rdfs:comment | - This table lists the languages of Norrath, who speaks them, and how to obtain the starter language if it is a language that can be learned. For a strictly alphabetical list of languages, see . For a list of language quests, see Language Timeline.
- The language spoken in the Vatican territories, especially the clergy. It is primarily used to quote the Bible.
- lFacebook is available in many languages. There are currently 75 languages available in total, including fun languages (Pirate, leet, etc).
- In Head Soccer there are 11 Languages. You can use them and see some of the Characters's Unlock Requirements, Descriptions and Other Features of the game in that Language. The things of the last updates are in English, because D&D Dream was too lazy to translate it. Also is the Help System made in all these Languages.
- Please refer to the Available Languages list to see which languages are supported on Myth Drannor.
- Various Languages are used in J.R.R. Tolkien's writings about Middle-earth, including The Hobbit, The Lord of the Rings trilogy and The Silmarillion. When discussing the languages, it is necessary to consider two aspects: their "primary world" history, namely their literal development by Tolkien as a linguist, and their "secondary world" history, their imagined historical development in the history of Middle-earth.
- The above images are examples of Aluvian, Gharu'ndim, and Sho writing as seen on the welcome signs at the old starting outposts. Isparian language is not always clearly defined in Asheron's Call. On Dereth all Isparians speak and write in the common trade language of Old Roulean, which is English. However, Aluvian words and names are also English. For example, while the names of Gharu'dim and Sho weapons are clearly Gharu'dim and Sho, Aluvian weapons are named in English. True Aluvian would most likely resemble German.
- Languages is the name of one of the topics covered by the data rods owned by Simon Tam for use in his encyclopedia. ("Serenity (pilot)")
- German - de Tagalog (Filipino) - ph / fi
- [Under development. Disregard until completed.]
- Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice.Note these languages on your character sheet.Choose your languages from the Standard Languages table, or choose one that is common in your campaign.With your DM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.Some of these languages are actually families of languages with many dialects.For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes.Creatures that speak different dialects of the same language can communicate with one another.
- There are several languages in Alandor and the surrounding planes.
- |- | A language is a dynamic set of visual, auditory, or tactile symbols of communication and the elements used to manipulate them. Languages may also refer to:
* The Languages of Nelàm
* The Languages of Caroth
* Languages of the Known Worlds For a more extensive list, please visit [1] |}
- rus eng
- The world of Tibia is home to many races and creatures. Several of them evolved so high that they communicate in their very own language. We can find such languages as:
* Human Language, commonly used by Players;
* Bonelord Language, also known as 469, used by the omnipotent Bonelord's race;
* Deepling Language, used by Deeplings;
* Elven Language, used by the high and proud Elvenkind;
* Orc Language, used by the fierce Orckind;
* Chakoya Language, used by furry Chakoya tribes;
* Gharonk Language, used by the inhabitants of a mysterious city underneath the Jakundaf Desert;
* Caveman Language, used by the cavemen residing on the Zao Mountain.
- | Gascon | Iberian | Sicano-Tyrhenian |
- A breakdown of the spoken languages in Creation.
* Greek
* Old Tongue
* Gaelic
* Egyptian
* Prakrit
* Persian
* Latin
* Aramaic
- Here you will find links to wiki websites in other languages. Being Human - BBC
* Français (French) - Being Human : La Confrérie de l'étrange
* Deutsch (German) - Being Human Being Human - Syfy
* Deutsch (German) - Being Human
- According to the rules of pen and paper third edition DnD, a character can only speak as many languages as you Int modifier, aside from Common or their racial/class language (meaning an Elf comes auto with Elven and Common regardless of intelligence, and an Drow Druid would come with Drow, Drow HandSign, Common, and Druidic). Do realise that your choice of bonus languages must be logical. A half-ork will be not be in the position to learn Drow Sign language easily, as it's very difficult to master, and it'd be hard to find a tutor.
- The major languages spoken on Kongregate are:
* Català or Catalan
* 官話 or Traditional Mandarin, 官话 or Simplified Mandarin
* Dansk or Danish
* Nederlands or Dutch
* English
* Suomi or Finnish
* Français or French
* Deutsch or German
* Magyar Nyelv or Hungarian
* Bahasa Indonesia or Indonesian
* Italiano or Italian
* 日本語 or Japanese
* 한국어/조선말 or Korean
* Norsk Bokmål or Common Norwegian
* Język Polski or Polish
* Português or Portuguese
* Limba Română or Romanian
* русский язык or Russian
* Español or Spanish
* Svenska or Swedish
* Tagalog (same name)
* Türkçe or Turkish
- There are a number of languages used by different groups in the Witcher saga. These include:
- Most characters seem to speak a common language. Given that only Qum and children seem to speak it improperly, it is apparently well-known by most groups and nations. However, other languages do exist. There have been examples of untranslated elven and dwarven words, marked in the text with a different color. Sierra has stated that the same colors will hold for conversations entirely in other languages.
- Languages is a rating 2 spell. This is also a Priest Spell.
- There are many launguages spoken throughout the Universe. Here are some links to lists of languages: Milky Way Galaxy > The Solar System > Human and Martian Languages Also, there are a total of 37,000 Human languages, 125,000 Martian Languages, 300,000 Centurian Languages, over 7 trillion programming lanuages, 1 Star Eye Language (they are much more organised than the other pathetic people), and many more...
- Language is a way with which various sentient races communicate in the Land of the Living and other realms. Out of all the languages used in the world, Common is the most preferred one and is used as the trade language. Some professions, such as druids, specialize in many languages, including animal tongues, which allow them to communicate even with less sentient fauna or even flora.
- The standard language of the CHDK firmware is English (or German, for the CHDKDE builds), but it has a multi-language interface now. Here is how you can change your language:
* open one of the following links and copy the language text file (the text in the large grey box).
* use a text editor like Notepad to make a new textfile, paste the language text into it and name the file {nameofthelanguage}.lng
* make a new folder called LANG in the CHDK directory of your SD card
* copy your .lng file into the LANG folder.
* Go to CHDK main menu>CHDK Settings>Menu settings->Language & Fonts and choose your .lng file and the appropriate codepage.
- The common tongue is spoken by the vast majority of Gielinor's races and nations. Although many races do possess their own languages and dialects, many of these have been forgotten or been made rarer in recent years. This may be partially due to the more peaceful relationships between civilisations since the Fourth Age, when interaction between many races became more common.
- Languages are what allow players to communicate with characters and other players in the adventure. All languages are descended from Supernal, because when the mortal races first heard the language of the gods, they each interpreted it in a unique fashion.[DMG:171] All player characters can speak Common, gain one or more additional languages depending on race, and can learn additional languages with the Linguist feat. Unless specified otherwise, characters can speak, read and write the languages they know, The languages described in the core rulebooks are:
- Darelth has no common or racial tongues. There are there are 9 languages, and many more dialects.Oh, and on a pronouncitation note, the 'X' used on Darelth represents the hard 'ch' sound (like the 'ch' in "loch"), not the more typical English 'z' sound. But we'll know what you mean either way. These are the languages of Darelth: These are the elemental (or extraplanar) languages available on Darelth. None of these languages are available as starting bonus languages.
