Languages of Ravenloft

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The Pickled Punk
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Re: Languages of Ravenloft

Post by The Pickled Punk »

Jester of the FoS wrote:I deal with the languages and learning new ones in my 4e Ravenloft document.
Jester, I did read your 4E Ravenloft document's Language rules, but I decided not to use them because I feel they do not mesh well with the established 4E language rules. In 4E, by the RAW, there are no more than a dozen languages, including two (Abyssal and Supernal) that are rarely learned by PCs. Since there are not that many languages, all PCs begin with Common and one or two other languages. New languages are learned by taking Backgrounds, Themes or choosing the Linguist Feat, which gives three new languages each time it is taken.

In a Ravenloft Campaign there should not be a "Common Tongue"; instead there are half a dozen major languages (Balok, Darkonese, Draconic, Elven, Mordentish, Vaasi), and over a dozen less common or more obscure languages. In addition there is the matter of literacy. 4E RAW assumes PCs can read and write all the languages they know. In Ravenloft that might not be the case. Tepestani barely has a written form, and most Tepestani are illiterate in all languages. The Weathermay-Foxgrove sisters may be able to read and write Draconic, but they might not be able to pronounce more than a few words properly.

The main problem I have with your solution is that you decided to tie language acquisition to a random die roll rather than through established game mechanics. I also was not thrilled that you decoupled the starting language ranks in the system from the number of languages known by the PC Races.

If I were interested in using Language Ranks in 4E, I would implement it as follows:

Rank 1 indicates basic familiarity with a language; you can either speak the language or read and write the language, but not both. Foreigners speak haltingly, with an accent, while natives speak in a slang, cant or patois.

Rank 2 indicates advanced familiarity with a language; you can speak, read and write the language (this is the same level of fluency as in a standard 4E game). Foreigners might still have an accent, but they do not fumble for words; native speakers do not use any slang, cant, or patois.

Rank 3 indicates mastery of a language's spoken and written form. A PC with Rank 3 proficiency gains a +2 Power bonus to Bluff and Diplomacy checks when conversing with NPCs who have a similar level of mastery of the language in question during a Skill Challenge.

Each PC race replaces their starting languages with 2 ranks per starting language. When a langauge other than Common is listed, that language must be purchased with two ranks; the player may replace Common with any combination of language ranks. For example, in the PHB Dwarves get Common and Dwarven as starting languages. A Dwarf PC must spend two ranks on Dwarven before spending ranks on other languages.

When a Background, Theme or Paragon path grants a PC a new language, they gain two ranks in that language, up to a rank of 3.

When a PC chooses the Linguist Feat, he gains six ranks to spend on any languages he wishes, in any combination of ranks.

I would restructure the language groups as follows:

Draconic, Darkonese and Vechorite belong to one group. Darkonese and Vechorite are dialects of the same language, but have diverged enough that they are now distinct. Anyone with rank 2 in either language can speak the other (rank 1). Draconic is rarely used as a spoken language; it is mostly used as a written language (Rank 1 proficiency). Anyone with rank 3 in Darkonese or Vechorite can read and write Draconic (rank 1).

Balok is one language with three dialects. The main dialect is spoken in Barovia, Borca and those areas of Invidia bordering Barovia and Borca. The second dialect is spoken in areas of Invidia influenced by Falkovnia, especially in Karina. The third dialect is spoken in G'Henna; it has been strongly influenced by Abyssal. Anyone with Rank 2 in one dialect of Balok can speak the others (rank 1). Anyone with rank 3 in Invidian Balok can speak Falkovnian (rank 1). Anyone with rank 3 in G'Hennan Balok can speak Abyssal (rank 1).

Elven has three dialects. The first is used by Eladrin, Elves, Half-Elves and Gnomes from Darkon. It is heavily influenced by Darkonese, and speakers of either Darkonese or Darkonian Elven with Rank 2 proficiency can speak the other (rank 1). (Of course that's usually a moot issue after a few months...) The second main dialect is spoken in Sithicus. Anyone with rank 2 proficiency in Darkonian Elven or Sithican Elven can speak the other language (rank 1). Anyone with rank 3 in either can speak, read and write the other (rank 2). Finally there is Arak, the dialect of Elven spoken by the Shadow Fey, Hags, Dread Treants, Boowray and many types of Fey. Anyone with rank 3 in Darkonian Elven or Sithican Elven can speak Arak with (rank 1). (Shadow Fey have no such problems...)

