Languages: Cants (Thieves & Other)
Working on Creatures & Catacombs today and finally realizing this is definitely not going to end up the minimalist dream I'd originally intended. While trying to give at least a little description to the various PC races, the idea of language came up, and I started wondering if I should include Thieve's Cant. This further got me wondering what the heck a "cant" even is.
Wikipedia turned up the definition:
Text following is what I have to put in the game so far:
Cant employs the subtle use of phrase, tone, sign and word choice by a given social group to obscure outsider understanding of their communication. These “cants” overlap with language: Often individuals must speak at least one mutual language to also use a cant. Taking the Savvy skill grants a character proficiency in one type of cant, and can be used in an attempt to guess the meanings of other cants. Proficiency in additional cants requires a language slot. Examples include:
Wikipedia turned up the definition:
A cant, cryptolect, argot, anti-language or secret language is the jargon or language of a group, often employed to exclude or mislead people outside the group. Each term differs slightly in meaning, and their use is inconsistent.This was frankly fascinating. It inspires the idea of sub-languages spoken by various in-groups concealing the secret or semi-secret in broad daylight. Not sure I'll manage to include this gracefully when running my own sessions, but I'd like to put the idea in there so it's available if I need it. The real temptation is to give everyone their choice of one cant at character creation, and the ability to pick up another later in place of a language.
Text following is what I have to put in the game so far:
Cant employs the subtle use of phrase, tone, sign and word choice by a given social group to obscure outsider understanding of their communication. These “cants” overlap with language: Often individuals must speak at least one mutual language to also use a cant. Taking the Savvy skill grants a character proficiency in one type of cant, and can be used in an attempt to guess the meanings of other cants. Proficiency in additional cants requires a language slot. Examples include:
- Club Talk – Phrases and gestures used among elite clubs and secret societies.
- Crim (Thieve's Cant) – Specific to gangs and those who deal frequently with organized criminals.
- Ivory Parlance – Used by academics and intelligentsia. Peppered with obscure phrases in other languages, using passing reference to classics and obscure theories as a form of shorthand.
- Professional Jargon – Used by traders and crafts professionals to notify or warn each other.
- Salt Speak – Used by sailors and those who deal with them.
- Society Speech – Protocols, intimations and subtle jabs used among the upper crust.
- Soldier Speak – Military jargon, trumpet, drum and hand gesture used to direct troops.
- Vagrant Code – Used by tramps, hobos and others itinerants. Includes many symbols to point the way to food, shelter, work and many forms of danger.
- Vulgar Argot – Used by the servant and lower classes, but not specifically criminals.
So I learned relatively recently that Shadowrun (and maybe some related games?) have a set of skills called "etiquettes" that improve your ability to talk to members of a particular social group.
ReplyDeleteThis feels like a bit of an escalation of that, maybe? You're reminding me of the nearly unintelligible way the various toffs talk to each other on "Jeeves & Wooster", and of course, for sailors' reputation for profanity.
I feel like you'd enjoy seeing this post about different versions of literacy as skill specializations. You get a number of specializations based on your ability score, rather than needing to select the skill multiple times. https://retiredadventurer.blogspot.com/2018/01/literacy-specialties-in-mythras.html