The Issues of Goblin Language
I’ve read through all the old articles explaining
different people’s perspectives about languages in D&D. The bits about Gary
Gygax reading some sword-and-sorcery series where one of the characters was
able to speak a “thieves-cant”, which could be interjected into other
languages, or which could be ”spoken” in such a way that only thieves could
understand it. I’ve read numerous debates about “alignment languages”, and how
they might supposedly work in real life (none of them sounded very convincing
to me). Perhaps the best response I’ve heard to this argument is that different
people might speak different dialects with inflections representing their religious
beliefs. I understand the notion of cultural languages, and racial languages,
but then we also get the fantasy staple of a “common tongue”.
I’ve been thinking about whether to put languages into
the Goblin Labyrinth game. I can see reasons why the concept of languages
should be put in, and reasons why it shouldn’t. I’m certainly not adding the
notion of alignment languages, because the goblin game doesn’t have alignments
to start with…and I’m not planning to add them at any time in the future.
One of the best reasons to put language variety in.
There are billions of goblins with short lifespans, and most
don’t have the time to learn how to read. History is generally an oral
tradition, or shared orally by those few scholars who are able to read the old
texts. With this in mind, language is incredibly fluid it will evolve based on
te needs of the communities where it is spoken and different communities will
have different needs. A mining community will develop more words relating to
ore, underground environments and mining equipment; while a fishing community
will develop more words for types of fish, weather patterns and fishing gear.
It’s just a fact of life…if you need to be more descriptive in one area, then
you can probably afford to be less descriptive on other areas…the metaphors of
the mining community probably won’t make a lot of sense to the fishing
community, and as these metaphors become more a part of the language, the two
become different dialects and eventually drift into separate languages. This
occurs at the timescales of human life (roughly 20 years per generation),
imagine how much more rapidly it would occur at the timescale of goblin life (roughly
two months per generation).
There could theoretically be millions of languages, each
spoken on average by a few thousand people.
A specific story might be told within a specific
community where a single language is dominant, but there could easily be dozens
of other languages present in the community, and more if the community is a hub
of trade.
One of the best reasons not to put it in.
I’ve already established that the goblins have a communal
memory. They rapidly mature in the first few weeks of life drawing knowledge
from a hive mind as they reach adulthood. If this hive mind is universal, then
a single language would be shared.
A quick look at a movie such as Labyrinth (which is where
the goblins draw most of their inspiration), there are numerous species of
creatures and they all speak a common tongue. They speak with different accents
and dialects; some may only speak in simple terms while others are quite
elaborate, but they all speak the same language ad can be basically understood
by one another.
I’m tending at the moment toward a universal “Imperial Tongue”
spoken by virtually all goblins at a basic level. Beyond this we have cultural tongues
spoken only by those who belong to the said cultures, and those who have
regular dealings with them. Languages exist at three levels; you don’t know it
at all, you can speak basic words and understand basic concepts, or you can speak
it fluently.
Since everyone speaks the standard “Imperial Tongue” this
would work fairly simply in play. If two characters are from the same culture,
their players may talk normally to one another, if two characters are from
different cultures they may speak to each other in simple phrases of no more
than 3 words (or two words and gestures). It adds a bit of chaos and confusion
into the game…very goblinesque.
This isn't too far of a deviation from the rest of the system, where all abilities are divided into basic and advanced versions. It's also good because traders and diplomats now become more important in the
setting because they can talk fluently with a wider variety of people. It hopefully pulls the focus of the game away from simple gathering and combat.
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