that, we have the PC speaker and a few other odds and ends. Not much, but plenty to explore. But that’s for later.

The operating system

Today, we use Windows or Linux or OSX or whatever, and we only really think about the operating system when it won’t work. But almost every home PC of the late 80s ran DOS first, and that’s what people learned. FreeDOS is like an extension of that, an upgraded version that can run on modern machinery. It uses the same interfaces for “legacy” code, however, and that’s what we want. And v86 includes a preset FreeDOS disk image for us, so that’s a bonus.

DOS, as derided as it is today, actually packed a lot of functionality into its tiny innards. Sure, it didn’t have true multitasking, and you needed hacks to use more than 1 MB of memory. Some of its internal functions were slow enough that it was better to write to the hardware directly. And it even left some things up to the BIOS. But it was far better than nothing.

I could make this a “write a 16-bit OS” series, but I won’t. Because I don’t have to. That’s one of the few good things about DOS: it’s so simple that you can almost ignore it, but you can still use it when it’s what you need. So that’s what I’ll be doing. I mean, it worked for fifteen years, right?

And so on

There’s lots more I could say about the PC platform, whether the real thing or our nostalgic remembrance. But this post is already getting too long. Everything else can come up when it comes up, because now we have to move on to the whole reason for this series: the x86 assembly language. Next time, you’ll see what it looked like (not what it looks like now, though, because it’s totally different). Maybe we can even figure out why so many people hated it with such passion. Oh, and we’ll have some actual code, too.

Fantasy governments

As we get ever deeper into this seemingly unending election season, it’s hard not to think about governments. I’ve already done a post about the future of government, covering science fiction, but what about the past? What does government look like in a fantasy world?

Many works, when they think about it at all, default to the “feudalism-lite” model of D&D and video games. I call it “lite” because, while it does bear some of the hallmarks of medieval European feudalism—the hierarchical structure, the figurehead monarchy—it lacks the deeper roots of feudalism. Rarely will you see kings asserting their divine right to rule, for instance. The lower classes are given much more freedom, especially of movement, than they had historically.

In essence, fantasy feudalism is more like the later days, when the system was breaking down. After the Black Death wiped out so much of Europe’s population, those who survived effectively became that much wealthier. They did begin to gain some of the freedoms that Dark Age serfs lacked, simply because they knew that the labor vacuum made them more valuable. It’s in this era that we also see the rise of the merchant republics in Italy and the stirrings of absolutist monarchy in France, and this is when the idea of class warfare truly begins.

From a storytelling point of view, that’s a good compromise. Before the plague, it was much harder for people to rise above their station. After, they had a bit more upward mobility. It still wasn’t quite the free-for-all of much fantasy, where random peasants address the king with familiarity and candor, but we can make allowances for dramatic effect.

But the world of fantasy gives us so much more. With a little bit of worldbuilding work, we no longer have to settle for the stripped-down version of late feudalism popular in sword-and-sorcery fiction. If we put some thought into it, we can do better.

Low fantasy

It’s popular to divide fantasy into “low” and “high”, largely based on the amount and power of magic available to the world. Game of Thrones and the books that spawned it are, in this system, low fantasy (though getting higher with each volume or season). Something like the Dragonlance series, by contrast, has lots of powerful wizardry, so it’s classified as high fantasy. Since low fantasy is closer to our world, we’ll start with it.

Most systems of governing in a low fantasy world will resemble ours quite closely, as those worlds are very similar to our own. Monarchies are thousands of years old in our world, and those seem to be the most common everywhere, so they’ll be well-represented. Republics, of the Roman style, are rarer; if they exist in a fantasy realm, they should have a good backstory to explain why. Finally, as much as we uphold it as an ideal, democracy is historically highly uncommon on the national level. In older ages, it breaks down as populations grow; it’s entirely possible for an early democracy to evolve into a republic as people decide that voting on everything is a waste of time.

Each of these major types of government covers a broad range of political theory. Monarchies can be absolutist or dictatorial, with a king or emperor ruling with an iron fist, or they can be parliamentary, as England became in the 13th century. A republic can be full of partisan bickering, even in medieval times, and it has a clear path to a parliamentary system, simply by electing a leader from the representative body.

But fantasy also gives us the opportunity to explore other methods of government, those that didn’t gain purchase in our Western societies for whatever reason. Some might not have been possible for us, either given the evolutionary history of European culture or the limitations of the medieval world. So let’s take a look, shall we?

Socialism is a hot topic right now, no matter where you are in the Western Hemisphere. Definitions differ, but the general idea is a state where everyone contributes to the populace as a whole. It’s usually highly centralized, enforcing a redistribution of wealth from rich to poor (a welfare state, in other words), and offering numerous public services.

In earlier times, public and social services seem to have always existed on some scale, so it’s not beyond the realm of possibility to have a socialist state. Producing it from a monarchy might be unlikely, but republics can do it. Socialism does appear more likely to come about early in the development of a civilization, at the tribal or village level. After all, it’s easier to redistribute wealth when there’s not that much of it, and sharing—socialism is just institutionalized sharing—is as old as humanity.

