Post by Heart on Jun 9, 2018 17:52:40 GMT -5
Learning Languages
Languages are known based on your characters base mental modifiers they have. Each modifier is a language point, and these points can then be spent to learn varying languages as you wish. Keep in mind language points are based on your base mental modifier for your mental abilities combined [ie. Wisdom and Intelligence]. Some races allow special access to a language of their race without requiring the mental modifier minimum and get it for free without spending an LP [ie. A Dryad would get Sylvan Free ignoring the 15 Base Modifier Minimum.]
It is possible to learn Languages through special Event Rewards. Such as a Dragon teaching you Draconic as a reward for helping them, or something similar, however, these will be incredibly rare rewards for high-end languages and generally will need to be requested by the character, not offered by the DM, and can very likely be refused.
If you want your character to be using another language, then simply start it with the language in parenthesis or brackets before the dialogue in question. We're working on scripts that allow you to simply type in the language via a translator but until then, this will have to do.
Basic Languages (Free)
- Common (English)
Sub-Dialects (0.5 LP per)
- Wyserian
- Garzakian
- Aelamvmaalish
- Gisildaigaonish
- Nordrheimrian
- Shirza-Kath
- Aranish
- Kuokazuken
Rare Languages (1 LP per, Minimum 10 Base Modifier in One Mental Ability)
- Sign Language
- Undercommon (Mixture of Rare Languages and Common)
- Elvish (Variant of Sylvan)
- Dethek
- Orcish
- Hin
- Goblinoid
- Hisslith
Ancient Languages (2 LP per, Minimum 15 Base Modifier in One Mental Ability)
- Thieves Cant
- Ramarian (Requires DM Event)
- Sylvan (Nature/Animals)
- Joton
Mythical Languages (5 LP per, Minimum 19 Base Modifier in One Mental Ability)
- Infernal (Daemons, Requires Staff Approval or DM Event)
- Astral (Napishtims, Requires Staff Approval or DM Event)
- Draconic (Dragons, Requires Staff Approval or DM Event)
- Planar (Divines, Requires DM Event)
The Languages
Common: The basic language of the world of Shinma, this was created originally by Gisildaigaonian due to their location is at the center of the continent, as trade continued through them with other countries the languages slowly mixed together until it formed a language combined from all the sub-dialects of the humans on the continent. This was eventually simply referred to as the "Common Tongue", or "Common" for short. It is in normal English.
Sub-Dialects: Each is the core language of its named country, known by its residents. The languages vary, and are fantasy mixtures of Earth's own languages in an odd mixture with slight similarities but not enough to be identical such as Gisildaigaonish being similar to Ancient Celtic mixed with Latin, modern Norwegen, etc.
Sign Language: The concept of learning the signs for different words varies from one country to the next, and as such Sign Language is a sort of piggy-back language added on to any languages you currently know. If you have sign language then you can "speak" sign language in any of the other languages that you know.
Undercommon: If "Common" is the human's universal tongue, then "Undercommon" is the Inhumans universal tongue. A mixture of all the non-human, rare languages stewed together that holds aspects of each one. Noises, pitches, and songs similar to Dethek, Elvish, Orcish and Goblinoid but with the mixture of actual words and tongues derived from Hin and Hisslith.
Elvish: A unique language derived from the concepts of Sylvan mixed with the humans common, the result is a language that sounds more like a song than normal conversation and has no notable words. Instead, one must learn to listen to the individual notes and melodies of the "songs" in order to learn their meaning, this is also why the language works to a very limited degree in conversing with animals, though nothing like its parent language.
Dethek: The language of the Dwarves and Gnomes, a dialect that is derived and based on the usage of deep sounds similar to groans or low-note singing. The language is designed heavily to echo and revibrate through caverns and tunnels, and large parts of the language is based on "feeling" the words as much as it is hearing them.
Orcish: A language that makes up a large part of the Undercommon language, Orcish is made up of aspects of Dethek as well as Infernal, a combination that melds together to form deep bass noises and rough sounds in the throat similar to Russian or German.