* Auran
* Aquan
* Terran
* Ignan
* Aetherean
* Umbran
- World University and School, building on Google Translate with its at least 58 languages - - may become the basis for a WUaS Universal Translator, for conversation, translation and academic research, perhaps with a focus on context, to complement other online, translation projects. MIT OpenCourseware. 2012. MIT OpenCourseware. Cambridge, MA: www.universalsubtitles.org/en/teams/MIT-OCW/ One Laptop per Child Translate. 2012. The Rosetta Project. 2010. The Rosetta Project: A Long Now Foundation Library of Human Language. Long Now Foundation.
*
- To use any language that your character has access to, simply type the corresponding command before speaking the language. To return to Common, simply type "--". Console command -language shows player all the languages available to their current character. When putting an emote or speech on quick slot, don't forget to put /tk before it. More details are listed in article about communication in game. When character speaks in a different language, player can surround parts of text with square brackets to speak those parts in common. Example: -el This is elven [and this is common].
- Only two major languages are used in significant numbers in Westeros: the "Old Tongue", and the "Common Tongue" of the Andals which has almost entirely replaced it. The original humans that migrated to Westeros some 12,000 years ago, the First Men, spoke their own language now called "the Old Tongue". They did not possess a writing system more advanced than runes for gravemarkers, so they made no written histories.
- Most inhabitants of the Old World speak the common tongue known as Old Worlder. However, the accent of the speaker and idioms used vary from country to country; these variations are known as dialects. In addition, each race has its own language and there are also a number of arcane and secret languages, which are discussed seperately.
- Time Taken: One round. Specializations: Specific language known — Wookiee, Huttese, Bocce, Ewok. NOTE: The Languages skill primary function is to determine the number of languages your character can learn. The languages skill is used to determine whether or not a character understands something in another language. If the character wants to say something in a language in which he isn't fluent (see "specialization" below) increase the difficulty by two levels. The base difficulty depends on the language's complexity and structure compared to Basic (or any other language the character knows):
- Until the Breaking of the Gates and the migration of the Four Nations from Eänna, the Men of Eärwa, called the Emwama in The Chronicle of the Tusk, were enslaved by the Nonmen and spoke debased versions of their masters’ tongues. No trace of these languages remain. Nor does any trace of their original, pre-bondage language remain. The great Nonman history, the Isûphiryas, or the “Great Pit of Years,” suggests the Emwama originally spoke the same tongue as their kin across the Great Kayarsus.
- De "José A. Tapia y Rolando Astarita La Gran Recesión y el capitalismo del siglo XXI" (I do not own the rights) De todas formas, la peor conclusión a la que llegan los economistas ortodoxos partiendo de supuestos falaces es que la economía actual tiende a ser estable y a crecer generando bienestar y riqueza para todos mientras no haya interferencias exógenas, “mientras no se la toque”. Una conclusión que es claramente cuestionada no solo por las crisis económicas que ocurren una y otra vez sembrando miseria y desempleo a diestra y siniestra, sino también por el malestar social cada vez más frecuente en nuestra sociedad desigual e insolidaria y por la necesidad, cada vez más evidente, de que el Estado apuntale ese sistema económico para que no se desmorone por sí solo.
- The choice of languages is a feature allowing players to specify the language in which menus and tooltips will display within their Minecraft client. The language menu can be accessed via a button in the main menu to the left of the "options" button, as well as from the options menu. Previously, separate language packs were needed to change the in-game language to one other than English. The first 56 languages were added in Minecraft 1.1. As of 1.9.2 update, there are 91 languages, including fictional ones such as Klingon and Pirate Speak.
- The following is a list of languages used in the world of Kayna (past and present). There is also a very short description next to the name including; the pronunciation of the name, what language the language is based on, and what races officially use them.
- There are currently 27 languages in Everquest. Everyone starts out with Common Tongue at a skill of 100. There are many race and class specific languages, of which player characters of a specific race/class start with a 100 skill. Other languages are learned by different means, such as Training Points in a specific language at your Guild Master or grouping with someone who speaks the desired langage and "listening" to them speak while speaking the language back to them (the later is NOT required but it does help the training go faster). The exception to this is the Alaran and Hadal languages which were added with the Veil of Alaris expansion. These two languages can only be learned through specific tasks and missions. Hadal is only improved by being a task leader of specific missions
- Ancient Baklunish is one of the ancestors of the Common tongue, though little resemblance remains between the two in the present day. It is the language of all official and religious documents west of the Yatil Mountains. Ancient Suloise is an ancient and widespread language that became almost extinct after the destruction of the Suel Imperium. It is rarely used in modern time aside from the Scarlet Brotherhood and a few isolated scholars. Low Baklunish is descended from Ancient Baklunish but much has changed by time. Low Baklunish encompasses the contemporary, colloquial Baklunish dialects.
- Languages come in many different forms and dialects throughout the world. Birth languages, a few examples being Drakonin, Edrossic and Haajidu have eventually formed and created more languages such as Common, Haajidic, Thysian, etc. Some languages have stayed constant throughout the years or changed very little, such as Drakonian and Koshtadic. Listed below are known languages categorized by region or continent. More to be listed.
- The Ayleid language is believed to be a variation of "Old Cyrodiilic" rather than Tamrielic.
* "Admia" – Ancestors
* "Adonai" – Lordly
* "Aldmeris" – Elven
* "Alasil" – Vision
* "Amaraldane" – Heralds
* "Anyammis" – Life
* "Aurane" – Heard
* "Agea" – Wisdom; Lore
* "Av" – From
* "Baune" – Mighty
* "Belle" – Thunderous
* Bisnensel – "New Water Halls"
* "Bolche" – "Wood"
* "Brelyeis" – Beech Trees
* "Emero" – ?
* "Gandra" – Welcoming
* "Garlas" – Caverns
* "Goria" – Obscure
* "Gravia" – Ugly
* "Haelia" – Terrible
* "Hectahame" – "Home of the Elves.
