D&D has always had an odd approach to languages. While J. R. R. Tolkien can probably be blamed for the normalizing of racial languages in the fantasy setting, D&D never limited itself to that approach – taken as a whole, the classic D&D approach to language was…
…it was weird.
There were specifically nations, separate cultures with separate histories… but no languages associated with those – instead we had:
Racial Languages: Elf, Dwarf, Orcish, etc
Profession Languages: Druidic
Sub Languages: Thieves Cant was a form of coded language that required speaking a base language
Alignment Languages: Yeah, you could speak Lawful Good. The premise was that alignments were real cosmic forces, their were cults built around them, and hence their were cults who had their own languages to communicate in secret (which every adventurer knows one and only one).
Default language: Common, Trade Tongue… like there’s just a language made to be lingua franca, the Esperanto of these fantasy worlds… only it actually is wide spread.
I’m not going to touch on the Sub Languages or Alignment Tongues, but I did want to address what I consider the weirdest parts: Common tongue and racial tongues.
Between universal languages and cross compatible currencies – the distinctions between nations were usually alignment, and aesthetic. That kind of functioned for simply dungeon crawls, but didn’t lend itself well to world building or lore creation – because these don’t hold up to how language works in any shape or form – I mean, when was the last time you spoke “Human”?
These days there’s an effort to mix in cultural languages etc, but it always seems to fall back on depending on Common… the weirdest language. This is a real shame since it essentially locks the value of languages behind specialist scenarios, and eliminates opportunities like needing translators, confusion or ambiguity in translations, culture shock in language, etc.
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