Hin: Also commonly known as "Hillspeak", the language of the Hin is a unique dialect that originates from the Dwarves and Gnomes "Dethek", combined with the humans "Common". The language of the "Little-Folk", is full of a mixture of both languages and unique slang that often has hints of Undercommon due to its nature.
Goblinoid: A language that holds a mixture of Hin, and Elvish. The language is deprived of the same concept of sound over words that Elvish is, but instead of holding its graceful and majestic sounds the language is instead based on high pitch shrills, shrieks, and chattering that is often used for communication instead often causing many that attempt to learn it difficulties.
Hisslith: The language of reptilians that lacks the arcane power of Draconic, the language originated from Draconic when the Dragons taught the lesser races-- the kobolds, lizardfolk, and similar species how to speak their tongue. However, over the years it has become diluted and thinned into Hisslith making far more use of their reptilian vocal structure then Draconic magic and song.
Thieves Cant: The language of thieves, pirates, and gangsters-- a language of inconspicuous hand gestures, sounds and body positions to use for signaling secret messages on the public. It became a valuable tool for stealing or abducting in groups, indicating commands, targets or dangers (such as guards), etc. It is a very basic and simplified "language" for quick signs and not meant for carrying on full conversations, but rather quick orders or warnings only. Thieves Cant should only be used when necessary since rogues tend to guard this language carefully. They would not want others to "interpret" it and learn their secrets.
Ramarian: An ancient and tribal language that holds similarities to Sylvian and Dethek, based heavily on sounds, shamanistic magic based on emotion echoing through the tongue, and more. As if stories are told with each word spoken in the language, the tongue is incredibly complex and as much a series of spells as it is a linguistic base for the second continent.
Sylvan: The language of nature itself, of the Faewild. This language has no words, but instead is nothing but the understanding of body language, emotion, and movements of nature itself. It allows the user to know how to communicate in a semi-telepathic method to nature and animals using empathic connections, sending images, scents, and feelings between them in order to interact.
Joton: The original source that Dethek came from, Joton is the language of Giants and often of Ogre. Full of booming, deep words that despite their power are often eloquent and smooth. Contrasting against the harsh sub-dialects such as Orcish, the tongue is far more like a deep smooth scotch than a blistering vodka. It is said the language was often mistaken for thunder by ancient humans, due to this.
Infernal: The youngest of the ancient tongues, Infernal was created when the first Daemon fell. The tongue is a tainted, polluted, harsh and mystical corruption of the Astral language. Full of harsh, barking words that cause darkness to form in the sky, the language itself is a mystical tongue that can invoke magic just from it being spoken related to dark and ancient magics. Learning Infernal is key to ever being able to utilize any form of demonic magic or contract.
Astral: The second language to ever be created, the Astral language was used by the firstborn children of the gods. Smooth, graceful, it holds many similarities to Elven however instead of sounding like a song, the words ring out like a constant never-ending poem. Soft, tranquil, and always relaxed even when angered the language has no feasible way to form real dark emotions and is instead the manifestation of law, control, and grace. Murmuring words in this tongue can bring forth calming auras, summon brilliant light, mend wounds and more and is key for many priests and monks that wield hold magic.
Draconic: The third language ever created, if Infernal is darkness, and Astral is light, then Draconic is life. The tongue is harsh, and yet calm. Resounding and deep, and yet chaotic and difficult to keep up with. A language that bends the veil of reality itself, summoning the wrath of nature, or the world, or life itself with its words. The usage of this ancient tongue is key to elemental magic, to connecting with nature, and is the pinnacle of understanding when it comes to druids and mages that have no desire to tamper with the beings among the other planes of existence.
Planar: The first language, the language that was formed before the gods, it is less a language and more a right. A right granted by the universe itself to those that are worthy, to those that can understand the universe in more than a single dimension. The language has no sounds, no notes, no alphabet or words, it has nothing and yet it has everything. Planar is the purest, and most perfect form of telepathic communication-- it has no limit to range, depth, power, and can only be resisted by those that can feel and understand the language themselves at its core. For this reason, should one "speak" Planar, they speak every tongue, from every time, from every world and continent.
