Chants of Sennaar

Chants of Sennaar

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[SPOILERS] Chants of Sennaar Languages
By Aeith
In this guide, we'll try to analyse each language featured in Chants of Sennaar by expaining the fundamentals of the language structure, the specificities and the possible evolutions/elements we could extrapolate from this.

This guide contains spoilers for all languages of the game but is not aimed to help you further progress in your save, there are other guides for that.
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Introduction
If you still haven't got it, this guide contains spoilers.

I recommend playing the game first as it is a really great game and you could easily complete it within 10 hours.

Please note that nothing in this guide has been validated by the devs or the studio, this is just a topic to discuss an aspect of the game that I got interested in and wanted to share my findings.

Feel free to comment if you have any question or rectification to add. English isn't my first language so I may have to correct a few bits.

Contributors :
  • The Sojourner for translations, and a lot of interesting stuff, read the first page of comments :)
  • mf ultimate for the in-game files extraction
  • Detective Faux as well as The Sojourner for the Cistercian Numeral System
  • Paul Power for the video recommendation talking about the collectivism of The Warriors
The Devotees
The first language that we encounter in game is, in my opinion, the most interesting one as it is the easiest to grasp and we have enough elements to already expand it!




Glyph Page

Here is my glyph page (please note that you may have a different one as the runes currently appear in the order you find them and cannot be reordered)


I will also add here a small translation table (might need English validation as I played in French and translated into English).

(to) Open
Me/I
Death/Dead
Abbey
Garden
Instrument

Door/Gate
(to) Go (Through)/(to) Pass
Devotee
(to) Fin/(to) Reach
(to) Love/(to) Like
(to) Make/(to) Create

(to) Close
God
(to) Search/(to) Seek/(to) Want
(to be) Free/Liberty
Church
Potion

Salute/Greeting(s)/Hello/Bye
(to) Speak/(to) Tell/(to) Say
High/Up
(to) Look/(to) See
Cemetery
Lens

You
Human/Person/td]
Warrior
Key
Music
[/tr]

(to) Help/(to) Aid somebody
Plant
Not
Preacher
Vase/Pot
[/table]




Language Features

From here, we can already guess most of the features of the language

It's very simple and follows an SVO (Subject, Verb, Object) structure.
We can however extrapolate a few specificities :
  • Plurals are made by repeating the same symbol (Two "Devotee" symbols means "Devotees") [reduplication]
  • Verbs contains a horizontal line at the bottom (Red in the image)
  • Common objects have a sort-of opening bracket on the left (Blue)
  • Locations have their main goal enclosed in an unfinished square (Green)
  • Animated things contains the "Human" symbol (Purple)

To put it in an image, it goes




Expading the language

In order to separate visually what is confirmed in the game and what is not, any "deducted" meaning is colored in light blue as well as its symbol.

From there, I tried to deduce abstract/generic concepts from the combined ones (e.g. Look and Lens both contains a simple that I linked as an Eye).


This gives us several radicals (top row of the big image) that can be interpreted in new concepts adding the few features we've seen before.

Thanks to mf ultimate, we can confirm some elements such as the war root. Feel free to look at his comments in the second page.

E.g.

Translating the bottom-page notes.

  • Hi [Salute] => Kinda looks like a figure waving its hand
  • Free => Looks like a "Man" symbol flipped on the top axis that is below an horizontal line (verbs/actions). Can be interpreted as someone that is not bound to actions?
  • Dead/Death => "Man" glyph flipped horizontally as someone laid down. The point might be to point out that this is indeed a man glyph (as if it shows "this was flipped")
  • XX => Repetitions
  • to Go/to Pass => Verb + Flipped Man + Location <=> Someone walking out of somewhere ?
The Warriors
Let's get to the Warriors. First changes gameplay wise, heavily stealth focused.
The language is very simple and focused around clear orders and commands.

As mentioned, there is no individual pronouns encountered. Individuals are pointed at.




