* OPTIONAL LANGUAGE RULES FOR WFRP V1.1* Written by Ben Fabian (fabian@inf.fu-berlin.de) Note: The following suggestions arose basically from two thoughts: (i) The need of somehow revising the original rules for learning, speaking and writing languages. My campaign runs on a very realistic level (whatever that exactly means), and my players ask many, many *questions*! (ii) A pragmatical GM«s thought: Find another way for them to spend their EPs! Basic ideas: 1. There are differences in the quality of mastering a language. Even a highly intelligent scholar should have some difficulties in using a foreign language like a native speaker, and this should be somehow reflected in game terms. 2. A difference has to be made between the spoken language and the kind of *alphabet* it takes to write in this language. Therefore a single READ/WRITE Skill is not enough. * NEW RULES: * 1. GRADES of expertise: There are GRADES of mastering a language, ranging from 1 (worst) to 5 (best). GRADE 1: The character can express basic and simple things in this language, like "Me - hunger!" or "Troll - there - on hill!". GRADE 2: The character can form grammatically correct sentences and express most of his thoughts and needs (but slowly and with recreational pauses inbetween.) GRADE 3: The normal native speaker. (Herr "Otto Normal" as he is called in the Empire.) GRADE 4: The way of a native speaker who had the chance of enjoying (should we say: being forced to?) a higher way of education, it would include knowledge of "classical" or "canonical" authors (or singers, story tellers in an oral culture) and understanding language-related puzzles and jokes. (Note that in most of the cases this grade would require - in a literal culture - the Read/Write Skill for this language.) GRADE 5: The character is as fluent and expertised as a great poet or author. The GM may restrict this Grade to exceptional individuals. For every language a character knows the Speak Language Skill is noted seperately, followed by the Grade. GAME USE: OK, it«s fine to have this nice classification, but now? Well, it is used to modify language related test, for example to understand an overheared conversation, to follow a song in a foreign language, to solve a riddle (if you don«t want/can«t/ don«t bother to let a player solve it for real!), to move in disguise and so on. MODIFIERS on INTelligence: GRADE 1: -20 GRADE 2: -10 GRADE 3: 0 GRADE 4: +10 GRADE 5: +20 How to increase one`s GRADE? Answer: Spending time and EP«s! (Harr, Harr!) But serious: Learning a language well is a long and intensive process, therefore the following would suit fine: Native speakers normally start the game with a GRADE 3 in their native tongue. (If the parents speak different languages, the lucky child may have learnt two languages at Grade 3, GM«s decision. Perhaps it is also interesting to roleplay a character with less speaking ability...?) To learn an additional language you certainly need basic training by a teacher or a very good book (with introduction in your own language). In the latter case, remember you need the R/W in your language too! You also need a certain amount of time. I would recommend the rules in the WFRP-Book, page 291, but applied to each Grade of expertise. To learn a new Grade in a language you need 12 months, minus 1 month for every full 10% of INT. (You can do other things in this time, but players should announce that their characters spend their free time learning.) After that time the player makes an INT check for his character. If successful, he can spend 100 EPs to aquire the new Grade. (If you feel nasty, make the process cumulative, eg. Grade 1 - 100 EPs, Grade 2 - 200 EPs, Grade 3 - 300 EPs and so on. But it could hold them back from learning languages.) Otherwise, the character has to repeat the procedure, but can spend the EPs elsewhere. 2. R/W skill for each alphabet that is used. Here more realism can create some more complexity. One should make a difference between different alphabets. The point is, that some languages (e.g.the sub-groups of Old Worlder) use the same alphabet and some can use two or more. Later will follow a more detailed view on some Warhammer languages and alphabets. Basically, there are two ways to handle this: (i) To make gaming easier: Ignore the non-congruence (if i may say so) between alphabets and languages. Assume, that every culture has developed its own alphabet or changed foreign ones completely by adopting it to their own language. I would recommend the following: let the character learn the R/W Skill once, and everytime he/she learns another language, double costs for Grade 1 (200 EPs). Learning Grade 1 includes learning