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Sunday, November 5, 2023

Languages in Runehack, and Mental Load in Worldbuilding

This article is not written just because the articles made under the tag myRPGs have almost overtaken Runehack. It is part of the reason for this, but I'm writing this because it's a thing I've pondered for a while.


On one occasion in the past, I've talked about the mental load of a media consumer. Sure this is something I spoke about only regarding a D&D homebrew, but it extends beyond this. People love detailed worldbuilding, but detailed worldbuilding isn't for everyone. This is why I feel so many writers talk about the worldbuilding icebergs, an illusion of detailed worldbuilding by merely alluding to some matters in the world, or developing the fictional cultures only in a couple of areas that interest the author the most. And there's some truth to it all. In an ideal scenario, an author who wishes to make a highly realistic world would have a worldbuilding project on their hands that would take them a lifetime to finish. It would take others a lifetime to absorb because such a project would be just as complex as our reality.

One area that fascinates me and intrigues me a lot is the culture around languages. The way we speak influences the way we label things, think, and act. Its influences leak into the way we speak in other languages - our accents, our interactions, the way we express ourselves in other languages, and so much more. Tolkien has put a lot of effort into his Elvish languages. And honestly, I struggle with that. No matter how I put the letters together, they rarely sound good, and I can only imagine writing a dictionary 100 words long for this purpose. There are tools for this online; one person even made a game out of conlang development. No matter what, though, the made-up words feel off to me most of the time. Then again, this is the same thing I've said about my attempts to compose music, and I overcame that hurdle earlier this year, so I'll be able to overcome this mental block in a couple of years too.

I guess what I'm trying to say is that in an ideal scenario, I'd create a world with a myriad of in-depth languages that influenced each other, and use them to at least label everything in the world. However, not only would I see such an endeavor as time-consuming, but due to the mental load it would require I see it as fruitless. Some would enjoy such details, but seeing just how much time it's taking me, I figured I'd take an easy way out. I began worldbuilding for Runehack and writing my novel that takes place in it by coming up with placeholder names, and I feel like they're sticking to me. The city names are mostly English words that express something about the place. People's names, meanwhile, are just jumbled-up English names, regardless of their real-world origin. So what if Samwell originates from Samuel, which is Hebrew in origin. I could reverse-engineer a meaning for the names if it was that important, for now, I'll just let it slide.

That being said, there are some fun linguistic things I came up with for Runehack. I doubt I'll develop them into full languages, they're just neat tidbits of information I wanted to share for a while.


Yes, at one point I thought I'd make the explanation for a shared language something like a 2001: Space Odyssey-style obelisk of knowledge. But that would raise more questions than solve problems.
Daily speedpaint 027 - Ancient language, by DaiSanVisART


Franqa

Let's begin with the most important idea that took me the longest to develop. See, Runehack is a world in which sharing the culture would be difficult. The bubbles of civilization are separated by the wilderness full of dangerous shapeshifters. Therefore, all the cultures would be developing to be radically different. And language, too, is a thing that changes and shifts over time. Due to this separation, they would drift to the point where they'd have a hard time understanding each other. But what if it wasn't this way?

Franqa is a plant that grows special tea leaves. According to the latest Mindlore research of Runehack's scientists, its effects are psychedelic in nature, kind of like being high. Several minutes after drinking it, one can speak, read, write, and understand spoken language called the same as this plant - Franqa. Nobody can tell what the exact origin of this language is, but it's consistent. The effects of Franqa tea last for roughly 4 hours.

The plant was native to the south-eastern regions of the New World, not too far from Moorwell. Its use was discovered even before the Era of Monsters, and it has spread all over the world thanks to its usefulness. It started off as a tool for use by travelers, diplomats, and translators, but it made its way into other areas of life too. Once its use became widespread, some people started to learn Franqa even when not under its influence. The tea leaves of Franqa are viewed as a symbol of community and cooperation. The plant even made its way into the everyday language. When someone wants to be honest and straightforward without trying to deceive the listener, they say they'll be "frank".

This is how all the cities of my world can talk to each other without issues, by using their lingua franqa.


The Unnamed Languages

The last two languages are why I haven't posted this article earlier - both are raw, underdeveloped ideas. The first is a language developed by some elves living in a humid jungle. This language is based on the premise of uninterrupted flow, which is why it contains no stopping sounds. Its vowels would be the typical a, e, i, o, and u sounds, and its consonants would be as follows: f, h, l, r, s, v, z, ʃ (labeled š), ʒ (labeled ž), and θ (labeled đ). The kh sound could in theory fit in too, but I found it too harsh to be used by the elves. As for going beyond that, other than phonotactics I don't have much worked out. I tried making a dictionary several times, but it always sounded bizarre, so I never did it completely. Fun fact, though, one of the earliest iterations of this language is the origin of Avurai University's name. Avurai was meant to mean "flying island" in this language.

The second language I wanted to make, and the newest one among all these, is a goblin code that has evolved into an artform. It's actually quite the opposite of the elvish language, inspired by the Hush language of the Limberwisk Isle. Both of these languages lack vowels. The phonotactics and phonetic dictionary of this goblin code is simple: every "syllable" (if it can be even considered that since it lacks a vowel) is made up of a consonant p, t, or k, followed by an optional letter r, s, ʃ, x, or f. There are no forbidden combinations, and the words can be quite long. The result might sound a bit like beatboxing, which is why this code became an artform of its own.


Tip Tap

Tip tap is a code known by some of the dwarves of Runehack. It utilizes their sensitive touch perception, which lets them sense the micro-vibrations of anything they touch with bare skin. Since most dwarves walk to most places barefoot, some have developed a secret minimal language for communicating with each other that utilizes lifting up the tips of their feet rhythmically to communicate.