Glyph Page

The glyph page :


The translation table :

Plural
Duty/Obligation
Chosen
Cart/Trolley
Sun
Fear

Impure
Forteress
(to) Carry/(to) Have/(to) Possess
(to) Lay/(to) Put
Moon
Instrument

Not/Negation
(to) Love/(to) Like
Weapon
Bottle
(to) Make/(to) Create
Key

(to) Go/March/Pass
Dead/Death
Big/Large
(a) Call
Scientific
Ship

Warrior
(to) Push
Crate
Treasure
(to) Search/(to) Seek/(to) Want
Balance/Scale

(to) Wait/Stop/Halt
(to) Protect
Small/Little
Caller/Whistle-Blower
(to) Help/(to) Aid somebody
Music




Language Features

We have an SVO (Subject, Verb, Object) structure, same as the Devotees.
Here are their specific features :
  • Plurals have a distinct symbol
  • Animated things contains a major "Y" shape
  • Verbs have the bottom half of a losange at their bottom
  • Some elements are based on representation of real objects (bottle, crate, key, ...)

To put in all in an image :




Expading the language

Light blue notes are personal opinions but can show links between some elements.

The Bards
This one is my personal favorite as it is (IMO) the most complexe and abstract one. I could not get radicals or deduct meaning while playing and its different structure shook me a bit.

Now that we've seen everything once already, we'll go through each part faster.




Glyph Page


Translation table :

(to) Go (through)/(to) Pass
You
(to) Love/(to) Like
Comedy
Brother
(to be) Free/Liberty

Bard
(to) Be(come)
(to) Search/(to) Seek/(to) Want
Agora
Pliers/Wrench
Human/Person

Plural
Weapon
(to) Find
Compass
(to) Go up/(to) Climb (up)
Abbey

Not/Negation
(to) Carry/(to) Possess/(to) Have
Music
Way/Path
South
Forteress

Warrior
Idiot/Stupid
Instrument
Theatre
West
(to) Play

Salute/Greeting(s)/Hello/Bye
Beauty
Handsaw
Windmill
North
Fire

Question
Me/I
Monster
Hammer
East
(a) Book




Language Features

Ooh a different sentence structure! This time, it's OSV (Object, Subject, Verb). Quite uncommon but easily understandable by Latin/Germanic languages. As Yoda, they speak.

Small thing
From the game only, we cannot actually tell whether the language follows an OSV structure or if it's a right-to-left language as arabic or hebrew.

Because of that, I felt olbiged to send an email to Rundisc directly and they actually confirmed that the language follows an OSV structure, just so you know!
Ok, we go back to the features

Now for the specificities :
  • Plural is after the common name (which can be misread as a right-to-left feature with frontal plural)
  • Verbs have a top-right dot
  • Locations have a bottom dot
  • Global accentuation (negation/question) are both at the start and the end of the sentence (quite similar to Spanish)
  • Common horizontal line in each glyph, that are linked together as Nepalese or Devanagari
  • Parts of the symbol going under the line are for animated things

To put it in an image, it goes





Expading the language

Once again, notes/links are noted in light blue.

The Alchemists
Language focused on geometric forms : lines, circles, smooth curves.
As some mentioned, it does look very similar to Alchemist symbols.




Glyph Page


Translation table :

2
(to) Find
Gold
Death/Dead
Bard
7

1
You
Silver
(to) Open
Brother
9

4
(to) Search/(to) Seek/(to) Want
(to) Close
(to) Make/(to) Create
(to) Help/(to) Aid somebody
6

3
Door/Gate
Copper
Fire
Formula
8

5
Fairy
(to) Transform/(to) Process
(a) Book
Monster
Warrior

Me/I
Library
Refectory/Canteen/Restaurant/Cafeteria
Carbon
Fear
Not/Negation

Plural
Mine
Laboratory
Alchemist
0
Plant




Language Features

Back to SVO, nothing really interesting unfortunately.

