| Tom4444 |
I'm really interested in fluffing up my character but my google-fu simply cannot keep up with the research end of things.
This was the best thing I could find but its not really translated.
https://twitter.com/jeffcarlisleart/status/452218184301412352
As is I'm considering just plain roughly turning the runes to A~Z with two letters thrown out then using Neutral as Roman, Positive as Italic and maybe negative as Bold.
Duiker
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The script is just cosmetic. If I recall, James Jacobs talked about it in his big Ask James Jacobs thread, and indicated that they intentionally have not created an alphabet for these languages. Doing so would mean they couldn't just let artists make runes or whatever look nice, but would have to police what exactly they say. And that's not a level of micro-management they want to deal with in regard to art orders.
| Rub-Eta |
Don't know what kind of campaign you're playing in but I don't think your character can have access to or know the ancient language of Thassilonian. As it's a dead, forgotten language since about 10.000 years ago and not even the highest, most knowledgeable scholars know the meaning of many or even any of its' runes (most scholars have a grave misinterpretation of the 'Sin' runes and their meaning).
I'm not saying that you're playing the wrong game if you are allowed to learn it and use it to fluff your character. Just ask your DM before touching it, as it may not be meant for you.
| Tom4444 |
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We're playing rise of the runelords and I have access to the Anathema archive plus certain Thassilonian spellbooks. As for fluff, I just like the idea of my character basing his magic from what he learned ie scribing his scrolls in Thassilonian and the fancy runes while he casts to be in Thassilonian.
Duiker
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Don't know what kind of campaign you're playing in but I don't think your character can have access to or know the ancient language of Thassilonian. As it's a dead, forgotten language since about 10.000 years ago and not even the highest, most knowledgeable scholars know the meaning of many or even any of its' runes (most scholars have a grave misinterpretation of the 'Sin' runes and their meaning).
I'm not saying that you're playing the wrong game if you are allowed to learn it and use it to fluff your character. Just ask your DM before touching it, as it may not be meant for you.
That's not accurate. Here's the Inner Sea World Guide entry for Thassalonian:
The following languages are not commonly known in the
Inner Sea region, save by scholars and historians ... Thassilonian: One of the ancestor tongues of modern Varisian, Thassilonian is mostly remembered for its nowunused alphabet, consisting of three sets of runes.
It's on page 251, and the Additional Resources page says "Languages: all languages on page 251 may be learned via the Linguistics skill", so it's even explicitly allowed for PFS, which tends to be more restrictive.
All it takes to learn Thassalonian is putting a rank in Linguistics. Very few people in the world bother to because the language is dead, but it's not a lost language.
| Sub-Creator |
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Rub-Eta wrote:Don't know what kind of campaign you're playing in but I don't think your character can have access to or know the ancient language of Thassilonian. As it's a dead, forgotten language since about 10.000 years ago and not even the highest, most knowledgeable scholars know the meaning of many or even any of its' runes (most scholars have a grave misinterpretation of the 'Sin' runes and their meaning).
I'm not saying that you're playing the wrong game if you are allowed to learn it and use it to fluff your character. Just ask your DM before touching it, as it may not be meant for you.
That's not accurate. Here's the Inner Sea World Guide entry for Thassalonian:
Quote:The following languages are not commonly known in the
Inner Sea region, save by scholars and historians ... Thassilonian: One of the ancestor tongues of modern Varisian, Thassilonian is mostly remembered for its nowunused alphabet, consisting of three sets of runes.It's on page 251, and the Additional Resources page says "Languages: all languages on page 251 may be learned via the Linguistics skill", so it's even explicitly allowed for PFS, which tends to be more restrictive.
All it takes to learn Thassalonian is putting a rank in Linguistics. Very few people in the world bother to because the language is dead, but it's not a lost language.
Although his point is still valid. I know that in my Shattered Star campaign, I've made it far more restrictive when it comes to knowing the language. It's actually to the point where a character that does have it will still be required to make Linguistics checks in order to read it properly.
