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Version Two of Secret Languages

7/21/2014

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"Secret" Languages in Tears of Blood

Some portions of society have developed ‘secret’ languages as a means to communicate without disclosing their dialog to others. In all cases, these messages are simplistic. Secret languages are generally not capable of discussing religion or politics. Instead, they are used to mark areas as dangerous, identify safe-havens, show membership in a guild, and other simple messages. They are more than a simple sigil or symbol, but less than a full-blown language.

Mechanically, all secret languages work the same. Secret languages do not take up a language slot nor do they require any skill points in Linguistics. A class or race grants access to a “secret” language for free. Fluency in any secret language is measured at a skill level equal to the level gained in the class that granted it. As a rule of thumb, the skill level is also the number of words that can be included in a typical message. Some secret languages are written, while others include - or are entirely - hand-signs. Those who are not fluent can sometimes determine the usage of a secret language using skill checks as outlined here.

Those who are fluent in a secret language can send or receive any message in that language whose skill level is equal to or below their own. They must succeed at a skill check to send or receive higher skill-level messages. The DC is 10+skill level of the message, against a D20+the skill level of the user + any bonus. Those who are not fluent in a secret language can make a Linguistics check against the same DC to determine if a particular secret language is being used, although they cannot automatically decipher the message. Regardless of whether one is fluent or not, a synergy bonus applies to their check as described below.

The "Secret" Languages include: 
Thieves' Cant
Draconic Prophecy
Druidic
Venorik 
Shadowsign

Xoko

‘Thieves Cant’ is a language known only by Rogues and Assassins. It can be either written, a sign language, or a combination of the two. Translation/Detection: a synergy bonus of +2 applies to any check regarding Thieves Cant with 5 or more ranks in Knowledge: Local. Translation is possible withComprehend Languages only for that part of a message that is in written form.

‘Draconic Prophecy’ is a language known only by Dragons. It can only be written and usually appears as complex glyphs. Translation/Detection: a synergy bonus of +2 applies to any check regarding Draconic Prophecy with 5 or more ranks in Knowledge: Arcana. Translation is possible withComprehend Languages, although even then the meaning may not be clear.

‘Druidic’ is a form of communication known only by Druids. It uses an obscure system of patterns, colors and symbols, with messages often appearing as nothing more than an arrangement of stones or other objects. More permanent messages can appear as carefully tended groves of trees or in the winding path of a river. Some Druids wear a pattern on their clothing as a hidden message.Translation/Detection: a synergy bonus of +2 applies to any check regarding Druidic with 5 or more ranks in Knowledge: Nature. Translation is not possible by non-Druids, and Druids are forbidden to teach this language to any non-Druids.

‘Venorik,' which means 'silent' in the Morvanima dialect, is a sign language known only by Morvanima Elves. Never found in written form, it is passed down from parents to children only among the Morvanima. Translation/ Detection: a synergy bonus of +2 applies to any check regarding Venorik with 5 or more ranks in Knowledge: Fey or Local. Translation is not possible, and Morvanima are forbidden to teach this language outside their race.

‘Shadowsign’ is a secret sign language used by an organization called The Shadows of the Sunlit World, more commonly known as The Shadow Guild. This is a secret organization believed to be controlled by Gnomes who wish to spy on the upper world [see the Tears of Blood SupplementOrganizations in the World of Ursoule]. It is taught only to members of the Guild. Translation/ Detection: a synergy bonus of +2 applies to any check regarding Shadowsign with 5 or more ranks in Knowledge: Arcana. Translation is not possible, and it is forbidden to teach this language to anyone outside the Guild.Other secret languages may be developed as your DM/GM sees fit. Note that Comprehend Languages can only translate spoken words or written messages, and Tongues can only translate spoken words. Even if translated, the meaning may not be clear. Neither spell can translate sign language. The Linguistics skill also applies only to spoken or written languages.



‘Xoko’ is a secret sign language used by Sorcerers to communicate among themselves. It allows Sorcerers to recognize each other in public and communicate basic messages without drawing Imperial attention. Sorcery is outlawed in most parts of the Empire, and although enforcement is chaotic at best, there are still those who use the law to their advantage. Sorcerers will never teach this language to non-Sorcerers, except perhaps for a few hand signs or words of recognition to their allies.
Translation/Detection: a synergy bonus of +2 applies to any check regarding Xoko with 5 or more ranks in Knowledge: Arcana. Translation is not possible, and it is forbidden to teach the full language to anyone who is not a Sorcerer.
 
Other secret languages may be developed as your DM/GM sees fit. Note also that Comprehend Languages can only translate spoken words or written messages, and Tongues can only translate spoken words. Even if translated, the meaning may not be clear. Neither spell can translate sign language. The Linguistics skill also applies only to spoken or written languages.



