Languages: Difference between revisions

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(Created page with "MythCraft does not officially track languages, but assumes that any humanoid can find some way of accurately communicating very basic ideas and simple conversations with other humanoids, either via translator or nonverbal cues. If you want to add a little more complexity to your games, you can use one or more of the following models for adding languages to your game. === Lineage Languages === This model approaches languages through the lens of lineages. Each sapient lin...")
 
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MythCraft does not officially track languages, but assumes that any humanoid can find some way of accurately communicating very basic ideas and simple conversations with other humanoids, either via translator or nonverbal cues. If you want to add a little more complexity to your games, you can use one or more of the following models for adding languages to your game.
MythCraft does not officially track languages, but assumes that any humanoid can find some way of accurately communicating very basic ideas and simple conversations with other humanoids, either via translator or nonverbal cues. If you want to add a little more complexity to your games, you can use one or more of the following models for adding languages to your game.


=== Lineage Languages ===
=== Lineage Languages ===
This model approaches languages through the lens of [[lineages]]. Each sapient lineage has its own tongue, and there is a common language shared by all. This model is usually [[human]]-centric, assuming that the human tongue is the common language, so you can maintain this trope or invert it and, for example, choose that [[Halfling]] is the common tongue.
This model approaches languages through the lens of lineages. Each sapient lineage has its own tongue, and there is a common language shared by all. This model is usually human-centric, assuming that the human tongue is the common language, so you can maintain this trope or invert it and, for example, choose that Halfling is the common tongue.
 
 


If you use this model, then in character creation, each hero gets to know two languages: the common tongue and their own lineage language. If a lineage’s own tongue is considered the common tongue, then a hero of that lineage knows any one additional language of the character’s choice.<blockquote>'''Learning Languages'''
If you use this model, then in character creation, each hero gets to know two languages: the common tongue and their own lineage language. If a lineage’s own tongue is considered the common tongue, then a hero of that lineage knows any one additional language of the character’s choice.<blockquote>'''Learning Languages'''
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|-
|-
|'''Arcanic'''
|'''Arcanic'''
|[[Arcane]]
|Arcane
|-
|-
|'''Avadrian'''
|'''Avadrian'''
|Avadri, [[Raedeen]], Remnants
|Avadri, Raedeen, Remnants
|-
|-
|'''Caninian'''
|'''Caninian'''
|[[Hondu]]
|Hondu
|-
|-
|'''Celestial'''
|'''Celestial'''
|Celestials, [[Divine]]
|Celestials, Divine
|-
|-
|'''Clikkiri'''
|'''Clikkiri'''
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|-
|-
|'''Draconic'''
|'''Draconic'''
|Dragons, [[Dragonfolk]], Dracani, Wyrms, Wyverns
|Dragons, Dragonfolk, Dracani, Wyrms, Wyverns
|-
|-
|'''Dwarvish'''
|'''Dwarvish'''
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|-
|-
|'''Eldritch'''
|'''Eldritch'''
|[[Occult]]
|Occult
|-
|-
|'''Elvish'''
|'''Elvish'''
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|-
|-
|'''Felinese'''
|'''Felinese'''
|[[Kettek]], Sphinxes
|Kettek, Sphinxes
|-
|-
|'''Infernal'''
|'''Infernal'''
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|-
|-
|'''Trolltongue'''
|'''Trolltongue'''
|[[Bhrunai]], [[Trollkin]]
|Bhrunai, Trollkin
|-
|-
|'''Ursone'''
|'''Ursone'''
|[[Urkou]]
|Urkou
|}
|}
=== National and Cultural Languages ===
Separately from or in addition to lineage languages, you might decide to introduce languages based on the nations in your world. If you use this system, then there is likely no “common” language, but the more economically powerful nations have their languages spoken more frequently.
If you use both this approach and the lineage languages, consider giving each of your heroes fluency in three or four languages to start out, as communication might be difficult otherwise.
Instead of presenting each nation as having its own language, you might group nations together by approximate cultural similarity and assign regional languages using that framework. Typically, the language spoken in such regions will be named after the oldest nation from that region. You can get more information on Nations on the [[Exploring Ancerra]] page.
{| class="wikitable"
|+
!Language
!Nations that Speak it
|-
|Ahtenat
|Ahten, Dyspara, Nent
|-
|Anedonian
|Anedonia, Roshallan, Thaaj
|-
|Betallese
|Betaal
|-
|Chehozrani
|Chee, Chenozran, Getar
|-
|Dorian
|Eryndor, Pash, Ruptaea, Vaenyth
|-
|Doshairi
|Doshairiel, Falth, Rovel
|-
|Fjordenhavian
|Fjordenaven, Renden, Skavr, Yodvan
|-
|Gavaran
|Gavare
|-
|Kendarian
|Constel, Forsten, Kendaria, Nevna
|-
|Kessian
|Bishal, Derk, Kess
|-
|Muskshiri
|Musksihr, Vel
|-
|Nausan
|Nausa
|-
|Nevnan
|Nevna, Kendaria, Vel
|-
|Noord
|Noord, Tenvik, Yodvan
|-
|Roshali
|Roshallan and its vassal states
|-
|Tafanian
|Sozein, Tafunga
|-
|Theshi
|Brigemoor, Falth, Husk, Kandif, Lesmishan, Nalathesh
|-
|Unjaarni
|Buyleist, Unjaarn, Vadan
|-
|Valstromese
|Shadrodoth, Falth, Valstrom
|-
|Velan
|Vel
|}
=== Translators ===
In a campaign with many languages, you might find that it becomes an obstacle to moving the plot forward if none of your heroes speak the right language. You might choose to assume that trustworthy translators can be found in any settled area, and only worry about tracking languages when your heroes are in the wilderness.
You could also treat translators as powerful politicians. Many diplomats might slightly change the meaning or nuance of words between two parties as they facilitate a conversation between parties that otherwise cannot understand one another. Translators that do this might have designs on power or leadership and promote their own agendas by manipulating such conversations.