Languages in homebrew campaigns

Vecnasaurus

First Post
Howdy, folks. This is my official introduction. I've been reading the site for a while now, but only officially signed on tonight. Kudos to Kamikaze Midget, the math major with the name that conjures up unsettling images, for beginning the wonderful "Common Commoner" thread and convincing me that I just had to join the fun.

Anyway, to my point... I've known a lot of DM's who tweak the language rules because they feel the system is unrealistic and feels false... the sheer weirdness of Common, the automatic bonus languages, one language called Giant for most bipeds over 10 feet tall, etc., and I've struggled for years to come up with some alternative that limits some of the cookie-cutter feel without shortchanging the players. I think I have a winner, and I just thought I'd share it and see what people think:

History: The continent was once united by a far-reaching empire with a single language. This empire fell nearly 900 years ago, and since then the old language has disappeared from the vernacular and is restricted to ceremonial use (i.e., it's Latin with a different name).

Assumptions: There is no true Common tongue. Most modern languages evolved from the old imperial tongue (i.e., French, Italian, Spanish, etc.) or from one of the other primordial languages (now extinct). Some are imports, arrived since the end of the old empire.

New Rules:
1: Everyone speaks their native language for free. Native language is determined either by race, or culture, or both, as appropriate.
2: All PC classes with an Intelligence score of at least 8 speak a second language for free.
3: All PC's begin with free skill points in the Speak Language skill equal to their Intelligence modifier (minimun zero). If Speak Language is cross-class for you, and your INT modifier is an odd number, you may either forfeit the leftover free point or supplement it with one of your standard skill points.
4: There are no automatic bonus languages for non-humans or lists of class/race based choices for languages. To select the languages to which you are entitled, pick them from the homebrew language chart, and if you have an acceptable reason why your character would know that language, its fine. Knowing the language of the next kingdom over is always acceptable; if you want to speak the language of the Anteater Tribe of the Bubby-Wub barbarians, please explain your rationale. It could end up a plot hook in the future (my elf was raised by a gnoll barbarian who lived with a family of traveling gnomes!).

I find that these rules will give a character anywhere from one (say, a fighter with an INT of 7) to six (a bard with an INT of 18) languages at the beginning of the game, assuming no additional skill points are spent. Which, if my meager math serves, is the same range as characters using the standard system, but eliminates the bonus language for non-humans and the Common tongue. Most importantly, in my mind, it narrows the range of languages the >average< starting character will have, from 1-6 to 2-4, while guaranteeing that almost all PC's will be able to speak at least two languages (a near-necessity when Common is eliminated).

What do you think? Good? Bad? A waste of my precious time on this Earth? To the last, I say 'meh'. If I cared about my time on this Earth, I wouldn't spend so much of it on Oerth.
 

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My world has just Elven (chaos), Dwarven (law), Draconic (neutral), and Common. Most people, including elves and dwarves just speak common. Some humans speak Draconic. Outsiders speak the language associated with alignment. So by race/culture, with the primary language listed first:

Standard Human: Common
Glevland Human: Draconic
Dwarf: Common, Dwarf
Ice Dwarf: Dwarven
City Elf: Common
Forest Elf: Elf, Common
Gnome: Common
Frog: Common
Hengeyokai: Draconic (though PCs get to know Common)
Cyclops: Dwarven (leaders speak Elven and/or Common)
Halfling: Elven (leaders speak Common)
Brownie: Elven

So one of the interesting things is that Elven/Dwarven are no longer common among their original races but the less civilized races use them. I don't give out bonus languages for high Int, because there are only four languages total in the world.
 

The concept of a "common" tongue is, IMHO, a staple of fantasy. It makes real adventuring truly possible. Imagine how hard it would be for the FotR if the hobbits of Hobbiton, the Dwarves, the men of Bree, Dale, Rohan, and Gondor, the goblins of Misty Mountains, and the orcs of Mordor didn't all speak a common language. It not only makes interaction easier, it also makes the old racial languages more distinct and mysterious. It's a convention I like; if I force the players to learn the language of every culture, I have to do that much more to make items/places/people more strange and unfamiliar. Using an archaic or seldom used language is a very easy way to do this.

Once, I started a campaign where I got dropped into a foreign land that spoke a different language, with no way to get home. My reaction was simply to say, "ok, I stay for a year and learn the language." And then we picked up and moved on. After a while, our party spoke four different languages, and not all of them could understand each other. Keeping track of who could talk to who became burdensome, and by the end of the campaign (a year later) we had conveniently just forgotten that everyone spoke a different language.
 
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I'm on the opposite side from Halivar. I love linguistic issues, and although I have a common tongue imc, which tongue it is depends on where you are. Most places in the "local region" the common tongue is Forinthian, but in some places it's Peshan, Strogassian or even Elven or Dwarven.

I also use dialects. Elves from thousands of miles away speak Elfisti instead of Elven. That's about the level of similarity between the two- a native Elven-speaker could prolly understand about a quarter of what an Elfisti-speaker said.
 

the Jester said:
I'm on the opposite side from Halivar. I love linguistic issues, and although I have a common tongue imc, which tongue it is depends on where you are. Most places in the "local region" the common tongue is Forinthian, but in some places it's Peshan, Strogassian or even Elven or Dwarven.

100% agree!

I'm running Greyhawk, and the 'common' tongue of the current locale is Oeridian.

For the most part I use the standard Greyhawk LANGUAGES, sans Common...

However, I do have a ‘Trade-tongue’ that exists, but it is very poor (and slow) in communicating anything other than the most basic of concepts, and not everyone speaks it…


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IMC, there are Tongues of Man (innumerable as real-world languages) and Languages of Power (Draconic, Celestial, Infernal, Sylvan, etc.). When you meet a stranger from a strange land, you're not likely to share a language unless it's a Language of Power. However, each LoP has arcane side-effects -- for example, mortals cannot lie in Celestial, and oaths in Infernal are eternally binding, and mere knowlege of Abyssal slowly drives you mad.

-- N
 

Nifft said:
However, each LoP has arcane side-effects -- for example, mortals cannot lie in Celestial, and oaths in Infernal are eternally binding, and mere knowlege of Abyssal slowly drives you mad.
Holy crap. I just got some new language rules. Thanks, Nifft.
 


The new edition of GURPS does languages well, by breaking it down to None, Broken (1pt), Accented (2pts) and Native (3pts), for both Spoken & Written, if you wanted to go a little more granular than standard d20. The GURPS Lite PDF can be found here: GURPS Lite , pg 7 for languages…


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