Tuesday, January 28, 2025
The Articles of Dragon: "A New Name? It's Elementary!"
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Monday, January 27, 2025
What's in a Name?
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Tuesday, November 5, 2024
The Articles of Dragon: "Old Dwarvish is Still New to Scholars of Language Lore"
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Tuesday, October 29, 2024
The Articles of Dragon: "Fantasy Philology: Playing the Fluency Percentages"
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Tuesday, October 15, 2024
The Articles of Dragon: "Languages Rules Leave Lots of Room"
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Tuesday, October 8, 2024
The Articles of Dragon: "Thieves' Cant: A Primer"
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Tuesday, April 4, 2023
White Dwarf: Issue #70
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Monday, July 5, 2021
Speaking My Language
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Monday, May 24, 2021
Stress
The words of some fictional languages, like those of Edgar Rice Burroughs's Barsoomian, include no stress markers. Others, like those of M.A.R. Barker's Tsolyáni, are riddled with them by comparison. Because I have become familiar with the pronunciation of Tsolyáni, I don't find its use of stress markers to be off-putting. However, I've heard from many people that, rather than aiding pronunciation, they contribute to the sense that Tsolyáni is difficult to pronounce, which in turn alienates people potentially interested in Tékumel.
I'm currently working on a project that includes names, words, and even occasionally whole phrases from a couple of fictional languages. I ask again: would you find the use of stress markers or other types of notations ("accent marks") helpful or simply discouraging? Do you prefer, for example, "sha-Artan" or "sha-Artán?"
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Friday, February 12, 2021
Random Roll: DMG, p. 24
Page 24 of the Dungeon Masters Guide contains a great deal of interesting information relating to alignment. Rather than discuss all of them, I'm going to focus only on one section, that pertaining to alignment language. While I've personally never had any serious misgivings about alignment in Dungeons & Dragons, the matter of alignment language is something with which I've struggled, mostly because I'm not at all sure what it's supposed to represent. Gygax begins by stating the following:
Secret organizations and societies did and do have certain recognition signs, signals, and recognition phrases – possibly special languages (of limited extent) as well. Consider all the medieval Catholic Church which used Latin as a common recognition and communication base to cut across national boundaries.
Almost immediately, it seems to me that contradiction sets in. On the one hand, Gygax suggests that an alignment language would be a language "of limited extent." On the other hand, he references the use of Latin in the medieval Church, which, far from being a language of limited extent, was in fact an immense, living, breathing tongue that was used for diplomacy, law, commerce, and scholarship, in addition to religious purposes. He goes on:
In AD&D, alignment languages are the special set of signs, signals, gestures, and words which intelligent creatures use to inform other intelligent creatures of the same alignment of their fellowship and common ethos … Furthermore, alignment languages are of limited vocabulary and deal with the ethos of the alignment in general, so lengthy discussion of varying subjects cannot be conducted in such tongues.
From this, I take it that Gygax sees alignment languages as a kind of pidgin or secret code. His reference to medieval Latin above is thus a poor real world example of what he has in mind. He elaborates in the next paragraph that
the tongue will permit only the most rudimentary communication with a vocabulary limited to a few score words. The speaker could inquire of the listener's state of health, ask about hunger, thirst, or degree of tiredness. A few other basic conditions and opinions could be expressed, but no more.
Gygax then compares alignment languages to the class-based languages of thieves and druids.
The specialty tongues of Druidic and the Thieves' Cant are designed to handle conversations pertaining to things druidical on the one hand and thievery, robbery and the disposal of stolen goods on the other. Druids could discuss at length and in detail the state of the crops, weather, animal husbandry and foresting; but warfare, politics, adventuring, and like matter would be impossible to detail with the language.
It's a very strange conception of a language and I must confess I have a difficult time imagining a real world example of such a narrow, specific language. I know of several types of jargon that are limited in the way Gygax describes but they're overlays onto existing languages rather than distinct languages of their own. If anyone can offer a good example akin to what he's describing, I'd love to know them.
Regardless, I can't say that this section of the DMG did much to clarify just what an alignment language or what it would look like. Unlike many other aspects of D&D, which have obvious roots in fantasy literature, this one seems to be almost wholly a game artifact, something created to facilitate communication, albeit of a limited kind, between creatures who do not share a more conventional language. Now, I may be misreading Gygax's intent, but, if so, I don't think I can be faulted for doing so, as the DMG does little to shed light on this matter.
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Monday, November 9, 2020
Lessons from Tolkien
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Sunday, April 17, 2011
Languages, Real and Imaginary
I, unfortunately, no longer have the grammars, lexicons, and alphabets I invented for those languages (or, if I do, I have no idea where I've put them), so I can't share them with you. And while there's a part of me that's a little bit embarrassed about the obsessive lengths to which my youthful self went to ensure that my campaign setting was "believable," there's still also a part of me that's quite proud of what I did. If nothing else, the names used in the campaign were neither knock-offs of real world names or random strings of letters without any meaning of their own.
Perhaps the reason that imaginary settings like Middle-earth and Tékumel tower over most others is that their creators gave a lot of attention to the languages their imaginary inhabitants speak. Now, even at my most obsessive, I never did anything to compare to Tolkien or Barker. Likewise, I don't think it's necessary (or even desirable) that most referees create anything remotely comparable to Sindarin or Tsolyáni when describing a setting for use with a RPG. Yet, I won't deny that there's something admirable about a referee who does give due consideration to languages and names. The Dwimmermount campaign is a case of where I don't follow my own advice. As a "just in time," seat-of-the-pants, sandbox-style fantasy campaign, I've only given the slightest thought to languages or names. Most of the time I pulled my names out of the air, drawing on whatever inspirations were available at the time. The result is certainly workable, but my teenage self would have been appalled at my lackadaisical ways.
For my new Thousand Suns campaign, I did give some thought to languages and names. Since Thousand Suns is explicitly meant to recall the sci-fi of the 50s, 60s, and 70s, I felt justified in taking a page from its naive optimism about a "universal language." Rather than invent one -- I'm much too lazy for that nowadays -- I borrowed a real one, Esperanto, feeling that, if it was good enough for Harry Harrison and other SF writers, it's good enough for me. Plus, Esperanto sounds familiar enough that no one is put off using bits of it in play ("Saluto" instead of "Hello," for example) and yet has an appropriately exotic feel (to English-speakers anyway) that it gives the impression of world-historical change between A.D. 2011 and 500 N.K. In short, Esperanto does a lot of heavy lifting for setting immersion for me, so much so that there was no need for me to create my own version of Lingua Terra, as I might have done 30 years ago.
Plus, it lets me come up with tables for first names and last names that lets me easily and quickly generate appropriate names for Terran NPCs (or PCs) that feel right, which is a great boon when running a sandbox SF campaign.
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