Len Lakofka has been playing DUNGEONS
& DRAGONS®
and ADVANCED DUNGEONS
& DRAGONS® games since
there were such things, and this particular
contribution to the
game system of the WORLD
OF GREYHAWK™ fantasy world
setting is exceptionally useful for
those who have not established a detailed campaign in a specific area of
the WORLD OF
GREYHAWK. It is also nearly as useful
for those who have such
an established campaign, but who allow
“outsiders” to come in
from other parts of the world.
This system allows not only for determination
of the birthplace and alignment of a character, but it also provides an
interesting mix of languages known
for both humans and demihumans. With these developments comes a greater
understanding of the WORLD OF GREYHAWK and its language forms; and
the more highly developed the background
for a campaign, the
more easily such a campaign is managed.
For these reasons I
am particularly enthusiastic about
the treatment Len has provided. I have checked it over for “accuracy,”
and a few minor
changes have been made in order to
more closely conform with
the actual area. I have also appended
a brief description of the
racial types common in the Flanaess.
With these additions, we
believe that your campaign on the WORLD
OF GREYHAWK will
be greatly enhanced. Experience will,
I am sure, prove this
statement to be true.
E. Gary Gygax
Author’s introduction
This article is designed as a supplement
to the WORLD OF
GREYHAWK Gazetteer, though some parts
of it can stand
alone.
Creating new characters is always fun.
The more a player can
identify with a character, the better
the play of the character
tends to be. By adding “meat” to a character,
the DM increases
interest in that figure.
A character’s place of birth and the language(s)
he/she can
use have long been vital aspects of a
character’s life history. As I
add scenarios to Lendore Isle (see WORLD
OF GREYHAWK,
Spindrift
Isles), I am careful to use languages and birthplaces
from the “known world” (as defined in
WoG).
A human character’s place of birth
The chart which follows, used to determine
the birthplace of
human characters, favors those locations
(provinces/countries)
where the “most common alignment(s)” is
non-evil. Bands of
adventurers who are evil can be put together,
of course, but
since most modules and campaigns are designed
for non-evils,
only those locations will be given here.
Place of birth may be important in determining
the alignment
of a character, but it will not always
absolutely define that
alignment. In cases of apparent conflict,
the DM can simply rule
that the family of the character did not
practice the predominant
alignment of the area, or perhaps that
the family moved to a
locale of suitable alignment soon after
the birth of the character.
Characters who are of a class or a race
which makes a particular alignment mandatory should not be inhibited by
the results
of the chart. It is entirely possible
for a character born in UII, for
instance, to grow up to become a paladin.
All that is necessary is
for the DM to create a reason why the
character is lawful good in
a land of chaotics and neutrals.
On the other hand, if the alignments listed
for an area are just
as “good” for the character as any others,
one of the given
alignments can be considered a good “random”
choice.
Birthplaces for human characters
d% roll | Place of birth | Likely alignments |
01-05 | The Great Kingdom | Any |
06 | The Sea Barons | CN |
07-08 | Lordship of the Isles | LN |
09-10 | Sunndi | LN, CG, N |
11 | Idee | N, CN |
12 | Irongate | LN |
13-14 | Onnwal | LN |
15-17 | Almor | LN, LG |
18-28 | Nyrond | LN, LG, NG, CG |
29 | Ratik | N, CE, CN |
30 | Cold Barbarian state | CN |
31 | Rovers of the Barrens | CN, N |
32 | Duchy of Tenh | LN, N |
33-34 | Theocracy of the Pale | LN, LG |
35-36 | Shield Lands | LG, NG, N |
37-41 | County/Duchy of Urnst | N, NG |
42-44 | Greyhawk | Any |
45-54 | Kingdom of Furyondy | LG, NG, LN |
55 | Tiger/Wolf Nomads | N, CN |
56-57 | Ekbir | LN, N |
58 | Tusmit | N |
59-62 | Zeif | LN, N |
63-64 | Paynims | CN, N |
65 | Ull | CN, N, CE |
66 | Ket | CN, N |
67-69 | Perrenland | LN, N, NG |
70 | Highfolk | CG, N, CN |
71-82 | Velluna | LG, NG |
83-84 | March of Bissel | NG, N, LG, LN |
85 | Gran March | LN |
86-87 | Duchy of Geoff | CG, CN, NG |
88-89 | Sterich | CG, CN, N |
90-91 | The Yeomanry | LG, LN |
92-94 | Kingdom of Keoland | LN, LG, NG, CG, CN, N |
95 | Tri-States | LN, LG, CG, N, CN |
96-99 | Wild Coast | Any |
00 | Character's choice | Any |
Naturally, neither the DM nor players should
feel bound by
every birthplace or alignment tendency
indicated by the chart.