The specificities :
  • Verbs are enclosed in an unclosed circle composed of a smaller circle on the top end
  • Locations have a specific enclosing shape as well; a kind-of rectangular shape with a small circle on the top left
  • Anmiated things have a simple shape of a line with either a circle or a triangle on the top end. (Note: I think that triangles are for groups/commmunities/species)
  • Physical elements are focus by a big triangle
  • Numbers are the main focus on this language. There is a symbol for each digit (0 to 9) and numbers are formed as followed : symbol are flipped around the x or y axis to be placed along the "0" glyph. Then, the top left part corresponds to the thousands; top right are hundreds; bottom left are for tens and bottom right for units. See the image below for a simple explanation.
    It follows the same principle as the Cistercian Monk numeral system.

To put it in an image, it goes





Expading the language

Once again, notes/links are noted in light blue.


Notes

Translating/Explaining the notes :

  • "5"; "to Create/To" Make and "a Book" have a similar central symbol with the big circle and a middle dot but I cannot figure what it means or if it is actually linked
  • "Library" and "to Find" also share the symbol which could have a "knowledge" link or something along this ?
  • "to Search" and "Laboratory" also; probably linked to research or questions or unknown
  • "to Close" and "to Open" have an inverted triangle linked to the circle by a line
  • Monster kinda looks like a big monster is behind a small "Man" glyph
  • Plural kinda looks like a "Man" symbol on top of a set or a group, meaning one in a set; therefore many
The Anchorites
This is the final and in my opinion the least interesting one.
The whole point is the focus of combination but it means that the language is the least readable, the least visually-impaired friendly and the least scalable. This is especially true because on top of the single-glyph restriction; only straight lines are allowed and only of fixed sizes (to or from one corner or the middle).

Also it is quite rushed in-game as we get almost everything in three terminals.
(Love the game though, but this part wasn't to my liking)




Glyph Page


Translation table :

Us/We
(to) Die
(to) Speak
(to become) Disengaged/(to) Lose interest
(to go) Up/(to) Climb (Up)
Salute/Greeting(s)/Hello/Bye
(to) Go
Key
Stranger
Doors/Gates
Nations
Dead/Death
Human/Person
(to) Come
(to) Open
Tower
Door/Gate
(to) Make/(to) Create
Plural
(to) Stop
Exile
High/Up
Me/I
(to) Wait
(to) Revive
Nation
(to) Help/(to) Aid somebody
(to) Search/(to) Seek/(to) Want
Not/Negation
Our People(s)

You
Fear




Language Features

SVO, standard.
There is only one feature here : you create new words by combining bases. So "Go" + "Death" = "To die".




Expading the language

For better clarity, combinations were shown.

Conclusion
Language features

In the span of 5 languages, we got 4 SVO structure against one uncommon one as OSV for the bards.

Languages have a very distinct (IMO) graphical aspect and real-life inspirations in terms of looking :
Originally posted by Hairy Phil:
The symbols are fictional, but mimic the style of some real languages:
Devotees = Hebrew https://en.wikipedia.org/wiki/Hebrew_language
Warriors = Runic https://en.wikipedia.org/wiki/Runes
Bards = Devanagari https://en.wikipedia.org/wiki/Devanagari
Alchemists = Alchemy https://en.wikipedia.org/wiki/Alchemical_symbol
Anchorites = unique to this game
Also, see The Sojourner comment about the Devotee's language :
Originally posted by The Sojourner:
In my guide, I don't think of Hebrew as an inspiration for the Devotees' language. Instead I think of older Mesopotamian and European scripts such as Cypriot and Phoenician (Elbasan and Elymaic in particular bear a really strong resemblance to the Devotees' script).

Some elements are generally visually differentiable :
  • Verbs
  • Animated things
  • Locations

And there is usually a focus for each language on some subject with more words introduced (devotees and religion, bards and arts, alchemists and elements).