the alphabet after the basics of R/W are learned once. NOTE: If a character learns R/W Skill *after* learning several other languages, it could be strange that he now learns how to R/W them all in an instant. (ii) Let them learn seperate R/W Skills for every alphabet encountered, then use a list of the connections between alphabets and languages to determine what they can read and write, and what they can *understand*. That seems to me the realistic way. Time for learning an alphabet should depend on the number of signs involved. I would suggest 8 months, minus 1 for each full 10% of INT for every 100 signs (min. 1 month). After this time, a check on INT; if successful: spending of 100 EPs and "heureka!". 3. Example: Huithlorn, a well-travelled sea-elf merchant, now living in Marienburg, has the following language related Skills: SPEAK LANGUAGE: Tar-Eltharin 4 SPEAK LANGUAGE: Fan-Eltharin 2 R/W Eltharin Runes SPEAK LANGUAGE: Reikspiel 3 SPEAK LANGUAGE: Breton 2 R/W Latinic Alphabet SPEAK LANGUAGE: Dark Tongue 1 (you see, something is strange with him, but that is another tale...) If he wants to learn Fan-Eltharin better, he has to find a Wood Elf to help him out. After spending some time, EPs and money it may work and give him Grade 3. No problems with normal conversations in Fan-Eltharin anymore! As you might notice, there are some changes in the classification of languages. LANGUAGES AND ALPHABETS 1. Languages and Dialects I would recommend the following: To speak and understand a dialect of a language, you need to learn it. There are lots of differences between Slavic and Estalian, for example! (I think it«s hard to think of them as dialects at all; a dialect could be the way halflings in the Moot or Middenheimers would speak Reiksspiel, but OK, that«s a question of definitions.) In game terms, you need to buy the Speak Language Skill for each dialect and advance in the GRADES of mastering, like learning a true foreign language. But: It has to be taken in account that if you already know one dialect (sub-language) of any given language, learning another is easier. To reflect this in game terms, you cold do two things: (i) After having learned one dialect of a language, the EP-costs and time needed for learning another dialect of the same language are halved (50 EPs and half normal time for each Grade, minimum 1 month). Or: (ii) By learning one dialect with Grade 3 or more, you automatically gain Grade 1 in every other dialect of the same language. For example: knowledge of Breton with Grade 3 would give you Speak Albion 1, Speak Estalian 1, Speak Tilean 1 ... Skills. I would note it down like this: SPEAK Breton 3 SPEAK Other Old Worlder 1 Later the character could for example learn Tilean with Grade 2, spending time and 100 EPs as normal. NOTE: Learning a second dialect with Grade 3 will *not* increase the other dialects« Grades! To Huithlorns Language Skills (in Part 2) we would add: SPEAK Other Old Worlder 1 SPEAK Other Eltharin Language 1 2. WARHAMMER LANGUAGES (not complete! please add!) LANGUAGE: * Almecian (Ancient) * (New World) Alphabet: not known LANGUAGE: * Alomaic * (Alomas, New World; extinct) Alphabet: not known LANGUAGE: * Anatuzian * (Anatuzi, New World; declined) Alphabet: not known LANGUAGE: * Assurian (Ancient) * (Assurian Empire) Alphabet: Cuneiform LANGUAGE: * Atzlanian * (New World) Alphabet: not known LANGUAGE: * Battle Tongue (Secret Language) * Alphabet: Tilean (and special signs) LANGUAGE: * Cathan * (Cathay) Dialects: many Alphabet: Cathan, a very large one... LANGUAGE: * Chevan * (Lustria; declined) Alphabet: not known LANGUAGE: * Chuanoic * (Chuano, Lustria) Alphabet: not known LANGUAGE: * Classical (Secret Language) * Dialects: Guilder, Hellenic (Ancient), Tilean (Ancient) Alphabet: Ancient Hellenic uses the Hellenic alphabet, Guilder and Ancient Tilean the Tilean alphabet (sic!) LANGUAGE: * Dark Tongue * (Chaos) Dialects: Beastman, Khorne, Nurgle, Slaanesh, Tzeentch, other... Alphabet: Dark Signs, other... LANGUAGE: * Demonic Tongue * (Demons and Demonologists) Dialects: Khorne, Nurgle, Slaanesh, Tzeentch, other... Alphabet: Dark Signs LANGUAGE: * Dragon«s Tongue * (Dragons, Wyrms and their like) Dialects: Eastern Dragon«s, Lustrian Dragon«s, Norse Dragon«s, Western Dragon«s (New World), Old World Dragon«s, Southern Dragon«s Tongue Alphabet: The dragon«s way of storing knowledge is a form of permanent mental projection in enchanted items or locations. To human scholars so far unknown. LANGUAGE: * Druidic (Ancient) * (Druids) Alphabet: Druidic Runes LANGUAGE: * Eltharin * (Elves) Dialects: Arcane Elf, Dark Elvish, Fan-Eltharin (Wood Elves), Tar-Eltharin (High and Sea Elves) Alphabet: Eltharin Runes LANGUAGE: * Eraquatian * (New World) Alphabet: not known LANGUAGE: * Grumbarth * (Ogres) Alphabet: No way... LANGUAGE: * Goblin Tongue * (Goblinoids) Dialects: Ghazhakh (Goblins), Harghazhakh (Hobgoblins), Orrakh (Orcs), Snotgob (Snotlings) Alphabet: Orcish Symbols; crude versions of foreign alphabets LANGUAGE: * Hettite (Ancient) * (Het) Alphabet: Cuneiform LANGUAGE: * Holamkian * (Holamkis, New World; vanished) Alphabet: not known LANGUAGE: * Ikadian (Ancient) * (Ikadians, before Naggaroth) Alphabet: not known LANGUAGE: * Indian * (Main language of Ind) Dialects: many, e.g. Vedic (Ancient) Alphabet: Devanagari LANGUAGE: * Keltic (Ancient) * (Keltoi, Druids) Alphabet: none LANGUAGE: * Khazalid * (Dwarfs and Gnomes) Dialects: Arcane Dwarf, Chaos Dwarvish, Ghassaly (Gnomes), High Khazalid ("normal" Dwarfs), Norse Khazalid Alphabet: Dwarven Runes LANGUAGE: * Magick * ("modern" Wizards) Dialects: Battle M, Elemental Tongue, Illusionist M, Necromancy Note: Demonologists use the Demonic Tongue. Alphabet: Magickal Runes LANGUAGE: * Midean (Ancient) * (Midea, Border Princes) Alphabet: Linear Script LANGUAGE: * Malla-room-ba-larin * (Treemen) Alphabet: not known LANGUAGE: * Misipian * (New World) Alphabet: not known LANGUAGE: * Miyan (Ancient) * (New World; declined) Alphabet: Miyan Runes LANGUAGE: * Molgolanian * (Molgolan, New World) Alphabet: not known LANGUAGE: * Nazcian * (Nazcas, Lustria) Alphabet: not known LANGUAGE: * Nipponese * (Nippon) Alphabet: Cathan LANGUAGE: * Nippurian (Ancient) * (ancient Nippur) Alphabet: Cuneiform LANGUAGE: * Nordic * (Norse) Alphabet: Futhark Runes LANGUAGE: * Old Slannish (Ancient) * Alphabet: Slannish Runes LANGUAGE: * Old Worlder * Dialects: Albion, Breton, Dwarven OW, Estalian, Gnomish OW, Guilder (various), Halfling OW, Hellenic, Slavic, Tilean, Reikspiel, Wood Elvish OW Alphabet: Tilean, but Hellenic uses the Hellenic, Slavic the Kyrillic alphabet Note: Some confusion could arise about the Old Worlder dialect of an Bretonian Dwarf. I would restrict the use of ... OW languages to closed and isolated communities, or we get something like: Tilean Dwarvish Old Worlder Dialect. That«s fine, but far from being playable! (Or is it?) LANGUAGE: * Orgvar * (Trolls) Alphabet: not known LANGUAGE: * Pharonic (Ancient) * (Pharaonia = Kemet) Alphabet: Pharonic Hieroglyphs LANGUAGE: * Queekish * (Skaven) Dialects: Lustrian, Old World Alphabet: Skaven Runes LANGUAGE: * Rangers Tongue (Secret Language) * Alphabet: Tilean (and special signs) LANGUAGE: * Semitic * Dialects: Arabic (Arabs), Hebraic (Hebrews) Alphabet: Semitic LANGUAGE: * Ssissyl«k * (Lizardmen and Troglodytes) Dialects: Ssissyl«k (Lizardmen), Ss«kyzz«l«k (Troglodytes) Alphabet: not known LANGUAGE: * Thieves Tongue (Secret Language) * Dialects: many (e.g. Middenheim) Alphabet: Tilean (and special signs) LANGUAGE: * Tialanese * (Far East) Alphabet: Cathan (?) LANGUAGE: * Tulanic * (Tulan, New World; vanished) Alphabet: not known LANGUAGE: * Tumaic (Ancient) * (Tumas, ancient Tilea) Alphabet: not known LANGUAGE: * Ungolian * (Ungol-tribes) Alphabet: Cathan, Kyrillic (adopted) or Ungol Runes Thanks to all who contributed so far, esp. Morten and Keith! Their options are: (1) Morten: The EP cost could for example be augmented by 50 points each time, i.e. 100 for level 1, 150 for level 2, 200 for level 3, etc... due to the ever increasing complexity. (2) Keith: I have noticed..., that language students find that learning additional languages gets easier. I knew a mexican engineer who worked in Lybia and spent each vacation in a different European country. He said it took him years to learn english (his second), only about a year to learn italian, and even shorter amounts for the other 4 or 5 he knew. If this anecdotal evidence has any validity, how about translating it into game terms by doing something like this: Every language after the second the time is lowered quicker. Lower the intelligence needed by 1 pt. For example, Rothnag is trying to learn his 3rd language. It would take him 12 months minus 1 month for every 9 pts (instead of 10) of intelligence. When he tried to learn his fourth he would subtract 1 month for every 8 pts of intelligence. [Note: Perhaps - if it doesnt increase the book-keeping too much - we should use different rules for learning a language (i) in its native country, (ii) from a native speaker in another land, or (iii) just from books or the like. For (i) I would recommend a variant of Keiths« (2), for (ii) the rules given above and for (iii) Mortens way (1). But it«s - as always - up to you!] OK, please send comments and suggestions! Add more Languages! Ben Fabian (fabian@inf.fu-berlin.de)