All humans, as well as those
semi-humans and non-humans in close
contact with people, speak
the "common tongue". This language is
spoken by all states in
the central campaign area, but your referee may
well have areas in which
the common tongue is different from that which
your character speaks.
In addition to the common
tongue, all intelligent creatures able to
converse in speech use special
languages particular to their alignment.
These alignrnent languages
are: CE, CG, CN, LE, LG, LN, NE, NG, and Neutrality.
The alignment of your character
will dictate which
language he or she speaks,
for only one alignment dialect can be used by
a character (cf. CHARACTER
CLASSES, The Assassin). If
a character
changes alignment, the previously
known language is no longer able to
be spoken by him or her.
In addition to the above,
druids
(q.v.) have their own special tongue, and
thieves have their secret
speech, the Thieves' Cant.
Therefore, a character will
speak at least two languages - common and
alignment. He or she might
also be able to converse in the special patois
of druids or thieves. Semi-human
and non-human characters are able to
speak racial tongues as
well. (See CHARACTER RACES.) In most
campaigns, it is likely
that open alignment speech will be frowned upon as
a serious breach of social
etiquette.
A character
can learn additional languages. Even the rather slow (80 I.Q.)
can learn one additional
language. However, his vocabulary, usage, and
ability to translate must,
perforce, be limited. The very bright can learn
five, six, or even seven.
(For details of the number of tongues which can
be learned see CHARACTER
ABILITIES, Intelligence.)
Here is
how a new
language is learned:
The character must find a
person (human, semi-human, or non-human) or <>
talking creature who speaks
the language which is to be learned. The
character must then be in
close proximity to his or her instructor for up to
1 year, and prior to that
period the language can be learned one month
early for each point of
intelligence above 12. Thus, a character with 13
intelligence learns the
new language in 11 months, 14 intelligence learns
in 10 months, all the way
to 18 intelligence which requires but six months
to learn. Only one new language
can be studied at any given time.
Which
languages are knowable in a campaign is strictly up to the DM who
runs it. The following list
gives some of the languages typically used:
Dwarvish
Elvish
Goblin
Halfling
Hobgoblin
Kobold
Lizardman
Ogrish
Orcish
<
Suloise
Flan
Ancient Baklunish
Old Oeridian
Common
Ferral
Nyrondese
The Cold Tongue
Velondi
Keolandish
Lendorian
>
All of the above may not
normally be available due to campaign
circumstances, and languages
not listed might be common.
Consult your DM.
Note that if, for example,
you capture a centaur or talking dragon
of some sort, it is possible to learn the appropriate creature tongue.
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