Communism, on the other hand, is the product of 19th century political thinking. The original idea, basically, was to empower the working classes at the expense of the educated, noble, or otherwise privileged. That didn’t work, and just about every communist state in our world has either turned into a dictatorship or oligarchy (USSR, China) or grown towards capitalism (Vietnam). Medieval-era fantasy likely won’t have the chance to try, unless they have some bright thinkers to come up with the notion in the first place.

Theocracy is, literally, rule by religion. We’ve seen a few attempts at a theocratic state throughout history. Papal Rome might be considered one, at least when it wasn’t just a regular autocracy that happened to be ruled by the Pope. The followers of Muhammed after his death tried to implement a government based on their scriptural writings. And, of course, many of today’s terrorist groups claim to want the same. Nobody’s really succeeded for any length of time, though, except maybe the repressive, authoritarian regimes in Iran and Saudi Arabia.

For fantasy, it’s entirely possible to have a theocracy. (High fantasy has it even easier, since you can have the gods themselves intervene, but we’re getting ahead of ourselves.) At its core, theocracy isn’t that much more than a monarchy ruled by a religious leader. Its code of laws will be scripture. But theocracies are highly conservative by their very nature, and they don’t exactly tend to be breeding grounds for new advances in any field other than, well, theology. For that reason, fantasy theocracies might work best as a “bad guy” government.

High fantasy

With the addition of magic and the divine, high fantasy opens up a few more options for government, some that we cannot emulate in our world. That does mean it’s harder for an author to imagine how they would work, but they’re great for making a place truly exotic.

First, as noted above, theocracy gets a boost from being in high fantasy. This direct theocracy, as I’ll call it, is one where divine beings directly interfere with the workings of a state that follows them. At the far end, it degenerates into an absolute dictatorship, one controlled by a tyrannical deity, probably something far more horrific than anything ISIS could do. But there is a place for a less-awful direct theocracy, especially in a polytheistic culture. In a way, that one could conceivably turn into a kind of theocratic republic, where party lines are drawn based on which god’s teachings you follow.

The idea of a government run by magical means is probably as old as fantasy itself. This thaumatocracy can take many forms. Rule by the adept is a subset of oligarchy, roughly equivalent to republics where only landowners could be elected as representatives. Using magic itself to rule or otherwise control the populace edges closer to socialism or even communism. And if magic can in any way be used for warfare, then there’s also the potential for a strong practitioner to rise to autocracy. So this one is highly sensitive to conditions, and which outcome you get will depend on history.

If magic (sorcerous, divine, or whatever) can contact or summon the dead, then there’s the chance that a government based on this could form. It’s even got a name: thanatocracy, rule by the dead. The Inca are said to have believed that their deceased rulers could continue to influence the living; thanatocracy is the logical extension of that to a world where they really can. By its very nature, this would be a very conservative state, probably one founded by a culture practicing ancestor worship. There’s the potential for an oligarchy to form, if talking to the dead is a skill available only to a cabal of priests or wizards. But the nature of the afterlife will also play a big role, as will the number of dead consulted for questions of government.

Slight modifications

In a few cases, it’s not the type of government that’s unrealistic or ahistorical, but some defining quality of it. The following are a few subsets of governments that have the possibility of existing in fantasy:

  • Matriarchy is one of the most popular. Traditionally in most societies with inherited power, the right to rule passes down through the male line first. There are very good biological, sociological, and historical reasons for this, but fantasy cultures don’t have to follow our rules. It’s easy to envision, for instance, a matriarchal monarchy, one ruled by a queen who is succeeded by her eldest daughter. You likely want to have some reason why the men weren’t in power; perhaps this is a non-human race, like D&D’s drow.

  • Meritocracy is a high ideal of a lot of thinkers. Its goal is that rule goes to those most qualified, probably as determined through some sort of examination. China tried something like this, but it was never as successful as it could have been, because the political machinery needed to start a meritocracy is easy to “break”. Like a radioactive element, meritocracy decays into bureaucracy. Those in power adjust the qualifications so they stay in power. But maybe a fantasy culture could break that cycle.

  • The junta or other forms of military dictatorship can readily be adapted to a fantasy setting. We have all too many examples, both in the real world and in fiction, but there’s always space for new ideas. Militaries tend to come to power when they overthrow a legitimate government, so there is a ready-made source of conflict. And it doesn’t take much for them to break into factions, each led by a warlord who thinks he has sole right to rule.

Keep thinking

I’m sure you can come up with other ideas. An earlier post goes into a bit more detail about creating your own governments. Extrapolating to a fantasy world is fairly straightforward. Remember that a government, as with any part of society, is rarely created from scratch. It has a history, even if you never write it. The more outlandish it is, the better chance you’ll need to defend it at some point. So, for those “crazier” governments, think a little more about how they came about. Usually, you can find something that’ll works.