Languages
Jun 5, 2014 17:20:37 GMT
Post by Tel Vinrae on Jun 5, 2014 17:20:37 GMT
There are many languages within the Tel Vinrae. Here, they are broken down into three categories: Automatic Languages, Advanced Languages, and Secret Languages.
Automatic & Common Languages
A character begins play knowing the following languages: The languages of their race (Or subrace if Human), any special language that would pertain to them through their class, and Velithri - the common tongue to Tel Vinrae. Also, if not part of the race, a character can learn these languages through the Speak Language skill.
Advanced Languages
The following languages can only be learned in character, through role-play of the language being taught and ranks in the Speak Language Skill.
Secret Languages
The following languages cannot be learned by anyone unless marked specifically within the listed tongue.
Special: Beneficium Lucarnae is a visual code of lantern arrangement used by black marketeers and criminals to hide their operations in plain sight. It is not common knowledge, and a DC 25 Knowledge (Local) check is needed to identify the lanterns' meanings. Player Characters who have learnt Thieves' Cant or Dacanith (See above for more information), need not make a knowledge check, as speakers of those languages would surely have picked up Beneficium Lucarnae in their education!
Legally speaking, the black market is certainly illegal and antithetical to honest commerce, but it is a necessary evil, too intricately connected with the history, society and the economy of Tel Vinrae to risk removing. To the chagrin of idealists and many lawmakers, the majority of the Watchmen tolerate the black market, and intervene only upon the most flagrantly visible black market operations. Historically, the zealotry of the just has led to bloody crackdowns and bloodier retaliations. The so-called "Accusor's Night" in <YEAR> saw dozens of men and women dragged from their beds, on suspicion of black market profiteering, and thrown into cramped jails. Many who refused on valid legal grounds were beaten to death.
Thus, the Beneficium Lucarnae was devised by the first Thieves' Guild of Tel Vinrae as a buffer zone between crusading Watchmen and the vendors struggling to beat the taxes by any means necessary. By coding their activities, black market operations would at least appear to have diminished, restoring the morale and the reputation of the city's law enforcement; and as a result, the Watch would be inclined to leave the everyday black market merchant alone, and instead concentrate on the greater roots of organized crime.
Social Conventions of Using the Codex:
Identifying a black market merchant is only the first step. There are unspoken social mores expected in order to protect the vendor from being "stung" by an undercover Watchman. One cannot be arrested for seemingly-casual conversation alone, so indirect or metaphorical questions are commonplace, often times inquiring on a gift for a friend of a friend, or asking for their knowledge of rare flowers (which happens to produce poisonous pollen..), for example. References from trusted persons in the business help enormously.
White market shop keeps are sometimes approached with odd inquiries, should they have coincidentally invoked the patterns of the Codex. Those few who realize their patron's aims may promptly tell them 'this isn't the place for that, sir/madam' or refer them to an appropriately networked tavern. The only places where black market activities are relatively openly conducted would be the Beren Tasurdur and in Fishhook Square.
The Thieves Guild does not care for those whose failure to employ the Lantern Codex leads to their arrests; but Watchmen who investigate too deeply beyond the street-level vendors and criminal mooks have a trend of turning up in the sea or never seen again.
The Codex:
• A string of red lanterns: prostitution
• Two blue lanterns, flanked by a red lantern on either side: poison
• Two unlit hooded lanterns tied together, set above the door, sign or window: illegal weapons (including custom modifications taxed extensively by law)
• A blue-green candle lantern, filled with glass beads: forgers, "funny paper" specialists
• A gold-lined (or painted) lantern mounted above an emblem of a key or crown, the cellar door may bear an unassuming red hand print: a fence for stolen goods (legitimate jewelers tend to ask provocative questions)
• A string of white lanterns filled with glass beads: illicit substances
(More to come)
Automatic & Common Languages
A character begins play knowing the following languages: The languages of their race (Or subrace if Human), any special language that would pertain to them through their class, and Velithri - the common tongue to Tel Vinrae. Also, if not part of the race, a character can learn these languages through the Speak Language skill.