* "Jorane"
* "Karan" – Armor
* "Latta" – Light; Shines
* "Magicka" – Magic
* "Malatu" – Truth
* "Mallari" – Gold
* "Mathlemldi" – literal
- There are three languages that the Garou tend to deal with; homid speech, Mother Tongue, and wolf-speech. The obvious fact is that a good many humans in St. Claire are English speakers. American English, with a Pacific Northwest accent, such as it is. The Garou have a language of their own, made up of both humanlike speech barks and growls, and expressive physical gestures which use homid limbs and wolven tail; some refer to it as the Mother Tongue, some the High Tongue, and some simply 'the Garou language.' (Most in the Hidden Walk refer to it as the Mother Tongue.) The Mother Tongue was invented by the Fianna centuries ago and all Garou who want a common language learn to speak it; no Garou is born with instinctive knowledge of the language. The Mother Tongue cannot effectively communica
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abstract | - De "José A. Tapia y Rolando Astarita La Gran Recesión y el capitalismo del siglo XXI" (I do not own the rights) De todas formas, la peor conclusión a la que llegan los economistas ortodoxos partiendo de supuestos falaces es que la economía actual tiende a ser estable y a crecer generando bienestar y riqueza para todos mientras no haya interferencias exógenas, “mientras no se la toque”. Una conclusión que es claramente cuestionada no solo por las crisis económicas que ocurren una y otra vez sembrando miseria y desempleo a diestra y siniestra, sino también por el malestar social cada vez más frecuente en nuestra sociedad desigual e insolidaria y por la necesidad, cada vez más evidente, de que el Estado apuntale ese sistema económico para que no se desmorone por sí solo. La ortodoxia económica siempre tuvo detractores y críticos, entre los que en el siglo XIX destacaron Simonde de Sismondi, Friedrich Engels, Karl Marx y Henry George. Pero las ideas económicas de Simonde de Sismondi y de Henry George pronto fueron olvidadas, mientras que las de Engels y Marx se presentaron vinculadas a su crítica social. Y de la misma manera que Marx y Engels tacharon de falsas y tendenciosas muchas de las ideas de los economistas clásicos, sus ideas económicas “comunistas” fueron presentadas como un sistema conceptual incoherente, panfletario y fundamentalmente falso por los economistas ortodoxos de su tiempo. Así nació una “ciencia económica socialista” cultivada casi exclusivamente por autores de izquierda como, por ejemplo, la polaco-alemana Rosa Luxemburg, el austriaco Rudolf Hilferding y los rusos Isaac Illich Rubin, Nikolái Bujarin y Evgeny Preobrazensky. Estos cinco intelectuales, todos vinculados a los partidos de izquierda de su época, son significativos por ilustrar lo difícil que es desarrollar una teoría económica —que ha de ser a la vez social— desde un punto de vista socialista sin salir a la vez quemado por el sol en el empeño. Rosa Luxemburg, Rudolf Hilferding, Isaac Illich Rubin, Nikolái Bujarin y Evgeny Preobrazensky murieron todos ellos de muerte violenta. Mientras la primera fue asesinada poco después del fin de la primera guerra mundial por militaristas alemanes que actuaban con la anuencia del gobierno alemán de aquel entonces—en el que, por cierto, se sentaban los antiguos compañeros de Rosa Luxemburg en la socialdemocracia alemana—, los rusos Rubin, Bujarin y Preobrazenski cayeron en las purgas estalinistas. En cuanto a Hilferding, que había sido el principal teórico de la socialdemocracia alemana en temas económicos y acabó ocupando el puesto de ministro de finanzas en la República de Weimar, murió en circunstancias aún confusas en 1941, cuando estaba detenido por la Gestapo, tras caer en poder de los nazis en Francia, donde se había exilado huyendo de Hitler. Hasta la década de 1930, cuando la economía mundial se desplomó en la Gran Depresión, la ortodoxia económica se había desarrollado de forma más o menos gradual, como si dijéramos por acumulación de ideas, de datos y de modelos para analizarlos. La economía académica en general había ignorado a sus críticos y, por ejemplo, nunca había lidiado seriamente con las ideas económicas de Marx, que, salvo excepciones, fueron ignoradas por los economistas ortodoxos. Pero en la década en la que brilló la estrella de Roosevelt, Mussolini y Hitler surgieron en la ortodoxia económica misma dos autores que cuestionaron gran parte de las ideas hasta entonces vigentes: uno, polaco, Michal Kalecki (pronunciado “calesqui”); otro, inglés, John Maynard Keynes (pronunciado “keins”). Ambos propusieron ideas muy similares, aunque muchos hoy consideran que Kalecki no solo las presentó antes, sino de forma más y mejor elaborada. Pero mientras que Kalecki era polaco, ingeniero de formación y conocido solo de sus familiares, lord Keynes era, además de aristócrata y millonario, un economista ya famoso —ya lo había sido su padre— y ciudadano de un país que, además de ser una potencia mundial, era parte de un área lingüística, la del inglés, que se estaba convirtiendo en idioma hegemónico y lingua franca mundial. La consecuencia es que la teoría económica cuyas ideas clave fueron propuestas hacia mediados de los años treinta por Kalecki y luego por Keynes recibió el nombre de keynesianismo. Inicialmente el keynesianismo supuso una ruptura parcial con la tradición económica anterior. En la Teoría general de la ocupación, el interés y el dinero, libro de Keynes que se convirtió en biblia de la nueva escuela económica —y de la economía académica en general— se rechazaban como falsos muchos conceptos que los economistas hasta entonces habían considerado verdades intocables. Frente a la idea clave de la economía de Walras, Jevons y Marshall según la cual el sistema económico basado en el mercado y el interés privado conduce a la estabilidad y al progreso económico continuado, Keynes afirmaba que solo una intervención estatal sostenida es capaz de prevenir que se manifiesten las tendencias intrínsecas del sistema a la inestabilidad y al estancamiento. Keynes murió poco después de la segunda guerra mundial, pero sus ideas ya tenían muchos seguidores y pronto el adjetivo keynesiano se convirtió en el calificativo que se aplicaba a economistas de muy diversas tendencias o que estos adoptaban. Mientras que autores como Paul Samuelson y J. R. Hicks desarrollaron las ideas de Keynes entretejiéndolas con muchas ideas clave de la ortodoxia económica anterior —en lo que luego se llamó la síntesis neoclásica—, Michal Kalecki —que vivió en Polonia hasta fallecer en 1970—, Joan Robinson, Nicholas Kaldor y otros elaboraron y desarrollaron esas ideas en una dirección “más izquierdista” —por decirlo mal y pronto—, acusando a Samuelson y a sus adláteres de practicar un keynesianismo bastardo. Incluso algunos de esos autores, como Joan Robinson, propusieron aceptar como parte de la ciencia y la ortodoxia económica algunas ideas de Marx y de la tradición socialista o comunista. El resultado fue que una mayoría de los economistas académicos que seguían la estela de Samuelson produjeron a partir de los economistas clásicos y algo de Keynes una ortodoxia neoclásica. Mientras, por otro lado, a partir de las ideas de Keynes y Kalecki mezcladas con algo de Marx surgía una especie de teoría económica izquierdista que cultivaban y desarrollaban John Kenneth Galbraith, Paul Baran, Paul M. Sweezy, Hyman Minski y otros economistas más o menos radicales o izquierdistas, muchos de ellos cercanos en lo político al partido laborista británico, al partido demócrata estadounidense o a los partidos socialistas (herederos de la socialdemocracia) o eurocomunistas (herederos de la Tercera Internacional) de la segunda mitad del siglo XX. Siempre hay, sin embargo, quien prefiere las ideas puras en vez de las mezclas. Entre esos estaba Milton Friedman, que consideró que las ideas de Keynes eran incompatibles con los principios básicos de la ciencia económica y que desarrolló sus ideas monetaristas, muy afines a la ideología de los partidos conservadores y liberales, criticando ya a partir de los años cincuenta el sistema keynesiano, recién convertido en nueva ortodoxia económica. A partir del monetarismo de Friedman surgieron la teoría de las expectativas racionales de Robert Lucas y otras teorías económicas como la del “ciclo real de negocios” de Edward