Languages are known based on your characters base mental modifiers they have. Each modifier is a language point, and these points can then be spent to learn varying languages as you wish. Keep in mind language points are based on your base mental modifier for your mental abilities combined [ie. Wisdom and Intelligence]. Some races allow special access to a language of their race without requiring the mental modifier minimum and get it for free without spending an LP [ie. A Dryad would get Sylvan Free ignoring the 15 Base Modifier Minimum.]
It is possible to learn Languages through special Event Rewards. Such as a Dragon teaching you Draconic as a reward for helping them, or something similar, however, these will be incredibly rare rewards for high-end languages and generally will need to be requested by the character, not offered by the DM, and can very likely be refused.
If you want your character to be using another language, then simply start it with the language in parenthesis or brackets before the dialogue in question. We're working on scripts that allow you to simply type in the language via a translator but until then, this will have to do.
Basic Languages (Free)
- Common (English)
Sub-Dialects (0.5 LP per)
- Wyserian
- Garzakian
- Aelamvmaalish
- Gisildaigaonish
- Nordrheimrian
- Shirza-Kath
- Aranish
- Kuokazuken
Rare Languages (1 LP per, Minimum 10 Base Modifier in One Mental Ability)
- Sign Language
- Undercommon (Mixture of Rare Languages and Common)
- Elvish (Variant of Sylvan)
- Dethek
- Orcish
- Hin
- Goblinoid
- Hisslith
Ancient Languages (2 LP per, Minimum 15 Base Modifier in One Mental Ability)
- Thieves Cant
- Ramarian (Requires DM Event)
- Sylvan (Nature/Animals)
- Joton
Mythical Languages (5 LP per, Minimum 19 Base Modifier in One Mental Ability)
- Infernal (Daemons, Requires Staff Approval or DM Event)
- Astral (Napishtims, Requires Staff Approval or DM Event)
- Draconic (Dragons, Requires Staff Approval or DM Event)
- Planar (Divines, Requires DM Event)
The Languages
Common: The basic language of the world of Shinma, this was created originally by Gisildaigaonian due to their location is at the center of the continent, as trade continued through them with other countries the languages slowly mixed together until it formed a language combined from all the sub-dialects of the humans on the continent. This was eventually simply referred to as the "Common Tongue", or "Common" for short. It is in normal English.
Sub-Dialects: Each is the core language of its named country, known by its residents. The languages vary, and are fantasy mixtures of Earth's own languages in an odd mixture with slight similarities but not enough to be identical such as Gisildaigaonish being similar to Ancient Celtic mixed with Latin, modern Norwegen, etc.
Sign Language: The concept of learning the signs for different words varies from one country to the next, and as such Sign Language is a sort of piggy-back language added on to any languages you currently know. If you have sign language then you can "speak" sign language in any of the other languages that you know.
Undercommon: If "Common" is the human's universal tongue, then "Undercommon" is the Inhumans universal tongue. A mixture of all the non-human, rare languages stewed together that holds aspects of each one. Noises, pitches, and songs similar to Dethek, Elvish, Orcish and Goblinoid but with the mixture of actual words and tongues derived from Hin and Hisslith.
Elvish: A unique language derived from the concepts of Sylvan mixed with the humans common, the result is a language that sounds more like a song than normal conversation and has no notable words. Instead, one must learn to listen to the individual notes and melodies of the "songs" in order to learn their meaning, this is also why the language works to a very limited degree in conversing with animals, though nothing like its parent language.
Dethek: The language of the Dwarves and Gnomes, a dialect that is derived and based on the usage of deep sounds similar to groans or low-note singing. The language is designed heavily to echo and revibrate through caverns and tunnels, and large parts of the language is based on "feeling" the words as much as it is hearing them.
Orcish: A language that makes up a large part of the Undercommon language, Orcish is made up of aspects of Dethek as well as Infernal, a combination that melds together to form deep bass noises and rough sounds in the throat similar to Russian or German.
