Showing posts with label language. Show all posts
Showing posts with label language. Show all posts

Tuesday, 6 February 2024

1d100 Oblique place names

Back in November, the redoubtable noisms of Monsters and Manuals posted about "oblique" place names. I thought the examples listed were delightful--it was a good little read! Every campaign world should have a "Howly Winter"

He also claimed that "a human author or game designer doesn't have a hope in hell of emulating this - there is not a DM in the world who would think to call a village 'Howly Winter'" 

Now, I'm not sure what he meant by this exactly, and this isn't a call out post! But I thought, surely that's pretty demonstrably false. I mean of course, given the examples to build a vibe off of, we can come up with "Howly Winter" type names. 

And in fact, as soon as I read the list, my mind began adding onto it--and everyone I've mentioned it to has contributed at least one or two ideas off the top of their heads, spontaneously! Maybe this is a me thing, and I exude a kind of aura of weird place names inspiration, or surround myself exclusively with that exact type of person. In which case fair, this isn't exactly supposed to be a rigorous proof, just one hundred plus anecdotes. 

Perhaps the list will keep growing. At what point does anecdote become data? Or does it become history first?

Some caveats: I've checked exactly none of these to make sure they're not already existing real or fictional places. I'm sure some of them are, and just popped out of my brain soup as "new ideas" because they were already familiar. I'm also not a true student of linguistics, so this is based on vibes only, what "feels" like weird mish-mash british isles-ish place name. No Tolkien level scholarly efforts here!

With that said, here's the list, presented as a table for that extra gameable flair!

1d100 weird place names (+4 cuz I couldn't stop)

  1. - Frowshire

  2. - Prax-upon-Slough

  3. - Drayfor

  4. - Crowspocket

  5. - Grosmarket

  6. - Tendedd

  7. - Falxire 

  8. - Beaughon

  9. - Ossfide 

  10. - Tentickit

  11. - Walfside 

  12. - Hundseight

  13. - Devhook

  14. - Egg Knact

  15. - Rocken Plow

  16. - Sunmind

  17. - Holarbor

  18. - Falls Down

  19. - Chalk-to-Clowd

  20. - Benchmill

  21. - Wocksitte

  22. - Fuwlan

  23. - Toothy Heath

  24. - Dogs Biscuit

  25. - Tea-and-Wander

  26. - Lode Sill

  27. - Nakkerwood

  28. - Tore-Down

  29. - Barnhouse

  30. - Snailersannan

  31. - Averewoter 

  32. - Wereightshide

  33. - Rox-in

  34. - Doggsfurow 

  35. - Mulch

  36. - Graygrows

  37. - Heightpoll

  38. - Headpike

  39. - Cloverchide

  40. - Autumn As

  41. - Flerchilde

  42. - Killer

  43. - Sowsfoot

  44. - Foolship 

  45. - Dyesoon 

  46. - Hat-for-Lord

  47. - Twos Beckon

  48. - Cheesely

  49. - Icecrik 

  50. - Drumpsly

  51. - Redwin Tick

  52. - Nonnsberg

  53. - Hindsight

  54. - Wicket Through

  55. - Stick-in-Wheel

  56. - Weaping

  57. - Bowt

  58. - Foot Still

  59. - Eastwest

  60. - Dontnow 

  61. - Hockstree 

  62. - Harthsune

  63. - Hardbawl

  64. - Shout Shot 

  65. - Fox Treacle

  66. - Throaty 

  67. - Raven Trough 

  68. - Burgerdhop 

  69. - Quiet-til-Cock

  70. - Spoils-the-Milk

  71. - Roughbedding

  72. - Ariving

  73. - Gettwater

  74. - Waketrice

  75. - Flocks-a-Mor

  76. - Barcrow

  77. - Fiddlers Fault

  78. - Past-Lasthill 

  79. - Wonday Wood

  80. - Notroltor

  81. - Woods-beyond-Gown

  82. - Mockston

  83. - Sumthingberg

  84. - Lambshade

  85. - Ittshire 

  86. - Shaggy Bog

  87. - Wolfcre Heath

  88. - Rown Hol 

  89. - Fly-at-Awl

  90. - Ting Ting

  91. - Leechtide

  92. - Gibbering

  93. - Tallyhowe 

  94. - Worm Bellows

  95. - Thicket-Upon-Thicket

  96. - Milken Dunk

  97. - Nillyhoggy Top

  98. - Fog Bottle

  99. - Hole-in-Head

  100. - Little WeWeh

  101. - Wot Wot

  102. - Ticklesberry

  103. - Newton Dipper

  104. - Bobbins Lee


Confession, I actually wrote nearly all of these in the day or two after I read the original post. They've just been sitting in a Google doc for several months because I couldn't be arsed to write the preamble and drop in the link to Noisms blog.