Mordentish has two dialects: High and Low. Anyone with rank 2 in one dialect can speak the other (rank 1); anyone with rank 3 proficiency in one dialect can speak, read and write the other dialect (rank 2).

Vaasi has three dialects: Kartakan, Nova Vaasan and Valachani. Anyone with rank 2 in one dialect of Vaasi can speak the dialects of the others (rank 1). Anyone with rank 3 in one dialect can speak, reas and write the others (rank 2). Kartakan is influenced by Elven and by Old Kartakan; anyone with rank 3 proficiency in Kartakan Vaasi can speak Elven with (rank 1). Valachani Vaasi is similar to Darkonese, and those with rank 3 proficiency in either can speak the other (rank 1).

Falkovnian, Lamordian and Grabenite have some linguistic similarities but are not the same language; anyone with rank 3 proficiency in one can speak the others (rank 1).

Dwarven, Giant and Goblin use a similar written form; anyone with rank 3 proficiency in one can read and write the others (rank 1).
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Re: Languages of Ravenloft

Post by HuManBing »

In case it's helpful, the GURPS rules treat languages in a very similar three-rank system: Broken, Accented, and Fluent. It treats the written skill as separate from spoken. Most characters get to choose one language for Fluent spoken at creation - in literate societies, they also get that same language's written at Fluent as well.

The GM is free to make some languages easier to fake if the PC speaks a closely related language.
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Re: Languages of Ravenloft

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Thank you for all your tips and advice, everyone. Sorry it's taken me so long to reply here. I just recently moved from one state to another, and things are still kind of hectic here, like finding a new job, learning to navigate a big city, etc.

I've never been a fan of 4E in any format, so I use Pathfinder with a little 3.5E here and there for flavor, insight, and I prefer the 3.5E version of firearms over what I've seen in Pathfinder.

Speaking of which and an admitted change in topics, do or would you allow the Rapid Reload feat to function for pistols in Ravenloft or muskets? One of my players asked about it, and I thought I'd see if it's been discussed here.
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Re: Languages of Ravenloft

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Good luck in establishing your lair in a new domain!

I use a different ruleset but I definitely do allow quick-reload and quick-draw skills for my characters. One NPC the characters came up against was an undead pistoleer and he had exactly those traits. Made for a hard fight.
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Re: Languages of Ravenloft

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Guardian of Twilight wrote:Speaking of which and an admitted change in topics, do or would you allow the Rapid Reload feat to function for pistols in Ravenloft or muskets? One of my players asked about it, and I thought I'd see if it's been discussed here.
I would not for two reasons. The first involves the difference between crossbows and the pre-flintlock firearms used in the campaign setting. Other than having a trigger mechanism, snaplock firearms are not at all like crossbows. Heavy crossbows need a mechanism to draw the crossbow's string back, often a series of winches and pullies called a windlass. A character with Rapid Reload is able to quickly insert a bolt and wind the windlass with a move action rather than a standard action.

The wheellock and snaplock pistols and muskets used in the Ravenloft Setting are muzzle loading firearms. The user must pour gunpowder out of a prepared cartridge into the muzzle, stuff cloth, felt or paper (often from the remains of the cartridge itself) into the muzzle to hold the powder in place, and then stuff the bullet into the muzzle. This is a delicate and time consuming process that can't be reduced below the listed times.

The second reason involves game balance. There are special rules for firearms, namely that they do much more damage on a critical hit and have a much higher chance of confirming a critical. This is balanced by the length of time needed to load a cartridge into the muzzle.
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Re: Languages of Ravenloft

Post by Gonzoron of the FoS »

Guardian of Twilight wrote:Speaking of which and an admitted change in topics, do or would you allow the Rapid Reload feat to function for pistols in Ravenloft or muskets? One of my players asked about it, and I thought I'd see if it's been discussed here.
Yup, I use it. I think it's even mentioned as working in one of the RL 3E books, but I don't recall for sure. Anything that works on a crossbow works on a firearm in my campaign.
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Re: Languages of Ravenloft

Post by Guardian of Twilight »

Thank you for your kind wishes, HuManBing! :D

Interesting on both fronts about the feat. I'll have to consider it a little more before deciding. If anyone else has insight into the feat for the Ravenloft Player's Handbook firearms as presented in 3.5E, please let me know. I'm always interested to hear how well it works or problems presented in terms of balance.
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