Prescott, que eliminaron sistemáticamente los cuestionamientos de Keynes y que desplazaron de su posición hegemónica al keynesianismo académico. Frente a los planteamientos más extremos de los seguidores de Lucas, Prescott y otros economistas que afirman que los mercados siempre se autorregulan eficazmente y son eficientes, en las dos últimas décadas hubo cierta reacción en la profesión económica, en el sentido de aceptar que los mercados tienen imperfecciones y que es conveniente y necesaria cierta intervención del Estado. Esta es la corriente neoclásica que hoy domina en el establishment y de la que son ejemplos típicos Ben Bernanke y Gregory Mankiw. Bastante cercana a ella está la muy difusa corriente neokeynesiana, pero con fundamentos metodológicos neoclásicos, que podría considerarse continuadora de la tradición de Samuelson y en la que habría que clasificar a autores hoy famosos como Larry Summers, Paul Krugman y Joseph Stiglitz, que ocupan un espectro político relativamente amplio. Por otra parte, también hubo más de uno que, desde la izquierda, negó que las ideas de Keynes y de Marx fueran realmente compatibles, cuestionando así la otra síntesis, la keynesianomarxista (que más bien sería kaleckianomarxista), llevada a cabo por el mismo Kalecki, por Joan Robinson y por otros economistas radicales. La consecuencia de todo ello es que en las décadas más recientes los economistas han estado divididos (y lo están incluso más tras la crisis del 2007) en una multitud de tendencias, escuelas, grupos y capillas. Una situación que da lugar a chistes como aquel de que si se pide asesoramiento económico a cuatro economistas sobre un problema de política económica, se obtendrán cinco opiniones distintas. Todo parece indicar, además, que la crisis económica de 2007-2009 abrió una crisis en la economía académica. Paul Krugman ha dicho, por ejemplo, que casi todas las contribuciones de la investigación macroeconómica en las últimas décadas son, en el mejor de los casos, inútiles, y en el peor de los casos, dañinas. Lamentablemente, a pesar de que, a poco que se mire debajo de las alfombras de la “ciencia económica” (adornadas, eso sí, con muchos gráficos y ecuaciones matemáticas), se descubre mucha basura, las ideas e hipótesis de la “ortodoxia” económica han penetrado en otras ciencias sociales —desde la sociología hasta la geografía, la demografía, la epidemiología o la antropología— que adoptan, muchas veces de forma acrítica, las ideas de la economía estándar sobre la oferta y la demanda y “el consumidor racional”, o construyen “modelos basados en el agente” y en sus expectativas racionales. También es cierto, por otra parte, que no pocos intelectuales de izquierda adoptaron variantes del marxismo, a menudo muy influidas por el marxismo estatista de los países donde había partidos comunistas en el poder. Muchos de esos autores autodefinidos como marxistas tratan los textos de los autores del panteón socialista como verdades reveladas que hay que aceptar como si fueran dogmas religiosos. Pero volvamos a la “ciencia económica” (que no lo es) y a sus ideas sobre cómo funciona la economía. Esa supuesta ciencia está hoy profundamente escindida entre quienes piden más gasto público para estimular la economía y quienes piden recortes del gasto público para reducir la deuda nacional de los Estados. Entre los primeros están, por ejemplo, Paul Krugman, James Galbraith y Joseph Stiglitz, quienes consideran que es fundamental que los gobiernos aumenten sus inversiones y adquisiciones y den subsidios a los desempleados para aumentar el consumo y estimular la economía, evitando una “recesión con doble caída”. En la posición de prudencia fiscal para reducir el déficit parece estar el grueso de la profesión, que se muestra circunspecta por los niveles de endeudamiento público a los que se ha llegado en muchos países. Y además de moderación fiscal reclama medidas de flexibilización del mercado laboral, abaratamiento de los costos salariales y austeridad en general que, supuestamente, estimularán la inversión. Cuando escribimos esta introducción a comienzos del 2011, el rechazo a esas políticas de austeridad ha generado ya huelgas generales en varios países europeos. En Gran Bretaña han sido los estudiantes quienes han protagonizado multitudinarias manifestaciones contra la decisión del gobierno liberal-conservador de multiplicar por tres las tarifas de matriculación en las universidades públicas. En varios países del mundo árabe la agitación social estimulada por los aumentos de precios y por la corrupción y el autoritarismo ha derribado o amenaza derribar a gobiernos dictatoriales que llevaban muchos años en el poder. El desempleo no baja e, incluso, sigue aumentando en algunos países. Los “agujeros” en los balances de los grandes bancos y los gobiernos que los respaldan son enormes y, tras el salvamento de Irlanda por la Unión Europea, cada día se oyen rumores de bancarrota de países como Portugal, España o Italia. Pero esas economías son mucho más grandes que Grecia o Irlanda y su default podría llevar al hundimiento del euro, lo que implicaría una enorme conmoción financiera mundial. Todo parece anunciar que el 2011 será un año en el que los redactores de las páginas económicas, financieras y de orden público tendrán material de sobra para elaborar noticias.
- The common tongue is spoken by the vast majority of Gielinor's races and nations. Although many races do possess their own languages and dialects, many of these have been forgotten or been made rarer in recent years. This may be partially due to the more peaceful relationships between civilisations since the Fourth Age, when interaction between many races became more common. Because the frequent use of many different languages would negatively affect gameplay, the common tongue is presented to the player in the language they themselves select when logging in; English, German, French, Portuguese, or (formerly) Spanish.
- There are currently 27 languages in Everquest. Everyone starts out with Common Tongue at a skill of 100. There are many race and class specific languages, of which player characters of a specific race/class start with a 100 skill. Other languages are learned by different means, such as Training Points in a specific language at your Guild Master or grouping with someone who speaks the desired langage and "listening" to them speak while speaking the language back to them (the later is NOT required but it does help the training go faster). The exception to this is the Alaran and Hadal languages which were added with the Veil of Alaris expansion. These two languages can only be learned through specific tasks and missions. Hadal is only improved by being a task leader of specific missions in Rubak. The chart below shows the Language #, name and which race/class can speak it. (Usage /language # for example typing /language 1 would set that specific chat windows language to Common Tongue) RoF - Words of the Unspoken to quickly get Alaran to 100. VoA - Oseka's Knowledge to learn Hadal
- Time Taken: One round. Specializations: Specific language known — Wookiee, Huttese, Bocce, Ewok. NOTE: The Languages skill primary function is to determine the number of languages your character can learn. The common language of the Known Galaxy is Basic. Most people speak it — if not as their main language, they are at least fluent in it — and virtually everyone can understand it. However, some areas of the galaxy are so isolated that Basic is rarely spoken. Some aliens can't or refuse to speak Basic. For example, Wookiees can understand Basic, but, because of the structure of their mouths, usually cannot speak it. Ewoks do not normally understand Basic, but can learn it fairly easily. The languages skill is used to determine whether or not a character understands something in another language. If the character wants to say something in a language in which he isn't fluent (see "specialization" below) increase the difficulty by two levels. The base difficulty depends on the language's complexity and structure compared to Basic (or any other language the character knows):
* Very Easy: Dialect of Basic, uses many common slang words or phrases.
* Easy: Common language related to Basic.
* Moderate: Common language, but not related to Basic (Huttese).
* Difficult: Obscure language, not related to Basic (Wookiee).