- Velithri: the common tongue of Tel Vinrae. It is the "language of the People". Velithri is a mash of tongues with Elven undertones.
- Jihva: A language spoken by the people of the deserts.
- Huang-Ni: Language spoken by the people of Huang Cao. A language rapidly spoken with many syllables.
- Milerian: The Common tongue spoken throughout the human holds and cities of Mileria.
- Draconic: spoken by reptilian creatures and often wizards for verbal components.
- Dwarven: spoken by the Stone Men. Very Germanic in sound. (Dwarven Alphabet).
- Elven: Tongue of the elves. Loose and flowing in sound. (A base for Velithri).
- Giant: Spoken by ogres and giants. Syllables are very elongated. (Dwarven Alphabet Variation).
- Gnomish: Language of Gnomes. This also, sounds Germanic. (Dwarven Alphabet Variation).
- Goblin: Spoken by Goblins, Hobgoblins, and Bugbears. Similar to Dwarven, but harsher with slippery vowels. (Dwarven Alphabet Variation).
- Govan: Language spoke by the Govan tribes across Mileria.
- Halfling: spoken by Halflings. (A base for Velithri).
- Orcan: Spoken by orcs. Very gutteral and angry in sound. (Dwarven Alphabet Variation).
Advanced Languages
The following languages can only be learned in character, through role-play of the language being taught and ranks in the Speak Language Skill.
- Dacanith: commonly called "Gold-Speak." Unless having knowledge in how to speak it or being taught the tongue, it is difficult to learn. Knowing this language can drive a Black market price lower than what an Outlander would pay.
- Thieves Cant: this tongue pulls reference from archaic text - the written language looks more like various glyphs and symbols. The spoken language is a code of words and hand signals. Some merchants will use this tongue when acquiring stolen goods from The Brothers.
- Celestial: Considered the language of the gods, the very tongue of Hope and Judgement. The language is thought to be on the verge of extinction, and is only taught by other speakers to those considered 'worthy'.
- Abyssal: Spoken by demons and other dark creatures - the tongue of darkness and chaos. When hearing this tongue, many commoners will ward themselves, or flee from the mere sound of it.
- Infernal: Spoken by devils and other dark outsiders.
- Gnoll: Spoken by gnolls - a rare language.
- Sylvan: This is the tongue of the Wild Fae. It's a rare language to come across in the urban cities but may be encountered outside of Tel Vinrae when approached by Sylvan-Speaking creatures.
- Aquan: Water-Based creatures speak this language. It sounds soft and gentle, like the whispering of trickling water or the lapping of an ocean upon a shoreline. (IE: Mermen, Sirens, Water Elementals.)
- Auran: Air-Based creatures speak this language. It's a harsh, almost screeching tongue, like the sound of a strong gust blowing through the cracks of a window pane. (IE: Wyvern, Air Elementals.)
- Ignan: Fire-Based creatures speak this language. A very passionate sounding tongue. (IE: Fire Elementals)
- Terran: Earth-Based creatures speak this language. It sounds to be a commanding tongue, loud and boisterous like the tumbling of rocks or the cracking of ground. (IE: Earth Elementals)
Secret Languages
The following languages cannot be learned by anyone unless marked specifically within the listed tongue.
- Elvirian: typically called High Elven by non speakers, Elvirian is the tongue of Eladrin. It is not taught to outsiders and rarely spoken in front of Outlanders or anyone that isn't Fair Folk. It is said to be a blended language of celestial and Elven, recorded in the tomes and documents that date back to the First Fathers. (when reading or hearing celestial, an Eladrin can make an INT Check to understand the gist of interpretation). To teach a non-Eladrin High Elven results in Banishment. For an Outlander to be caught speaking Elvirian is considered blasphemy and will result in the offender's tongue being cut out. Automatic Language for Eladrin.
