Cardinal origins and languages for my Lost City campaign.
Cardinal origins:
When you create your character roll a d6 and choose his or her cardinal origin.
(The campaign is set in the eastern lands).
(And there is also the "far" north, west, east and south.)
Cardinal origins:
When you create your character roll a d6 and choose his or her cardinal origin.
(The campaign is set in the eastern lands).
- 1- 2 Northern or Western
- 3- 4 Western or Eastern
- 5- 6 Eastern or Southern
Each cardinal region host many kingdoms and cities. I keep them vague for now, but later if we develop the campaign, I (or maybe the players) will be free to invent villages, towns or kingdoms of origin.
- Northern lands: the untamed north, cold and icy.
- Western lands: pseudo medieval-Europe, farms, hills and dark forests.
- Eastern: pseudo medieval Middle-East, majestic mountains and lot of desert.
- Southern lands: vast savannas, jungles, rocky cliffs and volcanic islands.
(And there is also the "far" north, west, east and south.)
Languages of men:
- Cardinal Commons: each cardinal common (northern, western, eastern and southern common) can communicate with each other but with a reaction adjustment penalty.
- Great Empire: the language that unified the Great Empire before it fall. Can understand Ancient Empire with a reaction penalty.
- Ancient Empire: the near forgotten language of the first Empire of men. Can understand Great Empire with a reaction penalty.
- Thief speak: local secret and coded language. Can understand rat speak and other thief speaks with a reaction penalty. (Thieves quickly learn local thief speaks and loose their reaction penalty after they spend some sessions in a new city).
Languages of the Earth:
- Dwarven: can understand gnomish and old dwarven with a reaction penalty.
- Gnomish: can understand dwarven and old gnomish with a reaction penalty.
- Old Dwarven: can understand dwarven and troll with a reaction penalty.
- Old Gnomish: can understand gnomish and troll with a reaction penalty.
- Troll Tongue: the old language of the Trolls (and giants). Can understand old dwarven and old gnomish with a heavy reaction penalty.
- Cave speak: common language of the underdark, there is so many variants that it always used with a reaction penalty.
- Old Folk: the language of house and field spirits.
Language of the Forest:
- Elven: understand fae idiom with a reaction penalty.
- Fae Idiom: the strange way of speaking of the faery. Understand elven with a reaction penalty.
- Sylvan: the language of the sentient threes and plants creatures.
- Slow Tongue: lizard men and reptilian creatures speak this ancient language. They can understand the Dark Egg Speak with a reaction penalty.
Desert, Sea and Sky:
- Sea Tongue: the secret language of intelligent sea creatures.
- Sky Song: the secret language of of intelligent avian creatures.
- Desert Tongue: the secret language of the desert.
Chaos Spawns:
- Spawns Tongues: the crude tongue of the cruel and brutish humanoids born from chaos (goblins, orcs, etc). They can understand each other with a reaction penalty.
- Dark Egg Speak: the language of Kobolds and chaotic reptilian cults. Understand the Slow Tongue with a reaction penalty.
- Rat Speak: the coded language of were-rats and rat-creatures. Can understand thief speak with a reaction penalty.
Alignment and magical languages:
- The Tablets of Law: the lawful language in witch the gods wrote the Tablets of Law.
- The First Words: the neutral language that beast and human shared at the dawn of time.
- The Changing Tongue: the changing language of magic and chaos. (Read Magic let you read the ever changing magical variations of the language). Can speak with chaos spawns with a heavy reaction penalty.
- The Dark Utterance: the dark language of evil spirits and demons.
- Elemental Runes: elemental languages only usable as written runes. Can be slowly "spoken" as a sign language with a reaction penalty.
- Gem Speak: the vibration language of gem creatures.
Any creature have a chance of 1 on a d6 to speak their alignment language (even animals).
Magical creatures always know their alignment language (this include spell casting creatures).
Extra
languages
- Humans, Halflings and Half-Orcs start with their cardinal common language.
- Dwarfs, Gnomes, Elves and Half-elves start with their racial language, a cardinal common language and a free additional language.
- Thieves and assassins also start with Thief speak.
- Clerics and Druids also start with their alignment language.
- Magic-users and Illusionists also start with the Changing Tongue.
- Fighters learned a enemy language during a military campaign. But they now have a reaction penalty when dealing with this ancient enemy.
A character origins and alignment determine his or her choice of additional languages:
- Northern : western or eastern cardinal commons, Great Empire, Dwarven, Sea Tongue, Sky Song, Troll Tongue, White Spawn, Blue Spawn.
- Western : northern or eastern cardinal commons, Great Empire, Ancient Empire, Old Folk, Sea Tongue, Elven, Dark Spawn, Carrion Spawn.
- Eastern : western or southern cardinal commons, Great Empire, Ancient Empire, Desert Tongue, Elven, Gnomish, Sky Song, Blood Spawn, Wish Spawn.
- Southern : western or eastern cardinal commons, Great Empire, Dwarven, Old Folk, Slow Tongue, Sea Tongue, Ash Spawn, Green Spawn.
- Elf : any cardinal commons, Great Empire, Ancient Empire, Dwarven, Sylvan, Sea Song, Sky Song, Fae Idiom, any of the Spawns Tongues, Storm, Ice and Stars Runes.
- Dwarf : any cardinal commons, Great Empire, Ancient Empire, Old Dwarven, Gnomish, Elven, Troll Tongue, Cave Speak, Deep Spawn, Stone, Iron and Fire runes.
- Gnomes : Great Empire, Ancient Empire, Old Folk, Old Gnomish, Dwarven, Gem Speak, Cave Speak, Deep Spawn, Dark Egg Speak, Stone Runes.
- Halflings : any cardinal commons, Great Empire, Old Folks, Sylvan, Gnomish, Rat Speak.
- Half-Orcs : any cardinal commons, Great Empire, Troll Tongue, any of the Spawns Tongues, Dark Utterance, Rat Speak.
- Lawful : The Tablets of Law.
- Neutral : The First Words. (Druid only: Sylvan and Fae Idiom).
- Chaotic : The Changing Tongue. (Cleric & Magic-User only: Dark Utterance).
- Thief: rat speak.
- Magic users: storm, ice, iron, stone, dust, water and fire runes.
2 comments:
This reminds me that I need to think more about stuff like this... and gives me the nugget of an idea...
I started with wanting to name the alignment languages and I ended up with this. :P
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