* Very Difficult: Extremely obscure language, such as one unique to a culture that has never been contacted before or a "dead" language; language that cannot be pronounced by the person trying to understand.
* Heroic: Language where many concepts are beyond the character's understanding or experience. May include musical languages or languages dependent upon intricate body language.
* +10 or more to character's roll: Idea is very simple. "No." "Yes."
* + 1-5 to character's roll: Idea is simple. "I have a bad feeling about this." "Landspeeder — only 1,500 credits."
* No modifier: Idea is of average complexity. "We're out of ammo." "Big explosion ... generators go 'boom'!"
* + 1-5 or more to difficulty: Idea is of above average complexity. "The stormtroopers are going to be charging over that ridge in 10 minutes." "3,000 credits for the 10 blasters, plus a crate of blaster power packs, and I'll give you my word that I won't tell anyone what a great deal you gave me."
* +6-10 or more to difficulty: Idea is complex. "When the shield generator drops, Red Squadron will go for the ion cannons along the hull, while Blue Squadron will concentrate their fire on the bridge. Until then, try to defend each other from the TIE fighters."
* +11-20 or more to difficulty: Idea is very complex. "From a sociological point of view, the culture of the Ithorians is wholly dedicated to to the metaphors of their first great poet and philosopher, Tiethiagg. His aptitude for understanding the unique herd culture and how it related to the individual, and how each Ithorian had to contribute to the health of the planet as a whole ..."
- This table lists the languages of Norrath, who speaks them, and how to obtain the starter language if it is a language that can be learned. For a strictly alphabetical list of languages, see . For a list of language quests, see Language Timeline.
- Darelth has no common or racial tongues. There are there are 9 languages, and many more dialects.Oh, and on a pronouncitation note, the 'X' used on Darelth represents the hard 'ch' sound (like the 'ch' in "loch"), not the more typical English 'z' sound. But we'll know what you mean either way. These are the languages of Darelth: Aozarim The language of Markand and the Great Neck Empire. Draconic The language spoken by the Great Wyrms of the land. It has no written equivalent, and cannot be chosen as a bonus language. Gelir The language of the Sacred Grove. Harthak The language of the nations surrounding the Harthak Sea; also spoken by nobles of Khara to appear "traditionalist" and scholarly. It is also spoken by many Sharakim outside of the area around the Harthak Sea in honor of the ancestors. Kaleit The language of the Eriet tribes. Merifal The language of the Merithan city states. Also used in the Valley of the Enlightened. Oultaniri The language of the goliath barbarians; also spoken by scholarly and/or chauvinistic nobles of the Great Neck Empire. Xilgith The language of the Five Nations of Illigyr and Khara. Xalxith The language of the Xalar Empire; scholars agree that it is related to Xilgith. Xilxa The language of Xemil; also used in Chila and Darelth's Navel. Scholars debate whether this is related to Xalxith and Xilgith. These are the elemental (or extraplanar) languages available on Darelth. None of these languages are available as starting bonus languages.
* Auran
* Aquan
* Terran
* Ignan
* Aetherean
* Umbran
- Languages are what allow players to communicate with characters and other players in the adventure. All languages are descended from Supernal, because when the mortal races first heard the language of the gods, they each interpreted it in a unique fashion.[DMG:171] All player characters can speak Common, gain one or more additional languages depending on race, and can learn additional languages with the Linguist feat. Unless specified otherwise, characters can speak, read and write the languages they know, The languages described in the core rulebooks are:
* Abyssal[PH:25]
* Common[PH:25]
* Draconic[PH:25][DCD:24]
* Dwarven[PH:25]
* Elven[PH:25]
* Deep Speech[PH:25]
* Giant[PH:25]
* Goblin[PH:25]
* Primordial[PH:25]
* Supernal[PH:25] Additional languages described in Dark Sun:
* Thri-Kreen[DSCS:15]: a language unique to the Thri-kreen race that uses features that members of other races have trouble duplicating. It is associated with the Chachik script. Additional languages described for use in the Eberron game setting are:
* Argon[EPG:13]
* Quori[EPG:13]
* Riedran[EPG:13] Forgotten Realms contains additional languages:
* Chondathan[FRPG:156]
* Damaran[FRPG:156]
* Netherese[FRPG:156]
* Shou[FRPG:156]
* Thayan[FRPG:156]
* Tulgan[FRPG:156]
* Untheric[FRPG:156] Psionic Power includes the language of the mind, which by only be learned by psionic characters and through the appropriate background or with the linguist feat. This special language only exists in script. Dungeon Masters may create other languages and scripts in the game to suit their needs.[DMG:171]
- The language spoken in the Vatican territories, especially the clergy. It is primarily used to quote the Bible.
- lFacebook is available in many languages. There are currently 75 languages available in total, including fun languages (Pirate, leet, etc).
- In Head Soccer there are 11 Languages. You can use them and see some of the Characters's Unlock Requirements, Descriptions and Other Features of the game in that Language. The things of the last updates are in English, because D&D Dream was too lazy to translate it. Also is the Help System made in all these Languages.
- Languages come in many different forms and dialects throughout the world. Birth languages, a few examples being Drakonin, Edrossic and Haajidu have eventually formed and created more languages such as Common, Haajidic, Thysian, etc. Some languages have stayed constant throughout the years or changed very little, such as Drakonian and Koshtadic. Listed below are known languages categorized by region or continent. More to be listed.
* Balbadian
* Thaurosian
* Yalendan (bastardized dialect of Thaurosian)
* Zaentovin
* Haajidu
* Haajidic
* Alettonic
* Common Tongue (contributed roots)
* Thyllanorian (contributed half of the language's structure)
* Kalmenhoht (extinct)
* Edranish
* Drakonin
* Drakonian
* Common Tongue (contributed roots)
* Ethrykian
* Thyllanorian (contributed roots)
* Thysian
* Folthic (a more archaic version of Thysian spoken only in Folthysland)
* Cerynian
* Merythaian/Old Meyronian (perhaps the most ancient of all Drakonian-based dialects)
* Edynisian
* Vecysian
* Lavosian
* New Meyronian (derived mostly from the Lavosian dialect of Drakonian)
* Drakonteios
* Edrossic
* Edrossian
* Drakonian (contributed roots)
* Ethrykian (city-state dialect)
* Thyllanorian (a language formed from the fusion of Ethrykian and Alettonic tongues)
* Thysian (two city-state Drakonian dialects most influenced by Edrossian roots)
* Sigorian
* Common Tongue (contributed roots)
* Koshtadic
* Tegrudic
* Norttung
- Please refer to the Available Languages list to see which languages are supported on Myth Drannor.
- Various Languages are used in J.R.R. Tolkien's writings about Middle-earth, including The Hobbit, The Lord of the Rings trilogy and The Silmarillion. When discussing the languages, it is necessary to consider two aspects: their "primary world" history, namely their literal development by Tolkien as a linguist, and their "secondary world" history, their imagined historical development in the history of Middle-earth.