Some places of birth might not seem logical
for a certain class
of character; for instance, if a character
rolls the land of the Frost
Barbarians as his place of birth, it is
somewhat of a conflict if the
character happens to be a magic-user.
(The barbarian races
would produce fighters, if not berserkers,
as their major class.) If
a birthplace seems incongruous with the
class or other characteristics of a figure, simply re-roll or make a logical
selection
from the available choices.
A demi-human
character’s place of birth
If a character is of one of the demi-human
races, use the table
below to determine birthplace. Half-elves
are treated as elves;
half-orcs appear where humans and humanoids
(specifically
orcs) reside.
Birthplaces for demi-humans, Main table
Place of birth | Elf | Dwarf | Gnome | Hobbit |
Use subtable at top of next column | 01-05 | 01-05 | 01-05 | 01-05 |
Sunndi | 06-10 | 06-12 | 06-08 | - |
Irongate | 11 | 13-14 | 09 | 06-16 |
Onnwal | - | 15-18 | - | - |
County of Urnst | - | - | - | 17-19 |
Ratik | - | 19-36 | 10-13 | - |
Duchy of Urnst | - | 37-43 | 14-17 | 30-58 |
Spindrift Isles | 12 | - | - | - |
Highfolk | 13-15 | - | - | - |
Veluna | 16-23 | - | 18-26 | - |
Duchy of Geoff | 24-28 | - | - | - |
Sterich | - | 44-52 | - | - |
Sea Princes | 29 | - | - | - |
Ulek (all) | 30-40 | 53-72 | 27-33 | 59-82 |
Celene | 41-52 | - | 34-38 | - |
Wild Coast | 53 | 73-74 | 39-41 | 83-88 |
Dreadwood | 54-69 | - | 42 | - |
Gnarley Forest | 70-74 | - | 43-46 | - |
Verbobonc | 75-76 | - | 47-52 | - |
Grandwood Forest | 77-81 | - | - | - |
Flinty Hills | - | - | 53-54 | 89-95 |
Gamboge Forest | 82-90 | - | 55-58 | - |
Stark Mounds | - | - | 59-60 | - |
Kron Hills | - | - | 61-89 | - |
Glorioles | - | 75-97 | - | - |
Menowood | 91 | - | - | - |
Silverwood | 92 | - | - | - |
Vesve Forest | 93-99 | - | 90-98 | - |
Welkwood | 00 | 98-00 | 99-00 | 96-00 |
Birthplaces for demi-humans, Subtable
Given below are places where "few" or "some"
demi-humans
live, according to the WORLD OF GREYHAWK
Place of birth | Elf | Dwarf | Gnome | Halfling |
The Great Kingdom | 01-03 | 01-03 | 01-03 | 01-03 |
The Sea Barons | 04 | 04 | 04 | 04 |
Lordship of the Isles | 05 | 05 | 05 | 05 |
Idee | 06-08 | 06-08 | 06-08 | 06-08 |
Almor | 09 | - | 09 | 09 |
Frost Barbarians | 10 | 09 | 10 | 10 |
Snow Barbarians | 11-13 | 10-12 | 11-13 | 11-13 |
Ice Barbarians | 14 | 13 | 14 | 14 |
Rovers of the Barrens | 15 | 14 | 15 | 15 |
Duchy of Tenh | 16-18 | 15-17 | 16-18 | 16-18 |
Theocracy of the Pale | 19-21 | 18-20 | 19-21 | 19-21 |
Shield Lands | 22 | 21 | 22 | 22 |
County of Urnst | 23 | 22-23 | 23-24 | - |
Greyhawk | 24-26 | 24-27 | 25-28 | 23-24 |
Kingdom of Furyondy | 27-29 | 28-30 | 29-31 | 25-28 |
Wolf Nomads | 30 | 31 | 32 | 29 |
Tiger Nomads | 31 | 32 | 33 | 30 |
Tusmit | 32 | 33 | 34 | 31 |
Spindrift Isles | - | 34-36 | 35-37 | 32-34 |
Ket | 33 | 37 | 38 | 35 |
Perrenland | 34-36 | 38-40 | 39-41 | 36-38 |
Highfolk | - | 41-43 | 42-44 | 39-41 |