Examples

Smiley the 5th level Rogue needs to mark a business as protected by his guild so other Rogues won’t violate the Guilds' promise and ruin the protection racket. As a 5th level Rogue, he has 5 skill levels in Thieves Cant and can read and write up to a 5 word message without having to make a check. However, he also doesn't want any mistakes, so he uses a message that states simply ‘Guild Paid,’ a 2 word message that is readable by any Rogue or Assassin of 2nd level or above. For a 1st level Rogue or Assassin, the DC would be 12 to decipher the meaning, and a 1st level Rogue or Assassin would have a minimum of +1 to their check from their level, plus any synergy bonus.

Furfred the Druid wants to help other wayward Druids. He sets up some simple markers to show the way to shelter and fresh water. The message reads ‘shelter water east’. Any passing Druid of 3rd level or higher would be able to notice the message and read it. At the shelter, Furfred places a longer message, “Avoid west valley, dread spirits, east hills safe.” This has eight words, and so requires a Druid of 8th level or higher, or a Druid who can beat a DC 18 check, to read it. Alternatively, Furfred could have spread his message out into multiple parts, but he would have needed a larger space to ‘write’ all the symbols.


Reading Lips

Any character who devotes a Linguistics Skill Point to "Reading Lips" can read the lips of the speaker of any language in which they are fluent. Note that a distant or partially obscured speaker may require a Perception check in order to see what is being said. Reading the lips of a speaker of a language for which the character is not fluent is not possible unless used in combination with Comprehend Languages, Tongues, or similar.

Using Bluff and Sense Motive

Since Bluff can be used untrained, anyone can use Bluff to pass hidden messages to another without others understanding their true meaning. The required DC is 15 for simple spoken messages and 20 for complex spoken/sign messages. If successful, the target automatically understands the message, assuming any spoken part is in a language they understand. If the check fails by 5 or more, the wrong message is delivered. Other creatures that can hear or see the message can decipher it by succeeding at an opposed Sense Motive check against the Bluff result.

Since Sense Motive can also be used untrained, anyone can use Sense Motive to detect that a hidden message is being sent via the Bluff skill. The Sense Motive check is opposed by the Bluff check of the transmitted message. Each piece of information relating to the message that is missing causes a –2 penalty on the Sense Motive check. Succeeding by 4 or less reveals that something hidden is being communicated, but not anything specific about its content. Beating the DC by 5 or more intercepts and understands the message. Failure by 4 or less doesn't detect any hidden communication. Failure by 5 or more might cause false information to be inferred.
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Slight Tweaking Continues

7/11/2014

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Slight updates and tweaks to various secondary files are continuing. This week it was the Files on Organizations and the Plague Fiend. Please download these to make sure you have the newest versions.
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Secret Languages in Tears of Blood

7/8/2014

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Proposed for inclusion in the Core Setting: 


"Secret" Languages in Tears of Blood

Some portions of society have ‘secret’ languages. Over the years, these individuals developed a means to communicate without disclosing their content to others. In all cases, these messages are simplistic. Secret languages are generally not capable of discussing religion or politics. Instead, they are used to mark areas as dangerous, identify safe-havens, show membership in a guild, and other simple messages.  They are more than a sigil or symbol, but less than a full-blown language.

Mechanically, all secret languages work the same. Secret languages do not take up a language slot nor do they require any skill points in Linguistics. A class grants access to a “secret” language for free. Fluency in any secret language is measured at a skill level equal to the level gained in the class that granted it. As a rule of thumb, the skill level is also the number of words that can be included in a message. Most messages are ‘written’ in glyphs or patterns while some secret languages include - or are entirely - hand-signs. Non-members can sometimes determine the usage of a secret language using skill checks as outlined here.

Those who know a secret language can read any message in that language whose skill level is equal to or below their own. They must succeed at a skill check to read higher-level messages. The DC is 10+skill level of message, against a D20+the skill level of the reader + any bonus. Those who are not fluent in a secret language can make a Linguistics check against the same DC to determine if a particular secret language is being used, although they cannot automatically decipher the message. Regardless of whether one is fluent or not, a synergy bonus applies to their check as described below.

The "Secret" Languages include: 

Thieves' Cant
Draconic Prophecy
Druidic
Morvaniman Sign Language [this could use a new name]
Shadowsign
Xoko

‘Thieves Cant’ is a language known only by Rogues and Assassins. It can be used either in written/glyph form, as hand-signs, or as a combination of the two. Translation/Detection: a synergy bonus of +2 applies to any check regarding Thieves Cant with 5 or more ranks in Knowledge: Local. Translation is possible with Comprehend Languages only for that part of the message that is in written form.

‘Draconic Prophecy’ is a language known only by Dragons. It can only be written and usually appears as complex glyphs. Translation/Detection: a synergy bonus of +2 applies to any check regarding Draconic Prophecy with 5 or more ranks in Knowledge: Arcana. Translation is possible with Comprehend Languages, although even then the meaning may not be clear.

‘Druidic’ is a form of communication known only by Druids. It uses an obscure system of patterns, colors and symbols, with messages often appearing as nothing more than an arrangement of stones or other objects. More permanent messages can appear as carefully tended groves of trees or in the winding path of a river. Some Druids wear a pattern on their clothing as a hidden message. Translation/Detection: a synergy bonus of +2 applies to any check regarding Druidic with 5 or more ranks in Knowledge: Nature. Translation is not possible by non-Druids, and Druids are forbidden to teach this language to any non-Druids.