Still, it sounds like the OP and his GM have a pretty good understanding of where the line is at, so no biggie!
Duiker
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Duiker wrote:Rub-Eta wrote:Don't know what kind of campaign you're playing in but I don't think your character can have access to or know the ancient language of Thassilonian. As it's a dead, forgotten language since about 10.000 years ago and not even the highest, most knowledgeable scholars know the meaning of many or even any of its' runes (most scholars have a grave misinterpretation of the 'Sin' runes and their meaning).
I'm not saying that you're playing the wrong game if you are allowed to learn it and use it to fluff your character. Just ask your DM before touching it, as it may not be meant for you.
That's not accurate. Here's the Inner Sea World Guide entry for Thassalonian:
Quote:The following languages are not commonly known in the
Inner Sea region, save by scholars and historians ... Thassilonian: One of the ancestor tongues of modern Varisian, Thassilonian is mostly remembered for its nowunused alphabet, consisting of three sets of runes.It's on page 251, and the Additional Resources page says "Languages: all languages on page 251 may be learned via the Linguistics skill", so it's even explicitly allowed for PFS, which tends to be more restrictive.
All it takes to learn Thassalonian is putting a rank in Linguistics. Very few people in the world bother to because the language is dead, but it's not a lost language.
Although his point is still valid. I know that in my Shattered Star campaign, I've made it far more restrictive when it comes to knowing the language. It's actually to the point where a character that does have it will still be required to make Linguistics checks in order to read it properly.
Still, it sounds like the OP and his GM have a pretty good understanding of where the line is at, so no biggie!
That sounds like a perfectly reasonable house rule to make in order to make the campaign more fun. I've never liked that full fluency in languages, especially rare ones, just takes a single skill point. I don't have a better way of doing it, but I do really like the idea of making these important obscure ancient languages something that requires actual checks to make sense of.
| Bwang |
I'm not running strict G, just as I never ran the fiction burdened FR, butt I still have 'lost languages'. With multiple language majors in my early game, I got a lot of input.
Common or heavy use tongues that oodles of folks use, Dwarven for engineering work, Elfin for bawdy and tavern songs, Tradetongue for market day, etc. Then there come the commonly known but less used languages like common Dwarf tongues and other 'racial' tongues, including severely distinct dialects of racial tongues (think the final bit on the bed between Austin Powers and hid Dad) and regional stubs littered with cultural references.
Magically encoded languages are another series, the weakest being Orc Chant, requiring hundreds in a chorus and taking hours to cast. Low Elvish works the same way and is cast by the population as a whole, allowing all those nifty Elf enchantments of forests, etc. This is a low end magic that gains a permanent presence and durability. At the far end of the spectrum are the overwhelmingly powerful languages employed by Rakshasa, Dragons, Titans and others that have crippling effects on others, primarily due to prerequisites. The hidden 'tongue' of the Rakshasa employs their shapeshifting the mouth AND lungs, and a DC check on both Fort and Reflex. And even Raks can fail either. Along the way are a Gnome 'show language' that sacrifices speed for Illusionary sleight of hand casting in roadshows and a version of Aquan best applied to 'water' spells.
Dead languages abound and many are ancestors to more modern ones, much like 'old English' or 'Latin'. I even have a Cherokee language book somewhere, might be useful on the reservation.
Lastly are the truly 'lost' languages, with the 'nobody wrote it down' being the most common. Several left bodies of indecipherable texts but no 'key' such as the Rosetta stone. Any spell that could would still need to have such a 'key' involved in its own development. This was an early development in the creation of my system insisted upon by at least four language majors, one a PhD. They were right on the RP angle, forcing harrowing quests just to find a gate stolen from an ancient fortress, just to trace the curses forged into the face. After the fourth or fifth time, a new player realized that a bridge they had been crossing was half the gate! Always leave the loot in plain sight.