Veluna | - | 44-50 | - | 42-48 |
March of Bissel | 37-39 | 51-53 | 45-47 | 49-51 |
Gran March | 40-42 | 54-56 | 48-50 | 52-54 |
The Mage | 43-49 | - | 51-58 | - |
Duchy of Geoff | - | 57-59 | 59-61 | 55-57 |
Sterich | - | - | 62-68 | 58-64 |
Sea Princes | - | 60 | - | 65 |
Kingdom of Keoland | 50-56 | - | 69-75 | 66-72 |
Celene | - | - | - | 73-79 |
Dyvers | 57-59 | 61-63 | 76-78 | 80-82 |
Grandwood | - | 64-66 | 79-81 | 83-85 |
Lorridges | - | 67-73 | 82-89 | - |
Gamboge Forest | - | - | - | 86-92 |
Stark Mounds | - | 74-80 | - | - |
Barrier Peaks | - | 81-87 | - | - |
Axewood | 60-67 | - | - | - |
Fellreev Forest | 68-74 | - | - | - |
Hornwood | 75-88 | - | - | - |
Rieuwood | 89-95 | - | - | - |
Vesve Forest | - | - | - | 93-97 |
Choice of any available, either table | 96-00 | 88-00 | 90-00 | 98-00 |
Breaking language
barriers
Once a character’s place of birth and
alignment
are fixed, it is
time to determine the language(s) the
character speaks. Following hereafter is a list of all possible languages
and their basic
characteristics, followed by lists to
determine the language
spoken by the human occupant of a given
region.
Common sense and logic must be used when
the lists are
employed. Suloise, for example, is a language
of learned men
that is all but forgotten as a primary
tongue. It would be silly to
have a fighter of low intelligence speak
it as a primary language
just because that was the result produced.
WORLD OF GREYHAWK Languages
Language | Primary or Secondary | Usual speaker |
Suloise | Secondary | Scholars, sages, magic-users, illusionists, bards |
Flan | Primary | Peasant to king |
Baklunish | Primary | Peasant to king |
Oeridian | Primary | Peasant to king |
Common 1 | Primary* | Peasant to king |
Ferral 2 | Secondary | Learned and ranked characters only |
Nyrondese 3 | Primary | Peasants and those of little education |
Nyrondese 3 | Secondary | Educated characters |
Cold Tongue (Fruz) 4 | Primary | Barbarian races |
Velondi 5 | Primary | Rural folk, peasants |
Keolandish 6 | Primary | Peasant to king |
Lendorian | Secondary | Educated characters |
* Common is known by all adventurers, though
they might not be fluent in it.
1 -- A mixture of Suloise and Oeridian
tongues with
some Baklunish admixture.
2 -- Oeridian tribal language.
3 -- High Oeridian dialect of Common.
4 -- Suloise with Flan admixture.
5 -- Oeridian tribal language.
6 -- Old High Oeridian with admixtures.
Languages spoken
by human occupants
The following list presents the general
locations within the
WORLD OF GREYHAWK,
the most common alignment(s)
found therein, and a list of the languages
spoken by occupants
of the area. Roll d% to see which language
is used by a particular
character. In the “Special” category will
be listed a particular
tongue, if at least a 1% probability exists
that the language will
be spoken by a character. For regions
where a “Special” language is not mentioned, the chance of such an obscure
dialect
being used by a character is negligible.