- World University and School, building on Google Translate with its at least 58 languages - - may become the basis for a WUaS Universal Translator, for conversation, translation and academic research, perhaps with a focus on context, to complement other online, translation projects. MIT OpenCourseware. 2012. MIT OpenCourseware. Cambridge, MA: www.universalsubtitles.org/en/teams/MIT-OCW/ One Laptop per Child Translate. 2012. The Rosetta Project. 2010. The Rosetta Project: A Long Now Foundation Library of Human Language. Long Now Foundation. Sugar Labs: Translation System. 2011. Sugar Labs: Translation System. (his is the translation server for Sugarlabs. Information on how to use this server can be found in the Translation Team page in the SugarLabs wiki. This server uses Pootle, a free and open source software to enable volunteers to easily translate software into their own languages). Cambridge, MA: Sugar Labs. TED Open Translation Project. 2011. The TED Open Translation Project . The TED Open Translation Project brings TEDTalks beyond the English-speaking world by offering subtitles, interactive transcripts and the ability for any talk to be translated by volunteers worldwide. Monterey, CA: TED Talks. Van Grove, Jennifer. 2010. Google Adds Virtual Keyboards for Search in 35 Languages. April 29. Mashable.com
* To start a new language - for a Language Template - use this Language Template:
- The above images are examples of Aluvian, Gharu'ndim, and Sho writing as seen on the welcome signs at the old starting outposts. Isparian language is not always clearly defined in Asheron's Call. On Dereth all Isparians speak and write in the common trade language of Old Roulean, which is English. However, Aluvian words and names are also English. For example, while the names of Gharu'dim and Sho weapons are clearly Gharu'dim and Sho, Aluvian weapons are named in English. True Aluvian would most likely resemble German.
- Languages is the name of one of the topics covered by the data rods owned by Simon Tam for use in his encyclopedia. ("Serenity (pilot)")
- German - de Tagalog (Filipino) - ph / fi
- [Under development. Disregard until completed.]
- Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice.Note these languages on your character sheet.Choose your languages from the Standard Languages table, or choose one that is common in your campaign.With your DM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.Some of these languages are actually families of languages with many dialects.For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes.Creatures that speak different dialects of the same language can communicate with one another.
- There are several languages in Alandor and the surrounding planes.
- |- | A language is a dynamic set of visual, auditory, or tactile symbols of communication and the elements used to manipulate them. Languages may also refer to:
* The Languages of Nelàm
* The Languages of Caroth
* Languages of the Known Worlds For a more extensive list, please visit [1] |}
- rus eng
- The world of Tibia is home to many races and creatures. Several of them evolved so high that they communicate in their very own language. We can find such languages as:
* Human Language, commonly used by Players;
* Bonelord Language, also known as 469, used by the omnipotent Bonelord's race;
* Deepling Language, used by Deeplings;
* Elven Language, used by the high and proud Elvenkind;
* Orc Language, used by the fierce Orckind;
* Chakoya Language, used by furry Chakoya tribes;
* Gharonk Language, used by the inhabitants of a mysterious city underneath the Jakundaf Desert;
* Caveman Language, used by the cavemen residing on the Zao Mountain.
- Until the Breaking of the Gates and the migration of the Four Nations from Eänna, the Men of Eärwa, called the Emwama in The Chronicle of the Tusk, were enslaved by the Nonmen and spoke debased versions of their masters’ tongues. No trace of these languages remain. Nor does any trace of their original, pre-bondage language remain. The great Nonman history, the Isûphiryas, or the “Great Pit of Years,” suggests the Emwama originally spoke the same tongue as their kin across the Great Kayarsus. This has led many to believe that Thoti-Eännorean is indeed the primeval language of all men. From it are derived all other Mannish languages. 1.
* Vasnosri: Language group of the Norsirai peoples. 2.
* Aumri-Saugla: Language group of the ancient Norsirai peoples of the Aumris Valley. 3.
* Ûmeritic: Lost language of ancient Ûmerau. 4.
* Kûnüric: Lost language of ancient Kûniüri. 5.
* Dûnyainic: Language of the Dûnyain. 6.
* Nirsodic: Language group of ancient Norsirai pastoralists ranging from the Sea of Cerish to the Sea of Jorua. 7.
* Akksersian: Lost language of ancient Akksersia and “purest” of the Nirsodic Tongues. 8.
* Condic: Language group of ancient pastoralists of the Near Istyuli Plains. 9.
* Eämnoric: Lost language of ancient Eämnor. 10.
* Atrithi: Language of Atrithau. 11.
* Skettic: Language group of ancient pastoralists of the Far Istyuli Plains. 12.
* High Sakarpean: Language of ancient Sakarpus. 13.
* Sakarpic: Language of Sakarpus. 14.
* Old Meoric: Lost language of the early Meörn Empire. 15.
* Meoric: Lost language of the late Meorn Empire. 16.
* Gallish: Language of Galeoth. 17.
* Thunyeric: Language of Thunyerus. 18.
* Tydonni: Language of Ce Tydonn. 19.
* Cepaloran: Language group of pastoralists of the Cepaloran Plains. 20.
* Nymbricani: Language of the Nymbricani clans. 21.
* Kengetic: Language group of the Ketyai peoples. 22.
* Kemkaric: Language group of the ancient Ketyai pastoralists of the Northwestern Three Seas. 23.
* Kyranean: Lost language of ancient Kyraneas. 24.
* High Sheyic: Language of Ceneian Empire. 25.
* Low Sheyic: Language of the Nansur Empire and lingua franca of the Three Seas. 26.
* Soroptic: Lost language of ancient Shigek. 27.
* Hamoric: Language group of the ancient Ketyai pastoralists of the Eastern Three Seas. 28.
* Ham-Kheremic: Lost language of ancient Shir. 29.
* Sheyo-Kheremic: Lost language of the lower castes of the Eastern Ceneian Empire. 30.
* Conriyan: Language of Conriya. 31.
* Nroni: Language of Nron. 32.
* Cironjic: Language of Cironj. 33.
* Cengemic: Language of Cengemis. 34.
* Sansori: Language of Sansor. 35.
* Old Ainoni: Language of Ceneian-occupied Ainon. 36.
* Ainoni: Language of High Ainon. 37.
* Shem-Varsi: Language group of the ancient pastoralists of the Southwestern Three Seas. 38.
* Vaparsi: Lost language of ancient Nilnamesh. 39.
* High Vurumandic: Language of Nilnameshi ruling castes. 40.
* Sapmatari: Lost language of Nilnameshi laboring castes. 41.
* Sheyo-Buskrit: Language of Nilnameshi labouring castes. 42.
* Girgashi: Language of Fanic-Girgash. 43.
* Cinguli: Language of Cingulat. 44.
* Xerashi: Lost language of scriptural Xerash. 45.
* Sheyo-Xerashi: Language of Xerash. 46.
* Shemic: Language group of the ancient non-Nilnameshi pastoralists of the Southwestern Three Seas. 47.
* Proto-Caro-Shemic: Language group of the ancient pastoralists of the Eastern Carathay Desert. 48.
* Caro-Shemic: Language of the scriptural pastoralists of the Carathay Desert. 49.
* Kianni: Language of Kian. 50.
* Mamati: Language of scriptural Amoteu. 51.
* Amoti: Language of Amoteu. 52.
* Eumarni: Language of Eumarna. 53.
* Satiothi: Language group of the Satyothi peoples. 54.