‘Morvaniman Sign Language’ is a silent hand-sign language known only by Morvanima Elves. Never found in written form, it is passed down from parents to children only among the Morvanima. Translation/Detection: a synergy bonus of +2 applies to any check regarding Morvaniman Sign Language with 5 or more ranks in Knowledge: Local. Translation is not possible, and Morvanima are forbidden to teach this language outside their race.

‘Shadowsign’ is a secret hand-sign language used by an organization called The Shadows of the Sunlit World, more commonly known as The Shadow Guild. This is a secret organization believed to be controlled by Gnomes who wish to spy on the upper world. It is taught only to members of the Guild. Translation/Detection: a synergy bonus of +2 applies to any check regarding Shadowsign with 5 or more ranks in Knowledge: Arcana. Translation is not possible, and it is forbidden to teach this language to anyone outside the Guild.

‘Xoko’ is a secret sign language used by Sorcerers to communicate among themselves. It allows Sorcerers to recognize each other in public and communicate basic messages without drawing Imperial attention. Sorcery is outlawed in most parts of the Empire, and although enforcement is chaotic at best, there are still those who use the law to their advantage. Sorcerers will never teach this language to non-Sorcerers, except perhaps for a few hand signs or words of recognition to their allies.Translation/Detection: a synergy bonus of +2 applies to any check regarding Xoko with 5 or more ranks in Knowledge: Arcana. Translation is not possible, and it
is forbidden to teach the full language to anyone who is not a Sorcerer.

Other secret languages may be developed as your DM/GM sees fit. Note also that Comprehend Languages can only translate spoken words or written messages, and Tongues can only translate spoken words. Even if translated, the meaning may not be clear. Neither spell can translate sign language. The Linguistics skill also applies only to spoken or written languages.

 
Examples

Smiley the 5th level Rogue needs to mark a business as protected by the guild so other rogues won’t violate the Guilds promise, and ruin the protection racket. Since he is 5th level, he has 5 skill levels in Thieves Cant and can write up to a 5 word message. However, he also doesn't want any mistakes, so he uses a message that states ‘Guild Paid’… a skill level 2 message that should be readable by any other Rogue or Assassin of 2nd level or above. For a 1st level Rogue or Assassin, the DC would be 12 to decipher the meaning. A 1st level Rogue would have a minimum of +1 to their check from their level, plus any synergy bonus.

Furfred the Druid wants to help errant travelers. He sets up some simple markers to lead the way to shelter and fresh water. The message reads ‘shelter water east’. Any passing Druid would have a chance to notice the message and read it. At the shelter, Furfred places a longer message of “Avoid western valley, dread spirits, eastern hills protected.” This has eight words, and so requires a Druid of 8th level or higher, or a Druid who can beat a DC 18 check, to read it. Alternatively, Furfred could have spread his message out into three messages but he would have needed a larger space to ‘write’ all the symbols.
 
Reading Lips
 
Any character who devotes a Linguistics Skill Point to "Reading Lips" can read the lips of the speaker of any language in which they are fluent. Note that a distant or partially obscured speaker may require a Perception check in order to see what is being said. Reading the lips of a speaker of a language for which the character is not fluent is not possible unless used in combination with Comprehend Languages, Tongues, or similar.

Using Bluff and Sense Motive

You can use Bluff to pass any hidden messages to another character without others understanding your true meaning. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target automatically understands you, assuming you are speaking in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that hear the message can decipher the message by succeeding at an opposed Sense Motive check against your Bluff result.

You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a –2 penalty on your Sense Motive check. If you succeed by 4 or less, you know that something hidden is being communicated, but you can't learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don't detect any hidden communication. If you fail by 5 or more, you might infer false information.


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Motto and Creed for the Feldarin

7/3/2014

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A new Motto and Creed for the Feldarin has been added to the Campaign Setting in the appropriate places. 
 
Courtesy of the dictionary:
 
motto
 
1. a maxim adopted as an expression of the guiding principle of a person, organization, city, etc.
2. a sentence, phrase, or word expressing the spirit or purpose of a person, organization, city, etc., and often inscribed on a badge, banner, etc.

creed
 
1. any system, doctrine, or formula of religious belief, as of a denomination.
2. any system or codification of belief or of opinion.
3. an authoritative, formulated statement of the chief articles of Christian belief, as the Apostles' Creed, the Nicene Creed, or the Athanasian Creed.
 
So, for the Feldarin, we have the following:

Motto of the Feldarin Empire: Lex Imperium Vitae - "Law is the lifeblood of the Empire"
 
Creed of the Feldarin Orthodox Church: Quinque Antequam Unum - "Five Before One"
 
Yes, these are loosely based on Latin..
 
Also added some Cleric Favored Weapons to descriptions of deities that were missing them.

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