The
Great Kingdom (Kingdom of Aerdy):
chaotic evil, lawful
evil; Oeridian 01-20, Common 21-99, Suloise
00.
Sea Barons:
chaotic evil, chaotic neutral; Common 01-94,
Oeridian 95-00.
Lordship
of the Isles: neutral, chaotic
neutral; Oeridian 01-03,
Common 04-98, Suloise 99, Special 00 (Ferral).
County of
Sunndi: lawful neutral, chaotic
good; Oeridian 01-
07, Common 08-99, Special 00 (Ferral).
County of
Idee: lawful neutral; Oeridian 01-05, Common 06-
98, Suloise 99, Special 00 (Ferral).
Free City
of Irongate: lawful neutral;
Oeridian 01-05, Common
06-98, Suloise 99, Special 00 (Ferral).
Free State of Onnwal: lawful neutral; Oeridian 01-06, Common 07-99, Special 00 (Ferral).
Prelacy of
Almor: lawful neutral, lawful
good; Oeridian 01-07,
Common 08-00.
Kingdom
of Nyrond: lawful neutral,
lawful good; Oeridian
01-03, Common 04-85, Suloise 86, Special
87-00 (Nyrondese).
Bone March: chaotic evil; Common 01-00.
Barony of Ratik: neutral; Common 01-00.
Frost
Barbarians: chaotic neutral,
chaotic evil; Suloise 01-06,
Common 07-60, Special 61-00 (Cold Tongue).
Snow
Barbarians: chaotic neutral,
chaotic evil; Suloise 01-05,
Common 06-62, Special 63-00 (Cold Tongue).
Ice
Barbarians: chaotic neutral,
chaotic evil; Suloise 01-04,
Common 05-63, Special 64-00 (Cold Tongue).
Hold of Stonefist: chaotic evil; Flan 01-02, Suloise 03, Common 04-99, Special 00 (Cold Tongue).
Rovers
of the Barrens: chaotic neutral,
neutral; Flan 01-20,
Baklunish 21-36, Oeridian 37-46, Common
47-99, Suloise 00.
Duchy of Tenh:
lawful neutral, neutral; Flan 01-88, Oeridian
89-90, Common 91-00
Theocracy
of the Pale: lawful neutral;
Flan 01, Oeridian 02-05,
Common 06-00.
Bandit
Kingdoms: chaotic neutral,
chaotic evil; Flan 01-13,
Baklunish 14, Oeridian 15-24, Common 25-00.
Shield Lands: neutral good; Flan 01-02, Baklunish 03, Oeridian 04-18, Common 19-00.
County
of Urnst: neutral, neutral
good; Flan 01, Oeridian
02-07, Common 08-00.
Duchy
of Urnst: neutral; Flan 01,
Oeridian 02-03, Common
04-00.
Greyhawk:
any; Flan 01, Baklunish 02, Suloise 03, Oeridian
04, Common 05-99, Special 00 (Velondi).
Kingdom
of Furyondy: lawful good; Flan
01, Baklunish 02,
Suloise 03, Oeridian 04-20, Common 21-85,
Special 86-00
(Velondi).
Horned Society: lawful evil; Flan 01, Baklunish 02-04, Oeridian 05-09, Common 10-00.
Land of luz:
chaotic evil; Flan 01, Baklunish 02-06, Oeridian
07, Common 08-00.
Wolf Nomads: neutral, chaotic neutral; Baklunish 01-35, Oeridian 36-80, Common 81-00.
Tiger
Nomads: neutral, chaotic neutral;
Baklunish 01-40, Oeridian 41-85, Common 86-00.
Caliphate
of Ekbir: lawful neutral; Baklunish 01-47, Oeridian
48-53, Common 54-00.
Tusmit:
neutral; Baklunish 01-12, Oeridian 13-27, Common
28-00.
Sultanate
of Zeif: lawful neutral; Baklunish
01-79, Oeridian
80-94, Common 95-00.
