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Dragon #1 | Best of Dragon Vol. I | D&D | 1st Edition AD&D | Dragon magazine |
The Rules lay down that each species has
its own language,
except for humans,
most of whom can speak “common” (as can
20% of the non-humans . . . as an extra
tongue). In addition, each
alignment has its own language, known to
all its members and
recognizable as such by all non-members.
Creatures may speak
several languages, either by virtue of
their natural intelligence or
by magic. Thus an elf with an Intelligence
of 18 speaks six native
languages (Orc, Hobgoblin, Gnoll, Elf,
Common and his alignment)
plus eight acquired ones (one for each
intelligence point
over 10), while a human with an Intelligence
of 3 can speak only
Common and his alignment language — and
probably has a low
vocabulary in both.
Magic is useful in extending one’s language
ability. A Cleric
can acquire the ability to speak the language
of any animal, and a
first level spell has been proposed that
would allow a third level
Thief or any Magic-User taking it to speak
any language in which
he had found an inscription that he could
read. (The Thief has an
80% ability to read languages; the Magic-User
would have to
carry the “Read Languages” spell in order
to succeed.)
Extra languages may also be acquired as
a divine or magical
favor. There’s one San Francisco area mule
who now speaks
Japanese as a favor from a Monkey God,
so that he could communicate
with his 9 Intelligence, Japanese-speaking
master. And
one of my own dumb Clerics was given the
ability to speak Were
St. Bernard as a gift from a rather eccentric
Wizard. (He hasn’t
found anyone else who speaks it yet, let
alone Were St. Bernard,
but he’s still looking.)
So much for what the Rules provide for.
What are the implications
of all this for D & D play?
To begin with, let us take up the question
of alignment
languages. Some groups have allowed characters
to take an alien
alignment language as a tongue learned
by virtue of high intelligence.
I myself feel that the world-view of each
alignment is so
different from the others that speaking
an alien alignment would
be impossible to do perfectly and difficult
to do well. In my
dungeons, Lawfuls or Chaotics have only
a 30% chance of understanding
anything in the opposing tongue and a 60%
chance
of understanding anything in Neutral. They
can speak the opposing
tongue 40% understandably and Neutral 70%.
Neutrals
have a 60% chance of understanding either
Law or Chaos and a
70% chance of speaking it understandably.
How far does language ability go? One can
talk to animals.
One can talk to plants. Can one talk to
bugs (insects smaller than
a grasshopper, say)? Can one talk to bacteria?
Stones? I have encountered
one character who took “Wall” as a language
and attempted
to interrogate dungeon walls as to what
lay behind them.
In my dungeon, the walls drunkenly replied,
“I don’t know; I’m
plastered.” I feel that anything for which
a command
potion/ring/staff/wand/rod does not exist
should not be able to
carry on a conversation.
To what extent are there meta-languages,
the non-human
equivalent of “common? ” Can a Mule understand
a Horse? Can
a Unicorn? I use an Equine tongue, 70%
understandable and
speakable by Horses, 70% by Mules (to whom
it sounds very
aristocratic), 50% by Unicorns. Similarly
there is Auld Wormish
spoken by 50% of all middle-aged or older
dragons who are up to
speaking any language, and the Great Tongue,
spoken by 50% of
all giants well enough established in the
community to have a lair
to live in. I also play that Lyranthropes
have an 80% chance of understanding
Common (though they cannot speak it in
were-form)
and a 40% chance of understanding the language
of the species
they resemble in were-form (though they
cannot speak it in
human form). Thus there is a 40% chance
a Were-wolf would
speak Wolf, and if he does so, a 70% chance
he would also speak
Canine.
Can one change a language taken as an IQ
ability fringe
benefit? Many groups rule not; some, however,
allow an individual
to learn one new language and forget one
old acquired
one each time he goes up a level. This
seems reasonable. A first
level character has more need to speak
Goblin than Red Dragon;
a seventh level one, the reverse.
Languages can sometimes be used for other
reasons than
communication. I once encountered a fighter
who had taken
Balrog as a language . . . for the purpose
of swearing in it when
annoyed. I also met two characters who
used to exchange what
appeared to be snide comments on the rest
of the party in
Minotaur, a language none of the rest of
us spoke.
The usual use of language, though, is to
communicate. This
is an especially vital skill to the spellcaster.
A potion or device of
commanding apparently carries the language
ability to speak to
the class of entities to be put under control,
but the standard
spells do not. Little use can be made of
a Charmed or Held enemy
if there’s no way to give him orders or
interrogate him save
through sign language.
And mute phantasmal beings are always
less convincing than vocal ones. The ability
to speak to the party’s
mule or to a character’s own mount may
also be a valuable one at
times. It’s far easier to calm such an
animal if you speak its
language. Learning “Mule” can be a far
cheaper way of inspiring
a pack animal not to run away the first
time it meets undead,
than having to spend 250 GP for training
it or 150 GP for buying
barding for it, so it won’t feel so vulnerable.
Finally let us look at the Common tongue.
As mentioned
before, the Rules lay down “most humans
and some (20%) other
creatures and monsters” know it. I doubt
if they speak it with the
same accent or even quite the same grammar
or vocabulary. West
coast fans play that most humans also have
some other language
of their own, the one of their particular
native culture. It may be a
current tongue such as Japanese or French
or English. It may be
a sub-species like Neanderthal or Merman.
It may be a tongue
from legend or from some fantasy or science-fiction
work, such as
Atlantean or Lankhmarian or Gorian. It
may be a tongue from
some geographical source like High Martian
or Swampish or
Shastan. Such people also speak Common,
of course.
Still, dungeon-dwelling humans are apt to
think in their personal
tongues rather than in Common (an important
point for
would-be telepathic eavesdroppers to keep
in mind). And such
personal tongues can be used to make your
human character
more individualized, always a good thing
to strive for.
Sometimes such a language characterization
can pay off too.
I was once in a party that encountered
a formidable group of
Morlochs. We resigned ourselves to a battle
that would surely kill
off most of us. But our leader, a Caveman
Cleric of great
Charisma, found to her delight that she
could communicate with
the Morlochs in Cavish. It turned out they
were 60% mutually
comprehensible. Enough for her to learn
they were Neutrals,
trekking down to a lower level of the dungeon
and willing to leave
us alone if we paid them a tribute of all
the wine we were carrying.
We paid them with delight and then went
off to loot creatures we
were more on a par with.
Alarums & Excursions is highly recommended for D&D’ers
everywhere. Ed.