Common Tongue

Well, imc, "common" is almost always a human tongue, but which one depends on where you're from. In most of the 'local region' it's Forinthian; in the area of the Free Trade Alliance a character may choose Peshan or Forinthian. Far to the east it's Strogassian.

As for elven and similar tongues, I've always figured that longer-lived races change their languages slowly, thus explaining why "elven" is the same for pretty much all elves. Even then, when a pc elf came from thousands of miles away, his native tongue was a different elven dialect (called Elfisti).
 

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randomling said:
I'm in the middle of creating my homebrew, and I want to handle languages in a similar way: elves in different regions of the country will speak different dialects or even languages, just as humans, halflings or dwarves will.
This sounds really cool :). Although... elven generations are a LOT slower than human//halfling/dwarven generations. It took a few hundred years (and tens of generations) for Latin to become the Romance tongues... and tens of elven generations is thousands of years.

My own campaign is similar, but the PCs haven't really run into it. The land they've travelled is smaller than Ancient Greece, and most of their time has been spent in the same city-state. They've encountered one dialect of the same language (Aglaonese), and one other language (the tribal tongue of the orcs). I can't wait until they start hitting the language barriers further north.
 

Samothdm said:
Why do most campaign settings have dozens of human languages, but only "Elvish" and "Dwarven"? Why would elves or dwarves on one side of a continent speak the exact same language as the elves and dwarves on the other side? That doesn't make sense to me.

Dunno. IMC, there are many branches of the various non-human tongues. The worst is orcish, with literally hundreds, if not thousands of variants -- I don't even track most of them.

The most unified is the hobgoblin tongue, D'Thek. There was a near-genocide of hobgoblins a four centuries ago and pretty much all that are left are in the ruins of the D'Theklgar nation.

Elves are fairly unified in their language, but there is some drift, since they are the oldest humanoid species. Fatie and Jorae are very close, a French/Spanish sort of thing. Deshoran isn't too far off these, either. The Saliar (dark elves), however, diverged roughly 10,000 years ago, so their language is almost completely alien.
 


the new poly mini game 'v for victory' has a speak other language skill which has 1 rank for basic stuff up to 4 ranks for like a native.
 

Really, for a common tongue to be, well, common, you have to have some assumptions that are very different from realworld middle ages (or real world any ages until very, very recently, really.) You have to assume that a language has some vector by which it is spread, and a vector by which it is renewed so it doesn't (relatively) quickly diverge into variant dialects and eventually different languages. The spread of a common language isn't too hard; we've seen it historically many times, where a language suddenly gains a very broad distribution over a large area because of settlement, conquest, or trade. However, without TVs, radios, or some other method of maintaining a standard language, Common would quickly fracture into related but mutually unintelligible separate languages. If you assume that populations are more mobile and less settled than in the real world, that might do the trick, I suppose. Or if scrying or something else is really common...
 

common tounge

I run my game in the Scarred Lands. there is no "common" tounge. There are however regional languages which are common to a geographical area and some are more "commonly known" then others. this does not take away from the game, in fact IMO it inhances it.
 

In my campaign there are actually several "Common" tongues, each for a separate empire. As with actual languages, my languages are grouped into language "families" (e.g., Romance languages, etc.)- if a character knows Common Laerynian, a derivative language of Echyan, he has a higher likelihood of being to interpret the basic meaning of a conversation even if he doesn't know Echyan. (Reading another written language, however, is much more difficult.)

Also- having a long history of contact between races, I've also allowed VERY basic communication even if there's a language barrier. To use a real-world example- how many English-speaking Americans would not know the meaning of the words gracias, adios, or agua?
 

In my own world, a single empire united much of the known world at one time. This empire enforced a common language upon the people and was, over the centuries of its existence, fairly successful in actually making the majority of the population use it.

The empire fell, as all empires do, but an odd confederation of kingdoms rose up after it. These kingdoms were banded together under seven co-rulers and tried to keep their own identities but also had a need for a common language. Their languages were similar, anyway, since all had been part of the older empire, but had drifted in the time since it fell. Once again, a common tongue was instigated, though it was not a drastic change and most of the population of the nations could already understand one another to some extent, anyway, whether it was a greater or lesser extent.

Well, THAT confederation fell and humankind entered into the Long Night (corresponds to the Dark Ages of our own world). It fell due to a divinely-inspired catastrophy and the inhabitants of the confederation, those who lived, were scattered.

There was drift in the language up to the current time, of course, but most people in the main part of the campaign world can understand one another with effort. The languages aren't too disimilar to rule that they are totally different around the Inner Sea area that is the main part of my campaign world, but they might require some exposure to if someone wants to understand them without difficulty. It's more like some extreme dialects of English.

A real-world example is a Kuwaiti guy who lived on my dorm floor in college my earlier college years. He had little money beyond what was required to live in the US and go to college here and didn't have a phone in his room. My roommate and I allowed him to use our phone to call home. He ended up making the calls very early in the morning due to the corresponding time in Kuwait. Backing up a little, I must specify that he lived in Kuwait but was Indian by nationality. My roommate and I found a tape somewhere which was nothing but Hindu music and singing. We asked the Kuwaiti/Indian if he could tell us what they were saying. He replied that he didn't know any languages but English. We were shocked, of course. I replied that he spoke something other than English when he talked to his family. He told me that he spoke to them in English, just that it was differently accented and in a different cadence than I was used to. I listened to his next phone conversation and, wouldn't you know it, he was telling the truth. I had not originally had any idea what he was saying but, given the key that it WAS English, I understood what he was saying without much of a problem. He was speaking English with different accents on words, making it more of a tonal language than what it is, and was speaking it VERY fast and with odd inflections. Nevertheless, it WAS English and I went from 0% understanding to about 90% understanding just by realizing what he was doing.
 

If you have a common tongue, then there will never be any language barriers.


I disagree VERY STRONGLY with your first statement:

Obviously the common tongue is a necessity for the game

Not only is it a serious breach in the sense of disbelief department, it does zero to aid roleplay, and in fact directly serves to hinder many potential plotlines.

If you removed Common, 90% of adventurers would never notice.

Most of them rarely travel outside the bounds of their cultural linguistic zone. From time to time they may meet people who have traveled in, but it is trivial for that foreigner to spend 1 skillpoint and learn the local language.

Removing common however, would let you play that occaisional plotline where the party travels to the other end of Faerun / Oerth / Ghelspad / whatever and has to hire a translator...

At present, with Common as part of the game, a character from Dyvers can speak perfectly well to someone in Arabel. Two completely different worlds...

A man from the Great Kingdom has no trouble at all speaking to a Camel herder in Ekber. Someone who's never left his farm 20 miles outside of Neverwinter has no trouble whatsoever speaking to a Peasant from Mulhorand.


Language got the shaft in D&D...
 

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