Plains of the Paynims: chaotic neutral; Baklunish 01-92, Oeridian 93-97, Common 98-00.
Ull: chaotic neutral; Baklunish 01-30, Oeridian 31-51, Common 52-00.
Ket: chaotic neutral; Baklunish 01-49, Oeridian 50-61, Common 62-00.
Perrenland:
lawful neutral, neutral; Flan 01-49, Baklunish 50-
57, Oeridian 58-65, Common 66-00.
Independent Town of Highfolk: neutral, chaotic good; Oeridian 01-07, Common 08-00.
Archclericy
of Veluna: lawful good; Suloise
01, Oeridian 02-
24, Common 25-88, Special 89-00 (Velondi).
March of Bissel: neutral good; Flan 01, Oeridian 02-19, Common 20-00.
Gran
March: lawful neutral; Flan
01, Oeridian 02-17, Suloise
18, Common 19-98, Special 99-00 (Keolandish).
Valley
of the Mage: lawful neutral;
Flan 01-02, Oeridian 03-04,
Common 05-00.
Duchy of
Geoff: chaotic good; Flan 01-50,
Oeridian 51-57,
Common 58-00.
Earldom
of Sterich: chaotic good; Flan
01-12, Oeridian 13-60,
Common 61-90, Special 91-00 (Keolandish)
Yeomanry:
lawful good; Flan 01, Suloise 02-04, Common
05-00.
Hold
of the Sea Princes: chaotic
neutral, chaotic evil; Flan 01,
Oeridian 02-17, Suloise 18, Common 19-00.
Kingdom
of Keoland: chaotic good, neutral
good; Flan 01-02,
Oeridian 03-12, Suloise 13, Common 14-80,
Special 81-00
(Keolandish).
Tri-States of Ulek <Duchy,
Principality>:
neutral good, neutral; Flan 01, Oeridian
02-11, Suloise 12, Common 13-90, Special
91-00 (Keolandish).
Kingdom
of Celene: chaotic good; Oeridian
01-02, Common
03-00.
Wild
Coast: any; Flan 01, Oeridian
02-09, Suloise 10, Common
11-00.
The Pomarj:
chaotic evil, lawful evil; Oeridian 01-06, Suloise
07, Common 08-00.
The
Scarlet Brotherhood: lawful
evil; Suloise 01-05, Common
06-00.
Spindrift
Isles: lawful neutral; Suloise
01-02, Common 03-75,
Special 76-00 (Lendorian).
Notes on Special
languages
In most cases, a “special” language generated
from the list
above is simply a dialect of one of the
more popular languages.
However, those who speak a dialect will
not always automatically understand someone who speaks the native tongue
or another dialect of the native tongue.
Intelligence
is the factor which determines whether a character can understand someone
else who is speaking a related
language. The chance of a character’s
understanding is equal to
that character’s intelligence times 6%
(note exception below
under The Cold Tongue). Missing the desired
percentage by
1-20 will yield partial, incomplete understanding,
and missing
the desired percentage by 21 or more means
that the character
cannot under stand a word the other character
is saying. Note
that this “chance to understand” roll
only applies to characters
whose languages are related.
Example: A party member with an intelligence
of 14 speaks
fluent Common. He comes upon a figure
who speaks only Nyrondese, a dialect of Common. There is a chance of 14
x 6% =
84% that the party member will understand
the other member. If
an 85 or higher is rolled, it means the
party member will be able
to communicate somewhat, but will not
fully perceive the other
speaker’s thoughts and intentions through
speech alone. In this
case, since the party member’s intelligence
was sufficiently
high, there is no chance of him being
totally in the dark. Note
that under normal circumstances, it is
impossible for a character
of 17 or higher to fail to understand
someone speaking a related
language (17 x 6% = 102%).
If the Nyronder in the above example has
an intelligence of 11,
there is a 66% chance he will understand
the party member.
There will be incomplete understanding
on a roll of 67-86, and
no verbal understanding will be possible
if the roll is 87 or
higher. This roll should only be made
once for each particular
pair of characters.
