I would like to take this opportunity to discuss a few things that readers may
(or may not) have wondered about. The first of these has to do with in-game languages.
Languages
To begin with, like most GMs, I totally ignore the concept of "alignment languages". As far as I'm concerned the concept is a non-starter and I do not allow it in either my social or solo games.
For humans, while I have a number of different languages in my social game, for the purposes of The Laughing Owl there is a "common" language . . . which you may as well think of as English
(I do).
For the Delvers, all PCs will know Common as either their first or second language. If non-human, they will know their "racial" language first, then common second, with any additional languages following. Humans
(of course) will have Common as their "milk tongue". Beyond that, if Clerics they will know their religious tongue next; for other classes, they will be randomly determined.
All PCs will automatically know two languages
(one of which will be Common). They will know additional languages depending upon the "plusses" of their INT and WIS. I am using the basic plus concept
(13-15 = +1, 16-17 = +2, 18 = +3).
While I have more languages available in my social games, for the purpose of my solo games I randomly determine all other languages using the following list:
- Egyptian *
- Greek *
- Latin
- Arabic
- Hindi
- Norse *
- Dwarvish
- Elvish
- Gnoll
- Gnome
- Goblin
- Hobbit
- Hobgoblin
- Ogre
- Orcish
- Pixie
- Saurig
- Swaash
- Taltish
- Drakish -- note that only Mages may learn this, as their last language and at half normal -- otherwise, re-roll
The first six languages are human tongues and all human-formed writings will
(randomly) in one of them. Those marked with red asterisks
(*) are the three "religious" languages
(clerics will know the appropriate one). The rest are racial languages . . . and all members of those races that the players encounter will only speak
(or at least admit to speaking) their own lingo.
A PC's "milk tongue" is known at the level of their INT. Their second language is 1d3+1 levels lower. All subsequent languages are an additional 1d3 lower.
For example, in
Delve 18, Taggert spoke to a passing Dwarf. As it turns out, Taggert has an INT of 13 and WIS of 15
(each of which would give a +1) so he had two extra languages
(giving him four). His first, of course was Common
(he being human) at 13
(his INT), next
(randomly) he speeks Latin at 11, Elvish at 10 and Dwarvish at 7.
I chose a die-size to roll depending upon the complexity of the message to roll against the PCs understanding. For Taggert I rolled a d8 and got an "8", so he almost got it but mangled a few of the words. So the two commenters who thought it might refer to "Beowulf" were correct . . . but Taggert didn't get it
(the Elf did but didn't explain it).
Reinforcements
I had decided that if/when the party reached "half" that additional adventurers would appear for the next "bag of beans" . . . and so it will be. Indeed they are already listed in the "
Cast of Characters"
("Cast of Characters" link can be seen immediately to the top right side of screen).
Yes, I know that I haven't written the post describing it yet but I've been under-the-weather healthwise . . . nothing terrible, just some sort of bug
(sore throat, stuffy head, achy bones, wanting to sleep all the time, etc.) . . . so I've not been as active as I would like.
I hope that you have enjoyed this "look behind the scenes" at some of the gimmicks that I'm using.
-- Jeff