* Aknurmi: Lost language of ancient Angka. 55.
* Old Zeümi: Language of ancient Zetim. 56.
* Zeümi: Language of the Empire of Zeüm. 57.
* Atkondo-Atyoki: Language group of the Satyothi pastoralists of the Atkondras Mountains and surrounding regions. 58.
* Skaaric: Language group of the Scylvendi peoples. 59.
* Old Scylvendi: Language of ancient Scylvendi pastoralists. 60.
* Scylvendi: Language of the Scylvendi. 61.
* Xiangic: Language group of the Xiuhianni peoples (the Lost Nation).
- | Gascon | Iberian | Sicano-Tyrhenian |
- Ancient Baklunish is one of the ancestors of the Common tongue, though little resemblance remains between the two in the present day. It is the language of all official and religious documents west of the Yatil Mountains. Ancient Suloise is an ancient and widespread language that became almost extinct after the destruction of the Suel Imperium. It is rarely used in modern time aside from the Scarlet Brotherhood and a few isolated scholars. Common is a hybrid language, a combination of the dialect of Old Oeridian spoken in the Great Kingdom and Ancient Baklunish. It is the trade tongue of the Flanaess. Flan is probably the oldest language spoken to any notable extent, although dialects vary considerably through the Flanaess. A stagnant language, it is difficult to translate modern concepts (such as magic) into Flan. Low Baklunish is descended from Ancient Baklunish but much has changed by time. Low Baklunish encompasses the contemporary, colloquial Baklunish dialects. Old Oeridian was completely free of outside influences until the Great Migrations. Its grammar is thus unique and it is almost impossible to translate it into any language other than Common. Many of the books, records, and holy texts of the Aerdi were written in Old Oeridian. Rhopan is the secret cant of the Rhennee. Descended from some non-Oerthly tongue, it has incorporated terms from the criminal argot of many peoples. Ur-Flan An ancient language used by the Ur-Flannae people thousands of years ago in the Flanaess. It died along with the Ur-Flan empire and is never spoken aside from by a tiny number of scholars. Some fragmentary writings survive. Unsurprisingly, the Flan language is closely related.
- A breakdown of the spoken languages in Creation.
* Greek
* Old Tongue
* Gaelic
* Egyptian
* Prakrit
* Persian
* Latin
* Aramaic
- Here you will find links to wiki websites in other languages. Being Human - BBC
* Français (French) - Being Human : La Confrérie de l'étrange
* Deutsch (German) - Being Human Being Human - Syfy
* Deutsch (German) - Being Human
- According to the rules of pen and paper third edition DnD, a character can only speak as many languages as you Int modifier, aside from Common or their racial/class language (meaning an Elf comes auto with Elven and Common regardless of intelligence, and an Drow Druid would come with Drow, Drow HandSign, Common, and Druidic). Do realise that your choice of bonus languages must be logical. A half-ork will be not be in the position to learn Drow Sign language easily, as it's very difficult to master, and it'd be hard to find a tutor.
- Most inhabitants of the Old World speak the common tongue known as Old Worlder. However, the accent of the speaker and idioms used vary from country to country; these variations are known as dialects. In addition, each race has its own language and there are also a number of arcane and secret languages, which are discussed seperately. An individual can converse with any other individual who speaks the same language. Dialects can be understood by general language speakers, so long as the dialect speaker intends to be understood. A dialect speaker can always lapse into dialect and then can only be understood by a fellow dialect speaker.
- The major languages spoken on Kongregate are:
* Català or Catalan
* 官話 or Traditional Mandarin, 官话 or Simplified Mandarin
* Dansk or Danish
* Nederlands or Dutch
* English
* Suomi or Finnish
* Français or French
* Deutsch or German
* Magyar Nyelv or Hungarian
* Bahasa Indonesia or Indonesian
* Italiano or Italian
* 日本語 or Japanese
* 한국어/조선말 or Korean
* Norsk Bokmål or Common Norwegian
* Język Polski or Polish
* Português or Portuguese
* Limba Română or Romanian
* русский язык or Russian
* Español or Spanish
* Svenska or Swedish
* Tagalog (same name)
* Türkçe or Turkish
- There are three languages that the Garou tend to deal with; homid speech, Mother Tongue, and wolf-speech. The obvious fact is that a good many humans in St. Claire are English speakers. American English, with a Pacific Northwest accent, such as it is. The Garou have a language of their own, made up of both humanlike speech barks and growls, and expressive physical gestures which use homid limbs and wolven tail; some refer to it as the Mother Tongue, some the High Tongue, and some simply 'the Garou language.' (Most in the Hidden Walk refer to it as the Mother Tongue.) The Mother Tongue was invented by the Fianna centuries ago and all Garou who want a common language learn to speak it; no Garou is born with instinctive knowledge of the language. The Mother Tongue cannot effectively communicate certain very new human ideas, such as technical terms. Some Glass Walkers, though, have expanded the tongue substantially to allow such ideas to be spoken of. Many other Garou are not aware of, nor do they understand, the new vocabulary. It is almost impossible to convey technical information in lupus tongue. This is due to lupus communication being composed mainly of non-verbal poses of muzzle posture, stance, and tail height as well as ruffling of fur. It is impossible to speak lupus without the proper wolf coloration and body formation. (i.e., see 'news wolves behavior') Three different types of syntax are used to convey the different forms of speech. Homid language is expressed with quotation marks while the Mother Tongue uses tildes, and Lupus communication is without enclosing syntax. For example: Tender In Years greets the Caern Warder.Homid: Tender In Years bows low and says, "Greetings, Honored One."Garou: Tender In Years bows low and says, ~Greetings, Honored One.~Lupus: Tender In Years bares his throat and dips his tail in obeisance. Garou can understand all three types of speech in any form, but actually communicating requires the proper form. Obviously, lupus communication requires physical gestures which are impossible except in the lupine forms such as hispo and lupus. (Some rudimentary lupus may be spoken in Crinos.) The Mother Tongue can generally be spoken in all forms but homid, though it is a bit limited in lupus and glabro. (The human body has difficulty controlling the required scent and body language aspects of the Mother Tongue, and the vocalizations are basically created for the furrier forms. Lupus has some problems with some of the vocalizations, but the body language and scent direction comes naturally to that form.) The homid tongue is limited to the Homid, Glabro, and Crinos forms, though Crinos Garou are generally limited to monosyllabic words like "Eat", and "Die!" In extreme circumstances, a Garou can speak homid words in Hispo. This feat is usually accomplished through a partial shifting of the larynx and it is still possible that the spoken word is unintelligible. Humans typically have a very hard time learning the Garou language. Many kinfolk can understand it when spoken (after long experience); it's practically impossible to speak it, other than to convey general mood, since they lack the physical attributes (such as ears and tail) necessary to do so. As for others? Non-Garou shapeshifters frequently are rumored to have languages of their own; many understand the Mother Tongue but few will speak it. (It's often true that other shifters and Garou can make themselves understood by a weird melange of their native tongues, but generally it's easier to use a common homid tongue.) Spirits may choose to speak any of the languages of creatures of the flesh, but this is unpredictable; those wishing comprehensible communication with spirits are advised to learn the gift Spirit Speech. Garou can only communicate with animals through use of the gift Beast Speech; this can sometimes be fudged slightly in the interest of drama when communicating with creatures related to _Canis lupus_.