Those who communicate using this code are referred to as tappers. It is one of the few ways of communicating that doesn't require the communicators to see or hear each other.

Tip Tap was developed originally by the dwarves who worked in the mines and forges, to inform each other of important things in their surroundings. Eventually, this language became widespread and generalized to be used in other loud work environments, such as forges and factories. It was and is also sometimes used in works or places where staying silent is crucial, such as animal hunting, prison inmate contact, special military forces, burglary, and spying.

Tip Tap is a simple oligosynthetic language with 45 morphemes, primarily focused on the domain of working. The word order in a sentence is Subject-Verb-Object. Adjectives follow after the Nouns they describe, e.g. "document (that is) old".

Due to its simple nature, the language lacks tenses other than present, and a large variety of terms that are not present in it. For example, since there is no term for water, most would refer to it as "Drink", even when it's not clean water or a large pool of water.

Since this is a written medium, we will utilize the Taixuanjing to codify this language. Each symbol represents the sequence, in which the tips of dwarves' feet (called "toes" from now) are touching the ground. Disruptions in the lines are the moments when the left (upper line) or right (bottom line) toes do not touch the ground. Please, assume the toes are touching the ground between the symbols.

⚍ ⚌ ⚎

𝌁 𝌅 𝌂

𝌃 ⚏ 𝌄 

The only restriction for tap sequences is that none of the ideas communicated can begin nor end with ⚌, seeing how that's the natural state for feet to be at.

Important messages can be communicated with both tips of feet and heels, by lifting an entire foot and softly stomping it against the ground or the floor. In this notation, the top two lines stand for a left foot, and the right foot is represented by the bottom two lines. While the line is doubled, it could in theory let the writer represent the heels and tips of the feet separately. However, this isn't utilized in Tip Tap for reasons forgotten by history.

𝌪 𝌊

𝍎 𝌎

The 𝌆 symbol isn't used, since its meaning is identical to ⚌. Symbols 𝌮 and 𝍖 are not listed, because these would require the tapper to jump in the air if standing.

These messages could in theory be tapped using the hands and fingers too. If a wall isn't part of the same material and surface as the ground, the tapper will have to bring the hand to the ground. Tapping the message using two fingers can be enough to convey the message to others.


Quick Messages

Since these are messages of vital importance, they are all symmetric – they can be communicated in an identical manner with either the left or the right foot. Furthermore, they are the only messages that require you to lift a heel. Chances are, if a tapper needs to communicate this message, they aren't concerned with being heard, so it's usually done by stomping the same foot twice or thrice.

Taps 
Meaning
𝌪⚌𝌪
or
𝌊⚌𝌊
"Go away!" "Save yourself!" "Leave!"
The message implies immediate danger to anyone who's receiving the message.
𝍎⚌𝌪
or
𝌎⚌𝌊
"Come here!" "Help me!" "I'm in danger!"
The message implies immediate danger to the tapper, and a request for help or assistance.


Negation

Most messages are made so that they do not require the user to negate things. But in case it's necessary, 𝌃 and 𝌄 tend to be used. These taps are reserved for negation because they were too complex when used along with other terms.


People

Messages that involve people usually begin with the ⚏ taps.

Taps 
Meaning
⚏⚏ I
⚏⚍ Guard, protector, security
⚏⚎ Civilian (someone not related to the work)
⚏𝌅 My colleague
⚏𝌁 My boss
⚏𝌂 My subordinate
⚏ followed by a Place Someone in the Place (used only when it's clear from the context)

 

Items

Taps 
Meaning
⚍⚏ Valuable
⚍⚍ Lock
⚍⚎ Junk
⚍𝌅 Consumable
⚍𝌅⚎ Food
⚍𝌅𝌂  Drink
⚍𝌁 Document
⚍𝌂 Tool


Places

Taps 
Meaning
⚎⚏ In front of me
⚎⚍ To my left
⚎⚎ To my right
⚎𝌅 Behind me
⚎𝌁 Safety / Relaxing Place
⚎𝌂 Workplace
⚎⚏⚎  Home


Adjectives

Depending on the context, these can stand for a color, or another attribute of an item.

Taps 
Meaning
𝌁⚏ Bright (color), New, Young
𝌁⚍ Yellow, Sticky, Sharp
𝌁⚎ Red, Hot, Burning
𝌁𝌅 Dark (color), Old
𝌁𝌁 Green, Slippery, Flat
𝌁𝌂 Cold, Wet


Actions

Taps 
Meaning
𝌂⚏ Take, Keep, Want
𝌂⚍ Store, Drop, Don't Want
𝌂⚎ Throw (if followed by something that can be thrown)
Go (if followed by place)
𝌂𝌅⚎ Eat
𝌂𝌅𝌂 Drink
𝌂𝌁 Relax
𝌂𝌂 Work


Numbers

The numeric system that dwarves use somewhat resembles the Roman numerals. One communicates a number by starting with a 0 and then listing all the numbers that add up to the desired number. For example, the number 11 would be communicated as 𝌅𝌂⚎⚍. Tip Tap uses Many for the numbers greater than 15, and Few for fractions, as well as negative numbers, since it never really needed these.

Taps 
Meaning
𝌅 0
1
2
𝌁 4
𝌂 8
𝌅⚏ Few*
𝌅𝌅 Many*

* When the criminals use Tip Tap to discuss money, Many (followed by a number without a 0) stands for 10.000× the number of credits, and Few stands for 1× the number of credits. If neither Many nor Few are mentioned, the value equals 100× the number of credits.


Sorry that languages other than Tip Tap aren't as developed. I just wanted to share these ideas instead of having them lying around in my archives, waiting to do something cool with them. At least I'm happy that Tip Tap is quite defined.

But that's about it for now. Thank you for reading, and have a great day!

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