Hin: Also commonly known as "Hillspeak", the language of the Hin is a unique dialect that originates from the Dwarves and Gnomes "Dethek", combined with the humans "Common". The language of the "Little-Folk", is full of a mixture of both languages and unique slang that often has hints of Undercommon due to its nature.
Goblinoid: A language that holds a mixture of Hin, and Elvish. The language is deprived of the same concept of sound over words that Elvish is, but instead of holding its graceful and majestic sounds the language is instead based on high pitch shrills, shrieks, and chattering that is often used for communication instead often causing many that attempt to learn it difficulties.
Hisslith: The language of reptilians that lacks the arcane power of Draconic, the language originated from Draconic when the Dragons taught the lesser races-- the kobolds, lizardfolk, and similar species how to speak their tongue. However, over the years it has become diluted and thinned into Hisslith making far more use of their reptilian vocal structure then Draconic magic and song.
Thieves Cant: The language of thieves, pirates, and gangsters-- a language of inconspicuous hand gestures, sounds and body positions to use for signaling secret messages on the public. It became a valuable tool for stealing or abducting in groups, indicating commands, targets or dangers (such as guards), etc. It is a very basic and simplified "language" for quick signs and not meant for carrying on full conversations, but rather quick orders or warnings only. Thieves Cant should only be used when necessary since rogues tend to guard this language carefully. They would not want others to "interpret" it and learn their secrets.
Ramarian: An ancient and tribal language that holds similarities to Sylvian and Dethek, based heavily on sounds, shamanistic magic based on emotion echoing through the tongue, and more. As if stories are told with each word spoken in the language, the tongue is incredibly complex and as much a series of spells as it is a linguistic base for the second continent.
Sylvan: The language of nature itself, of the Faewild. This language has no words, but instead is nothing but the understanding of body language, emotion, and movements of nature itself. It allows the user to know how to communicate in a semi-telepathic method to nature and animals using empathic connections, sending images, scents, and feelings between them in order to interact.
Joton: The original source that Dethek came from, Joton is the language of Giants and often of Ogre. Full of booming, deep words that despite their power are often eloquent and smooth. Contrasting against the harsh sub-dialects such as Orcish, the tongue is far more like a deep smooth scotch than a blistering vodka. It is said the language was often mistaken for thunder by ancient humans, due to this.
Infernal: The youngest of the ancient tongues, Infernal was created when the first Daemon fell. The tongue is a tainted, polluted, harsh and mystical corruption of the Astral language. Full of harsh, barking words that cause darkness to form in the sky, the language itself is a mystical tongue that can invoke magic just from it being spoken related to dark and ancient magics. Learning Infernal is key to ever being able to utilize any form of demonic magic or contract.
Astral: The second language to ever be created, the Astral language was used by the firstborn children of the gods. Smooth, graceful, it holds many similarities to Elven however instead of sounding like a song, the words ring out like a constant never-ending poem. Soft, tranquil, and always relaxed even when angered the language has no feasible way to form real dark emotions and is instead the manifestation of law, control, and grace. Murmuring words in this tongue can bring forth calming auras, summon brilliant light, mend wounds and more and is key for many priests and monks that wield hold magic.
Draconic: The third language ever created, if Infernal is darkness, and Astral is light, then Draconic is life. The tongue is harsh, and yet calm. Resounding and deep, and yet chaotic and difficult to keep up with. A language that bends the veil of reality itself, summoning the wrath of nature, or the world, or life itself with its words. The usage of this ancient tongue is key to elemental magic, to connecting with nature, and is the pinnacle of understanding when it comes to druids and mages that have no desire to tamper with the beings among the other planes of existence.
Planar: The first language, the language that was formed before the gods, it is less a language and more a right. A right granted by the universe itself to those that are worthy, to those that can understand the universe in more than a single dimension. The language has no sounds, no notes, no alphabet or words, it has nothing and yet it has everything. Planar is the purest, and most perfect form of telepathic communication-- it has no limit to range, depth, power, and can only be resisted by those that can feel and understand the language themselves at its core. For this reason, should one "speak" Planar, they speak every tongue, from every time, from every world and continent.