- There are a number of languages used by different groups in the Witcher saga. These include:
- Most characters seem to speak a common language. Given that only Qum and children seem to speak it improperly, it is apparently well-known by most groups and nations. However, other languages do exist. There have been examples of untranslated elven and dwarven words, marked in the text with a different color. Sierra has stated that the same colors will hold for conversations entirely in other languages.
- To use any language that your character has access to, simply type the corresponding command before speaking the language. To return to Common, simply type "--". Console command -language shows player all the languages available to their current character. When putting an emote or speech on quick slot, don't forget to put /tk before it. More details are listed in article about communication in game. When character speaks in a different language, player can surround parts of text with square brackets to speak those parts in common. Example: -el This is elven [and this is common]. Specifics on Drow use of languages are listed in separate article.
- Languages is a rating 2 spell. This is also a Priest Spell.
- Only two major languages are used in significant numbers in Westeros: the "Old Tongue", and the "Common Tongue" of the Andals which has almost entirely replaced it. The original humans that migrated to Westeros some 12,000 years ago, the First Men, spoke their own language now called "the Old Tongue". They did not possess a writing system more advanced than runes for gravemarkers, so they made no written histories. When the Andals invaded Westeros some 6,000 years ago, they imposed their culture and their language on their new domains. The language of the Andals is now known simply as "the Common Tongue," and in the modern day it is spoken throughout the overwhelming majority of Westeros. The Andals also introduced their writing system along with their language, so written histories do not date before the Andal invasion. It is also used extensively in areas of Essos that are in trade contact with Westeros such as the Free Cities, and also Slaver's Bay and Qarth. Even in the North of Westeros, where the First Men led by House Stark were able to repel the Andal invaders, over the centuries the Northmen adopted the Common Tongue of their Andal neighbors to the south. Certain place names and personal names used in the North derive from the Old Tongue and are thus notably distinct from names in the south, but the language is no longer used. The Old Tongue is only still actively used by the wildlings in the lands Beyond the Wall, though through trade contact and raiding, many wildlings also know the Common Tongue. Giants north of the Wall are said to speak the Old Tongue exclusively. While the Rhoynar who migrated to Westeros a thousand years ago did possess their own language, they abandoned it in favor of the Common Tongue when they settled in Dorne and intermingled with the local population. Therefore, similar to the North, the modern-day Dornishmen may use place names and personal names that have a unique origin compared to other parts of Westeros dominated by the Andals, but they still speak the Common Tongue. The non-human White Walkers of legend are said to have possessed their own language, which sounded like the crackling of ice, known as "Skroth". No human is known to have ever spoken it, nor have surviving examples of it ever been mentioned.
- The standard language of the CHDK firmware is English (or German, for the CHDKDE builds), but it has a multi-language interface now. Here is how you can change your language:
* open one of the following links and copy the language text file (the text in the large grey box).
* use a text editor like Notepad to make a new textfile, paste the language text into it and name the file {nameofthelanguage}.lng
* make a new folder called LANG in the CHDK directory of your SD card
* copy your .lng file into the LANG folder.
* Go to CHDK main menu>CHDK Settings>Menu settings->Language & Fonts and choose your .lng file and the appropriate codepage. Please note that the built-in font supports many codepages (=many different national characters (éèîäüß)), but there are few RBF fonts with other codepages than Win1251(Cyrillic). If you have chosen a RBF font but want to switch back to the original built-in font, just choose an "illegal" RBF font (Try to load a uBASIC script as a RBF font, for example). Tutorial how to make RBF fonts.
- The choice of languages is a feature allowing players to specify the language in which menus and tooltips will display within their Minecraft client. The language menu can be accessed via a button in the main menu to the left of the "options" button, as well as from the options menu. Previously, separate language packs were needed to change the in-game language to one other than English. The first 56 languages were added in Minecraft 1.1. As of 1.9.2 update, there are 91 languages, including fictional ones such as Klingon and Pirate Speak. Each language also has a font, although most languages share the same font.
- The Ayleid language is believed to be a variation of "Old Cyrodiilic" rather than Tamrielic.
* "Admia" – Ancestors
* "Adonai" – Lordly
* "Aldmeris" – Elven
* "Alasil" – Vision
* "Amaraldane" – Heralds
* "Anyammis" – Life
* "Aurane" – Heard
* "Agea" – Wisdom; Lore
* "Av" – From
* "Baune" – Mighty
* "Belle" – Thunderous
* Bisnensel – "New Water Halls"
* "Bolche" – "Wood"
* "Brelyeis" – Beech Trees
* "Emero" – ?
* "Gandra" – Welcoming
* "Garlas" – Caverns
* "Goria" – Obscure
* "Gravia" – Ugly
* "Haelia" – Terrible
* "Hectahame" – "Home of the Elves.
* "Jorane"
* "Karan" – Armor
* "Latta" – Light; Shines
* "Magicka" – Magic
* "Malatu" – Truth
* "Mallari" – Gold
* "Mathlemldi" – literal meaning: "From-home-driven"
* "Molag" – Fire
* "Moriche" – "Dark"
* "Ne" – Ever
* "Nou" – Our
* "Par" – Fist/Grip
* "Pellani" – "Outsiders"
* "Relleis" – Peace
* "Ry" – As
* "Sa" – So
* "Salache" – High
* "Sancre" – Golden
* "Sepredia" – Gifts
* "Sou" – Your
* "Suna" – Bless
* "Sunna" – Blessed (Sunnabe = Blessed Be)
* "Tor" – Hill
* "Va" – In; In The
* "Vabria frenscha" – Foaming Wave
* "Varlais" – Stars (Aldmeris: Varla = Star)
* "Ye" – And
- There are many launguages spoken throughout the Universe. Here are some links to lists of languages: Milky Way Galaxy > The Solar System > Human and Martian Languages Also, there are a total of 37,000 Human languages, 125,000 Martian Languages, 300,000 Centurian Languages, over 7 trillion programming lanuages, 1 Star Eye Language (they are much more organised than the other pathetic people), and many more...
- The following is a list of languages used in the world of Kayna (past and present). There is also a very short description next to the name including; the pronunciation of the name, what language the language is based on, and what races officially use them.
* Common (Kyyan) /kAeAn/ - Old English - Human, All
* Tallini /tAlIni/ - N/A - Wood Elf
* Tarcan /tAs{n/ - N/A, Tallini - Bone Elf
* Kharin'gar /SArIn.gA/ - Arabic, West Germanic, Khir'skit - Dwarf
* Eiria /EIrIa/ - Welsh, Irish, Scottish - Hobbit, Wood Elf
* Grum /gr\Um/ - N/A - Orc, Goblin
* Khir'skit* /S@.skIt/ - N/A - Ancient
- Language is a way with which various sentient races communicate in the Land of the Living and other realms. Out of all the languages used in the world, Common is the most preferred one and is used as the trade language. Some professions, such as druids, specialize in many languages, including animal tongues, which allow them to communicate even with less sentient fauna or even flora.
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