Following are descriptions of each of the
special languages,
including an indication of which languages
they have no rela-
tion to, as well as related languages
which might allow for
understanding between speakers.
Ferral: Originally
of Oeridian derivation, this is now a secret
language spoken only by officials of the
Iron League. These
officials include high-ranking fighters,
clerics, and other persons in a position of authority. Ferral is used only
for command
and identification purposes, and is never
a primary language. It
can be understood by those speaking Oeridian.
Nyrondese:
This is little more than a dialect of Common which
is spoken by residents in some locales
of Nyrond. It is a primary
language particularly for peasants, shopkeepers
and the like.
Learned persons almost always speak Common
as well. It can
be understood by those who speak Common
or Oeridian.
The Cold Tongue:
Also called “Fruz,” this language is a dialect of Suloise. It is commonly
spoken as a primary language
among the Ice, Snow and Frost Barbarians.
It has no relation to
Common, and even those speaking Suloise
find it difficult to
understand (use intelligence x 4% instead
of 6% in this case
only). It can only be understood by those
who speak Suloise or
Flan.
Velondi: This
is a dialect of Old Oeridian spoken primarily in
Veluna
and Furyondy. It is the primary language of rural folk on
the common border between the two countries.
Those who
speak Common cannot comprehend it at all,
but it can be understood by those who speak Oeridian.
Keolandish:
This is a widespread dialect of Old High Oeridian
which is a primary language for those
of the area in which it is
spoken (Keoland
and the surrounding lands). It is old (400+
years) and established; however, learned
persons will usually
speak Common and/or Old Oeridian as well.
It can be understood by those who speak Common or Oeridian.
Lendorian:
This is an obscure dialect of Suloise. It has no
relation whatsoever to Fruz (The Cold
Tongue). It is, in all cases,
a second language for those who speak
Common. Only characters with an intelligence of 9 or higher can learn Lendorian,
and
it can only be understood by those who
speak Suloise or
Common.
Number of languages
known
Generally, whether a character can know
one or more languages depends on the character’s intelligence.
There is one
universal rule: Every character knows
at least a bit of the Common tongue, even if it is not that character’s
primary language. A
character who rolls a language other than
Common as a primary
language will still have the ability to
communicate in Common
to some degree, and Common will be treated
as an “additional
language” even if the character’s intelligence
would not normally allow for the knowledge of an additional language. The
degree of fluency in Common does vary according to intelligence,
however; a character with intelligence
of 7 or less would have at
best a rudimentary knowledge of Common
as a secondary
language.
Characters with intelligence of 3-6 are
able to speak a given
language. They might know how to read
and write very simple
words in their primary language only.
The chance to be able to
read and write a primary language is equal
to intelligence x 12%
(roll separately for reading and writing),
so that a character with
intelligence of 9 or higher will automatically
have the ability to
read and write. The chance of being able
to read and write a
secondary language is equal to intelligence
x 3% (again, roll
separately for each ability).
Characters with intelligence of 7 or less
will speak no other
language besides Common, if that is their
primary tongue.
Characters with intelligence of 8 or more
can speak one additional language, over and above the primary tongue. Up
to seven
additional languages are permitted (for
a figure of 18 intelligence; see AD&D Players Handbook, page 10). These
additional languages can be determined by using the table on page 102
of the Dungeon Masters Guide, with the
lists given herein aiding
in the selection of a “Human foreign or
other” language. Common is considered an “additional language” for all
who do not
use it as a primary tongue.
To determine whether an additional language
is known by a
character at this point in time, multiply
13% times the number of
“possible additional languages” of the
character (PH, page 10)
as indicated by the character’s intelligence.
If the desired
number or less is generated, a character
can have a secondary
language at the present time. Make a new
roll for each attempt to
know a secondary language, until a roll
fails or until a character
has used his maximum number of possibilities.
Optional: Add
2% to the chance to know a secondary language
for each level of
experience after first level, up to a
maximum bonus of 20%.
Example: A character with an intelligence
of 15 may be able to
speak as many as four languages in addition
to the primary
language. For this example, the character’s
place of birth is
Urnst and his primary language is Common.