Overall, a few interesting features; glyph that are supposed to represent the common way of thinking of each community with logical representations.




Evolutions

Some discussions on the forum talk about possible new languages and there are some really cool ideas.

In my opinion, the current state of the game is enough for its play length but falls rather short when you are interested in the languages themselves. I'd love a DLC or a sequel going in more details (or in a different timeline) that would be an excuse to discover new symbols and possibly evolution of them.

With the reunion of all communities at the end of the game (the true end I mean), it would be fairly certain that some glyphs might change over time and that some words would be borrowed from other languages.

Also, a focus on different linguistic concepts would be nice. I'm talking about right-to-left languages which are rare but interesting; new sentence structures; tonalities (e.g. exclamation! or something harder as some Asian modes); diacritics or even slang! Talking with various people of the same community with differences as time passed. You could see some symbols simplified, changed, mixed or replaced.




Final words

Anyway, it was the first game that had me interested in its concept so quickly that I bought it the very same hour I discovered it and nearly one-sited it. Finishing it only got me into more thinking about the game rules of the world I was evolving in and it shows a great work in realism and implication.

Thank you for this wonderful game and I hope that either Rundisc or other game makers will continue this game genre introducing translating and interpreting languages.
Edits
Feel free to tell me if something is wrong such as unfinished editing, mistakes, typos, inconsistencies, missing contributors or if you do not want to be mentioned.

14th January 2024
  • "Living things" renamed to "Animated things"
  • Lot of translation improcements
  • Mentioned Cistercian System
  • Mentioned other possible language origin for Devotees
  • Mentioned alchemist symbols for Alchemist language
  • Mentioned contributors in introduction to not miss them
  • Mentioned the in-game file names/symbols
  • Added this section for clarity/tracking
38 Comments
Negative Zero Jan 31 @ 2:01pm 
I believe the Anchorite language is meant to look like a segmented display -- the kind you might see on electronic devices (they most commonly display numbers). In their case, it seems to be a 15-segment display. It would certainly tie in with their futuristic, digital aesthetic.
go112 Jan 26 @ 4:32pm 
also the picture of the expanded warrior language seems to be missing?
go112 Jan 26 @ 4:16pm 
i love this :steamhappy:. also is there the chance that we could get a readable and english version of the expanded languages? imo theyre kind of hard to read
Echo2.5 Jan 23 @ 10:09pm 
the upside-down "~" is the plural sign instead of the square poked by a line (which in fact is the negation sign)
stasencia Jan 23 @ 2:56pm 
Awesome guide! A slight detail that I noticed is that in the Warriors' language all people-related glyphs contain the letter 'Y', as noted by the author. But the word 'Impure' has the letter 'Y' upside-down, possibly to emphasize that they are the opposite, or maybe below human.
K3lwiN Jan 19 @ 6:48am 
I think you mixed up Warriors' plural glyph with negationj glyph in your hand-drawn illustration
Aeith  [author] Jan 13 @ 6:48pm 
Paul.Power
Correct, they point at people directly!
Interesting video and point of view on the subject. I don't think "(" in the Devotees language carries "Container" meaning as key makes no sense in there but it's fine.
Aeith  [author] Jan 13 @ 6:47pm 
咸鱼艿
Well, every language in the game is logographic indeed, as every rune is a word.
Maybe my English is wrong here, but devotees language can be seen as more "pictographic" than the others as it tries to "draw" things/objects
Aeith  [author] Jan 13 @ 6:46pm 
Senor Grafton
Yes, this is basically what I show in the expansion section :)

War/Conflict are really close (though the first is what appears to be the good translation, see the comment of mf ultimate ᓚᘏᗢ in page 2)
Aeith  [author] Jan 13 @ 6:43pm 
XT
Not really, Hangul is an alphabet that is actually very short but covers the whole language itself! Old Korean was mostly using Chinese characters though.
https://en.m.wikipedia.org/wiki/Hangul