10-25-2017, 11:31 PM | #11 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: languages of Ytarria
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10-26-2017, 07:56 AM | #12 | ||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: languages of Ytarria
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10-27-2017, 07:25 AM | #13 | |
Join Date: Jan 2006
Location: Central Europe
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Re: languages of Ytarria
The setting has room for odd mixings, like our world's Romani: a village of Malay speakers who landed among Occitanian-speakers in Araterre and came to dominate the bay by virtue of being better adapted to the climate and ecology, a valley where they debate Christian theology in Sanskrit ...
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Yrth was not written as a rational setting, although any given Yrth can lean in that direction.
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10-27-2017, 09:39 AM | #14 | |
Join Date: Jun 2006
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Re: languages of Ytarria
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The latest rewrite mysteriously opted for the worst of both worlds by keeping the unlikely ancestry but ditching the plot convenience by cutting the default. Incidentally Tredroyan patois having some intelligibility with both Anglish and Arabic is probably equally nonsensical - pidgins don't work like that. "Hybrid" languages are a popular delusion among English speakers because whatever weird thing happened between Old English and Norman French is sort of similar, and English speakers assume its a normal process that could go just a little further to allow mutual comprehension. It's not, it's a weird outlier with almost no parallels. English is somewhat strange in a lot of ways really, and it gives Americans odd ideas of what languages and language change are like, which the relative scarcity of second language fluency doesn't help.
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10-28-2017, 10:45 PM | #15 |
Join Date: Sep 2017
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Re: languages of Ytarria
I need to bring another thing to this topic.
If a character with Native Anglish (and a lot of accented Yrth languages, almost all of then) goes to another dimension, he will have any language at broken level? At least, he will have english at broken level? The thing is, my character is really good with languages, and i want that he don't take 200 hours to learn a language in a way that he can help the group in this new dimension. Language Talent don't help with this first contact. And even Linguistics can't help to reduce the 200 hours time. So what can I do to my character learn faster? Let's says, in a week or two? |
10-29-2017, 12:11 AM | #16 | ||||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: languages of Ytarria
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Faster or better than that, and you'll probably want something outright cinematic or supernatural. Modular Abilities is a good one for this, or you could buy the Omnilingual trait presented in GURPS Supers, which is an Unusual Background that means you just happen to be fluent in every common or reasonably well-documented language in the campaign setting you come across. |
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10-29-2017, 03:11 AM | #17 |
Join Date: Jun 2017
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Re: languages of Ytarria
There are a few more you should be able to speak:
In addition, you should be able the speak modern Israeli Hebrew, possibly at a reduced level than your Biblical Hebrew. You could probably argue default of broken Spanish from knowledge of Ladino and Latin. You could probably also argue that you could learn modern French faster if you know Old Aralaise. Also, you might be able to learn any Romance language faster based on knowledge of Latin. And that is assuming that the other dimension is 2017 Earth. If the other dimension is Earth at a earlier time, you would be doing even better and defaults to Medieval French, Spanish, and Italian are reasonable. Plus, in many times a lot of educated people knew Latin. If the other dimension is Gabrook, Loren’dil, or Olokun, then you could probably converse with some people: I have no idea how different Ytarrian Goblin is compared to Modern Mabrook Goblin, but I assume there is some default. |
10-29-2017, 07:22 AM | #18 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: languages of Ytarria
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10-29-2017, 12:13 PM | #19 |
Join Date: Jun 2006
Location: On the road again...
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Re: languages of Ytarria
For the cyberpunk character, I'd toss out "Omnilingual (Temporary Disadvantage (Shutdown): Electrical, -20%) [32]" as a kind of "universal translator implant".
For a permanent enchantment on/by the mages, I'd use "Omnilingual (Magical, -10%) [36]". Again, I'd encourage the mages to put points in the various Language spells, assuming you're using Magic-magic: Borrow Language, Lend Language, Gift of Tongues, and Gift of Letters. The latter two are especially useful for translating languages you don't know. FYI, Omnilingual is a "you know the majority of major languages at Accented proficiency" Unusual Background, found in Supers. Although the flavor text is "you have studied the languages", I find it useful for universal translators.
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10-29-2017, 02:34 PM | #20 |
Join Date: Feb 2016
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Re: languages of Ytarria
Anglish is the language of Megalos so that Americans can go to Yrth and be understood. I think that a more plausible Banestorm would have resulted in a Megalos formed from refugees from the Byzantine Empire, with areas like Caithness being settled by people from the British Isles. Of course, you would have had less Crusades against the Muslim nations since the Crusades were more of a Catholic thing than a Greek Orthodox thing. The Crusaders were as much an enemy of Byzantine as they were the enemy of Jews and Muslims.
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language, languages, yrth |
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