- Drow Speak: The Drow tongue. Since the enslavement of the Dark Elves, the language is considered to be dead. Now, it is only spoken by the Drow and is typically not learned by anyone outside of their race. It is forbidden to be spoken in front of Eladrin. Automatic language for Drow.
- Druidic: It is believed that Druidic is the secret tongue of nature, possessing the very essence of the elements and animals. For a Druid to teach this language to someone other than a Druidic is considered a high unspoken crime, and results in the Druid Circles to hunt the blasphemer and kill them. This language is Automatic for Druids.
BENEFICIUM LUCARNAE - The Rights of the Lanterns
(a.k.a "The Lantern Codex")
(a.k.a "The Lantern Codex")
"If you are in hiding, don't light a fire."
- A South Elven proverb, oft spoken ironically
- A South Elven proverb, oft spoken ironically
Special: Beneficium Lucarnae is a visual code of lantern arrangement used by black marketeers and criminals to hide their operations in plain sight. It is not common knowledge, and a DC 25 Knowledge (Local) check is needed to identify the lanterns' meanings. Player Characters who have learnt Thieves' Cant or Dacanith (See above for more information), need not make a knowledge check, as speakers of those languages would surely have picked up Beneficium Lucarnae in their education!
Legally speaking, the black market is certainly illegal and antithetical to honest commerce, but it is a necessary evil, too intricately connected with the history, society and the economy of Tel Vinrae to risk removing. To the chagrin of idealists and many lawmakers, the majority of the Watchmen tolerate the black market, and intervene only upon the most flagrantly visible black market operations. Historically, the zealotry of the just has led to bloody crackdowns and bloodier retaliations. The so-called "Accusor's Night" in <YEAR> saw dozens of men and women dragged from their beds, on suspicion of black market profiteering, and thrown into cramped jails. Many who refused on valid legal grounds were beaten to death.
Thus, the Beneficium Lucarnae was devised by the first Thieves' Guild of Tel Vinrae as a buffer zone between crusading Watchmen and the vendors struggling to beat the taxes by any means necessary. By coding their activities, black market operations would at least appear to have diminished, restoring the morale and the reputation of the city's law enforcement; and as a result, the Watch would be inclined to leave the everyday black market merchant alone, and instead concentrate on the greater roots of organized crime.
Social Conventions of Using the Codex:
Identifying a black market merchant is only the first step. There are unspoken social mores expected in order to protect the vendor from being "stung" by an undercover Watchman. One cannot be arrested for seemingly-casual conversation alone, so indirect or metaphorical questions are commonplace, often times inquiring on a gift for a friend of a friend, or asking for their knowledge of rare flowers (which happens to produce poisonous pollen..), for example. References from trusted persons in the business help enormously.
White market shop keeps are sometimes approached with odd inquiries, should they have coincidentally invoked the patterns of the Codex. Those few who realize their patron's aims may promptly tell them 'this isn't the place for that, sir/madam' or refer them to an appropriately networked tavern. The only places where black market activities are relatively openly conducted would be the Beren Tasurdur and in Fishhook Square.
The Thieves Guild does not care for those whose failure to employ the Lantern Codex leads to their arrests; but Watchmen who investigate too deeply beyond the street-level vendors and criminal mooks have a trend of turning up in the sea or never seen again.
The Codex:
• A string of red lanterns: prostitution
• Two blue lanterns, flanked by a red lantern on either side: poison
• Two unlit hooded lanterns tied together, set above the door, sign or window: illegal weapons (including custom modifications taxed extensively by law)
• A blue-green candle lantern, filled with glass beads: forgers, "funny paper" specialists
• A gold-lined (or painted) lantern mounted above an emblem of a key or crown, the cellar door may bear an unassuming red hand print: a fence for stolen goods (legitimate jewelers tend to ask provocative questions)
• A string of white lanterns filled with glass beads: illicit substances
(More to come)