His chance to know
any secondary language at this time is
equal to 13% x 4, or 52%.
If a result of 01-52 is obtained on a
dice roll, the figure will speak
one additional language and then may roll
again, seeking to
again roll 01-52 and obtain a second additional
language. The
process is repeated until a result of
53-00 is rolled (which could
be on the first attempt), or until the
character has obtained as
many additional languages as possible.
Those characters who don’t know as many
additional languages as they possibly could will have the opportunity to
learn
them at a later point in the character’s
adventuring career.
Learning a language amounts to quite a
bit more than simply
sitting around the campfire and memorizing
a few more words
each night. Learning requires continual,
almost constant use of
the new language, which is best accomplished
in the company
of others who speak and write the language
fluently, or through
the employment of an instructor.
A learning process like this will take
a minimum of two months
of solid work on the character’s part,
during which time NO
adventuring may be undertaken by the character.
At the end of
two months, roll once to see if fluency
has been attained (using
the same percentage as was originally
applicable; i.e., 52% in the
above example). Failure means that one
more month of study
must be undertaken before another try
for fluency can be made.
(Optional: Additional study, if needed,
must be undertaken
immediately, with no lapse between the
first two months and the
next one, in order to test for fluency
without penalty. For every
lapse in learning of one week, the chance
for fluency is reduced
by 5% the next time such a check is made.
For example, if the
character described above failed on his
initial roll to know an
additional language after taking two months
of training, he
could train for another month right away
and check again at the
same percentage chance (52%). However,
if he takes a week off
between the first two months and the next
month of training, the
next check for fluency would be made at
47%. Note that the 5%
penalty applies only to the chance to
know the particular language for which training was taken. If a character
wishes to
begin instruction in a different language,
checks for fluency
after the training period would be at
52% as usual.)
Languages
for demi-humans and humanoids
The AD&D Players
Handbook lists basic languages for
demihumans and humanoids, and more language information for
humanoids is found in the Monster
Manual. As with humans, the
intelligence of a demi-human or humanoid
character has a bearing on which languages he can know— and, as with humans,
all
adventurer demi-humans will have at least
a rudimentary
knowledge of Common.
To more closely conform with the rest of
this system, the
strictures given in the Players Handbook
on which languages
(and how many) a demi-human can know should
be altered
according to the following specifications
and restrictions. Notes
which follow the listing of the demi-human
races will give reasons for the differences which are outlined.
Dwarves
will always speak dwarven and Common. It is possible for a dwarf to know
gnome, goblin, kobold and orcish as
additional languages, with a percentage
chance of knowing
each one equal to intelligence x 5%, or
intelligence x 8% if
proximity is a factor. A dwarf may know
up to two additional
languages regardless of intelligence.
Elves
will always know elvish and Common. Possible additional languages include
gnome, halfling, goblin, hobgoblin,
orcish and gnoll, with the chance of knowing
any one equal to
intelligence x 5% (or x 8% for proximity).
Elves with intelligence
of 16-18 may roll for additional languages
on the table on page 102 of the DMG,
ignoring a roll if it produces a language
already
known but counting it if it produces a
language which has been
attempted and failed. The chance of knowing
any language
generated from that chart would be 80%
for an elf of intelligence
16, 85% for intelligence 17 and 90% for
intelligence 18.
Gnomes
will always know gnome and Common, and have the
ability to communicate with burrowing
animals as described in
the Players Handbook. A gnome has
a chance of intelligence x
5% to know dwarven, halfling, goblin,
kobold, or 1-2 languages
from the table on page 102 of the DMG,
with the same 8%
provision for proximity. The proximity
rule would also apply to
local human tongues. (Note that a gnome
is not necessarily
limited to two additional languages, as
per the PH.)
Half-elves
will always know Common, and will know elvish if
raised by one or more elves. Additional
languages possible
— only for a character raised by one or
more elves — (intelligence x 5%, or 8% for proximity) include gnome, halfling,
goblin, hobgoblin, orcish and gnoll. Half-elves of intelligence 17
have an 85% chance to know 1 language
from page 102 of the
DMG, and those of intelligence
18 have a 90% chance to know
up to two languages from that table.