I guess my thesis here, if I have one, is that the real world may be extremely complex, varied, exceptional, oblique. Buy we've got a pretty oblique stew cooking up in each of our heads too. It's not a matter of mimicry (although that's how it could start), it's a matter of synthesis.

And that's a big reason roleplaying games are compelling to me: it seems easier to pluck exceptions out and add them to the game. Most campaigns are already comprised of snippets from different sources, modules, setting, pieces of a book or show recently encountered. All creative works are like this, but with games its more immediate, and often more direct.

That might be a worldbuilding tactic: build for exceptions, whether foreseen or unexpected. It's so common to see settings where it's all "and the elves live over here in elfland, and this empire did this and this thing and then fell" and so on. And of course, real history is often summarized in very broad terms too. But the player characters aren't encountering history, they're encountering a world, with all its contradictions, idiosyncrasies, puzzles. How DID this group of Greeks end up dying at the top of a mountain pass in India in the early 1800s?

The history books don't always tell what you need to know, the maps can be misleading, and place names can be bizarrely oblique. And that's a good thing--it's all gameable content!

Monday, 19 November 2018

Alignment Languages Redux

I like alignment languages.

There, I said it. At least, I like the idea of them. The concept of a fundamental, cosmic language, writ on the souls of mortals and into the very fabric of the universe? Sign me up!

One of my favourite elements I noticed in a recent watch-through of Fellowship of the Ring is how they dont translate the black speech. They just kinda intone sinister sounding things and leave it at that. Now, being the huge nerd that I am, I sometimes have an idea of the gist of what they are saying, but it's still mysterious as fuck.






I wrote in this post about using the idea of a 'Common' language as a kind of magic tongue. But let's expand on this.

Abati is 'Neutral' with a capital 'N'- that is, it's a 'natural' language, in the sense of natural philosophy. It springs up everywhere, like norse runes, just lying around in the patterns of sticks on the ground, in the flight of birds, in the way the river carves the landscape. It's inscribed on every atom of the universe, like the ten commandments on a slab of stone. There are many different varieties, based on the biology and culture of the interpreter (because that's what speakers essentially are- they're speaking a language that already existed). The 'elemental languages' Terran, Ignan, Aquan, and Auran are non-human forms of this language.
                          How to describe it spoken: to non-speakers, it sounds familiar, like maybe you've heard it every day of your life and just can't quite remember. It feels like if you just concentrated hard enough, you could figure it out- and in fact, sufficiently 'mystically attuned' characters might be able to make a concentration or meditation-type check to grasp a few key words or the gist of a sentence. However, it takes a lifetime to unravel the full language, and there's always more to learn.
                        Because of this, and because of the language's universal nature, many speakers develop inflections, vocabularies, and whole dialects of the language, which reflect their own nature and being. Most of the time, this is just an accent, but in it's extreme form this gives rise to Alignment Languages.

   
Cosmic good and evil: imagine if the question of whether you were a good person wasn't simply a measure of ethics. If the nature of a person was stamped indelibly on a person's soul, for anyone with wise enough eyes to read. Where, in extreme cases, not only the persons past actions, but their future ones, figure into this universal evaluation.

This is kind of like the anti lovecraft ...but only kinda. At a certain point, whatever is making this decision is so far removed from human experience, you have to wonder if it's version of evil really meaningfully relates to any human priority or understanding at all. It's not optimizing for 'good' or 'justice' it's optimizing for something humans aren't capable of understanding. Unlike lovecraft, where the universe fundamentally doesn't care about humans, where we're just too small, in this formulation the universe cares hugely - but not necessarily in a way humans would find 'meaningful' because 'meaning' is a human hobby

SMBC 
But, humans being humans, I'm sure such a force would still massively influence culture, religion, and understanding of morality. After all, it might not be meaningful, but it's testable.

The Way of Nine Swords: the Church absolutely believes in alignment, but there's is a more old-school view. There are but three alignments: Law, Neutrality, and Chaos. The 'heresy of the Nine Swords' is a grave slip into sin in the eyes of the church. The nine swords philosophers contend that there are nine alignments, each as perilous to mortals as a sword. Like a sword, a person's alignment can be studied and mastered, but such a path is a burden, like the burden of a warrior, and not to be taken up or turned aside from lightly. The Church condemns this as obfuscating acts of iniquity: what the Nine Swords monks call 'Chaotic Good' is simply someone slipping away from the true path of morality, their soul tainted by chaos (but perhaps not permanently- the Church is very adept at conversions)

What do the Elves think? Non-humans don't have much truck for all of this. Elves see themselves as above all this rigmarole, although they ALSO see themselves as intrinsically Good (in whatever manner is most fashionable these days in the courts of the Fey). Dwarves insist there are five alignments, although they refuse to elaborate more on what that means. Elves care more about Beauty vs Ugliness (and elf characters should have an alignment based on such), and Dwarves care about things like Work, Honour, and Tradition. Other beings have likewise varying preoccupations. Most human-like beings do mostly understand what humans are going on about when it comes to morals, ethics, good and evil, etc, they just think we're a little obsessed with it, in the same way Elves are kind of overly preoccupied with Beauty. And just as there are humans who don't 'get' art (a failing no elf has ever suffered from), there are elves who don't 'get' morality.


There should be a lot of Alignment Languages
More than there are alignments, by a long shot. Make room for culturally specific variations. It always bugged me that vanilla D&D has Sylvan and Druidic and Elven all as separate languages. Not anymore!

Druidic is a language that is attempting to get rid of language. Based on Shalk, a language that sings in the blood of those born with it, it uses Abati loan words to convey as much meaning in as few words as possible, especially avoiding nouns, and avoiding names almost completely. Part of the language is one of signs, both gestural, in the lynx-like shrug of the shoulders, and physical, in the acorn tucked in the crook of a pine tree, left as a sign to another speaker of the nonlanguage. Much of the language is comprised of periods of silence.

Sylvan is the alignment language of the Fey. When the elves were exiled and fled into the Long Earth, they found many similar exiles there: gnomes, sprites, and nature spirits such as dryads, who call the Green Lands their home. Tuathan is the non-alignment language spoken by Eladrin today, Elvish is for Elves, Bolgish is for Firbolg (the cousins of the Eladrin), etc.

And then there should be other languages: one for Paladins, Thieves Cant for those CN types. Sounds like there's some material here for another post

Monday, 26 February 2018

The Red Curse of Language

Everyone wants cool, mysterious languages for their games. But no one wants to deal with the annoying fiddly bits that come from it. Solution? Magical languages!

The Magical Tongues
  • Carsek: Supernaturally easy to learn. Pushes out other languages, slowly, in the brain. Crawls its way into texts, slithers across pages and inscriptions, translating and destroying both. Because of this, the Carseks tend to see other tongues as particularly strange, like weeds groing in the cracks of a neatly-tended sidewalk. Speakers of other tongues call it the Red Curse.
  • Shalk: Supernaturally hard to forget. Borne in the blood of it's people. All Shalk can learn the Language, it grows like a tree in their mind from the smallest seed of exposure. It can be suppressed, but will rise again. There are many dialects and ways of speaking, which a non-Shalk would have to learn individually, but all quickly become familiar to another speaker of the Language.
  • Abati: Supernaturally universal. Words which reconstruct themselves before you from base principals. Although named after one culture, dialects, all different but relatively intelligible, spring up all over the universe like mushrooms after a rain. Spoken by wizards, understood by rocks and trees and birds. Fire speaks this language. As wizards walk by hidden ways throughout the many planes and cities, they carry this language with them, like sparks fanned out from a fire. In secret places all over the world, you will hear this language whispered. Those without magic speak this language haltingly, with leaden tongues.


All PCs should share at least one starting language. You think it'll be fun to have a language barrier, but... I mean, you do you, but in my experience it gets old fast. Shalk characters know the Language for free, spellcasters can know Abati, and anyone can know Carsek. In addition, humans probably know the local language, if it's still spoken at all. 

1d50 Toys (belated holiday post!)

The goblin punch post on good faeries is one of my favs. In fact, there's a chance one of my groups could run into some ice faeries in ...