Halflings
will always know halfling and Common. Possible
additional languages include dwarven,
gnome, goblin, orcish,
and 1-2 additional languages (page
102, DMG) for those of
intelligence 17 or higher. The proximity
rule of intelligence x 8%
applies in all cases except proximity
to gnomes, which uses a
figure of intelligence x 10% instead.
Half-orcs
will always know Common, and will know orcish if
raised by one or more orcs. Possible additional
languages include hobgoblin, goblin, gnoll and kobold, at a chance of intelligence
x 5%. The bonus for proximity does not apply to half-orcs.
Those of intelligence 16 or 17 may learn
1-2 additional languages (page 102, DMG)
at chances of 80% and 85% respectively.
The changes in this procedure from that
outlined in the Players Handbook are designed primarily to account
for an individual character’s background and intelligence. Instead of automatically
knowing certain languages in addition to Common
and the racial tongue, characters must
check against their intelligence to see if they know any additional ones.
Also, it is not
automatic for a half-elf or half-orc to
know elvish or orcish,
respectively. Only characters who were
raised in a group/family
with at least one member of the non-human
race can possibly
know that racial language in addition
to Common.
The basic chance to know any of the other
racial languages is
enhanced for characters who were brought
up by members of
one race in proximity to a group of another
race. This proximity
bonus applies between races that are non-hostile
toward each
other (elves vs. gnomes, for example),
but no proximity bonus is
used between races that oppose each other
(elves vs. orcs).
It is entirely possible that a demi-human
who was brought up
by humans only would not be able to learn
all of the racial
tongues listed as possible for that demi-human
type. Also, characters raised in towns will have a smaller chance of being
able to
know the various racial languages than
characters raised in a
rural area or the wilderness.
Using the base chance of intelligence x
5% (or more for proximity), a roll should be made for each character for
each racial
language listed. Even if one or more of
the dice rolls results in
failure, it is still possible to succeed
in knowing another racial
language. This is different from the system
used for humans,
where failure on a roll for a secondary
language means that no
further attempts may be made without undergoing
a learning
process.
Racial types of the WORLD OF GREYHAWK fantasy setting
Baklunish:
The Baklunish people have golden-hued skin
tones. Their eyes run from gray to green,
although brown is
most common. Their hair color runs from
brown to black. Variance is by tribe and nation.
Flannae: The
Flannae have bronze-colored skin. Although
some are more coppery, numbers of them
are very dark bronze
(deep brown). Eye color tends to brown
or black, although some
have a pale amber eye coloration. Hair
tends to be dark brown or
black.
Oeridians:
The Oeridians are tan- to olive-skinned. Some
tribes are on the fairer side, while others
are rather dark. Their
eye color tends to vary to any shade.
Hair color runs from dark
blonde to black, but the most common hair
color is brown or
reddish brown.
Suloise: The
Suloise are very fair-skinned people. Although
some are less fair than others, many are
nearly albino. These
people have pale blue eyes, very blonde
or platinum-colored
hair. The less fair have normal white
skin, blonde or light red
hair, and gray or blue eyes.
The inner mixture of Oeridians with Suloise
tends toward a
typical European-mix looking population.
However, the original
Flannae stock shows up fairly commonly
in just about any society, so that there will be light-bronze to deep-bronze
folk intermingled in most populations.
The mix of Oeridian and Baklunish brings
a fairly light skin —
a real yellowish cast, rather than the
vague yellow of the oriental
human.
A cross of Baklunish and Flannae yields
a golden-copper skin
color.
In general, the skin color of an individual
makes no difference
in many places, although the nobles of
the Great Kingdom are
very jealous of being light-skinned, just
as the rulers of the
Duchy of Tenh are conscious of the supposed
superiority of
their bronze color. In the central south
region, from Greyhawk
to the Duchy of Geoff, there is little
heed paid to skin color, just
as there is little heed paid to absolute
racial type, i.e. human or
demi-human, except perhaps by demi-humans
who sometimes
feel superior to humans.