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Grumpy, yet verbose.
Showing posts with label languages. Show all posts
Showing posts with label languages. Show all posts

Tuesday, August 14, 2018

RMA: Blink Dogs


I always think of these as an AD&D creature. Partially because of the quirky 1e monster manual Tom Wham illustration, but mostly because that's what we were playing when I first encountered the creature. They are however, also in the BX rules as well as their nemeses, the displacer beasts.

What is up with that tail?

I think these are an unusual encounter because of their lawful alignment (not generally hostile) and running the mechanics of their short-range teleport ability can be complicated.

Blink Dog (from Cook)
AC: 5
HD: 4*
Move: 120' (40')
Att: 1 bite
Damage: 1d6
No. App.: 1d6 (1d6)
Save: F4
TT: C
AL: L

One thing that jumps out at me from the stats is that these are pretty tough dogs. They're roughly on par with a dire wolf (B44) in terms of raw fighting ability (a bit less damage on the bite). Despite that, they are skittish (low morale). This probably stems from their lawful alignment and the fact that they are "highly intelligent." It's worth noting that  the 1st edition Monster Manual lists them as of "average" INT (human level) and possessing a "fairly complex language consisting of barks, yaps, whines, and growls." (MM10) Whether a DM wants to bring that to his or her BX game is another question, but I personally like the idea of a PC learning the language and having to bark and growl to make themselves understood.

The intelligence level means 1) the dogs can be clever in their tactics, and 2) they may choose to not fight (eg low morale). If you allow for the idea that blink dogs have a language, it's also possible that they could know "PC" languages like Common, Elvish, Lawful, etc. which means parley is possible with good reaction rolls.

Moving on to the blink part of blink dog, these canines can "bamf" in and out during a fight. They do so without error and at random distances (1d4 x 10 feet).

Couldn't write this one without a shout-out to Kurt!

Blinking has two main effects during an encounter. 1) if they have the initiative, the dogs can attack someone and then blink away without allowing for a melee counter attack. 2) the constant shifting of position makes fighting or targeting them very difficult. They also can just "blink out" when/if they decide to flee a fight. They have OK treasure in their lairs, but given that they can teleport away, you might have a hard time tracking them there if randomly encountered.

The exception to their skittishness are displacer beasts. They "always attack" them and they are considered natural enemies. This is less a consideration for typical encounters and more of a delightful bit of flavor that could be mined for plot hooks. I like to imagine that the two creatures' were both initially from some other plane and arrived in the world via some sort of accident or freak occurrence. Both exist partially out of phase with the material world, but it manifests differently for each. Maybe they had some sort of Autobot/Decepticon thing going on. Displacer beasts are semi-intelligent, and they "hate and fear" blink dogs. So the antipathy could be baed upon something more than just competing for space in an ecosystem. Food for thought anyway.



More than meets the eye!

Thursday, April 27, 2017

A funny little thought

I was perusing some old blog posts and stumbled across this old RSA about the Read Languages spell. It got me thinking about the "Common Tongue" conceit in D&D. Other games have their versions as well; Runequest's "Tradetalk" springs to mind. In the post I mention that the spell doesn't seem to see a lot of use in-game and being a stickler GM about languages can be potentially annoying/un-fun for the players.

So here's an idea: the Common Tongue is just that; a tongue. i.e. a spoken language. That means there IS no written form. It's a pidgin of various words and grammars into an almost slang. Sure you can chat up the shopkeeper in Common, but odds are the sign on his door is in his native language.



This can open up more reasons that learning a language can matter as well as knowing the Read Languages spell. It's not TOO punitive, because it doesn't preclude all communication. It just makes knowledge a tad more useful. Which can be really handy in old-school games where that 16 INT magic-user knows five languages, but is tapped out on spells for the day.

Tuesday, April 10, 2012

Kelvernia: Sulat

Okay, I've been boring everyone with these setting nation blurbs long enough. This is the last one. I saved Sulat until the end because I felt it was the most interesting (or at least crucial) to the setting's history, as well as being a potentially rich source of adventure hooks.



Sulat was once the seat of the Sulati Empire, which ruled nearly all of Kelvernia. From what is now Lossara to the edges of Glaw, all peoples were under the thumb of the serpent empire. The sulati ruled the seas in their bronze war galleys and conquered wherever they went. The subject nations tithed food, wealth, and slaves to their masters, and sorcerer-priests sacrificed prisoners to their dark god Baal. The demihuman races were hunted to near extinction, and fled from human lands.



Such was the way of the world for over twenty generations, until nearly all the conquering forces were suddenly withdrawn from the vassal states, ordered to return immediately to Sulat. The native peoples seized their chance and rose up against the reduced garrisons, defeating their oppressors. When the newly freed men of Kelvernia mustered enough forces, they sailed on Yarlat, the imperial capital.

What they found was desolation. Nearly half the city was leveled and corpses choked the streets. Signs pointed to some massive battle, but only Sulati dead were found. Later, the invaders discovered that some of the Sulati had fled into the jungles, but attempting to track them all down was a useless endeavor. The power of the empire had been broken.

Today, Sulat is a shell of its former self. Its people are dark and thin. In place of their former arrogance is now a low cunning. Some trade still occurs at Yarlat, as the jungles yield rare plants and woods, but the city is still mostly ruins, with ramshackle structures littered around the harbor.

The changed are common here, moreso than in most parts of Kelvernia. Some folk believe this is related to the empire's demise, but the demon star appeared hundreds of years after Sulat fell. Metalmen are conspicuously absent, however.

The dread worship of Baal, once the state religion of Sulat, is now outlawed everywhere. The "new" sulati claim to follow the Five, but rumors persist of hidden jungle temples that still practice human sacrifice.



The language of Old Sulat was never the lingua franca of Kelvernia. Rather, it was the tongue of kings and priests. Much magical lore and ancient history is written in its script. Today's Common Tongue –or "New Imperial"– is a descendant of the "Low Sulat"tongue and a pidgin of various indigenous languages.


OK! That sums up the basics of the geography. The (initial) info I would give the players would be much shorter. Probably just a line or two. Next up I think I need to make a few more rules decisions and then move on to working up some actual campaign/adventure hooks. 

Thursday, April 5, 2012

Languages in Kelvernia


I've been going back and forth about how to use languages in Kelvernia. One thing I mislike in games (and never use) is the idea of alignment languages. What I do like is the idea that not all humans speak some "Common Tongue" fluently, or that this lingua franca is as detailed as a normal, "native" language. I also like the idea of using languages as a challenge and to add flavor to the game. 

What I don't want to do is make it so players are either: 
  1. stuck with all playing characters from the same background or nation, or 
  2. unable to communicate with one another in-game
Neither of those sound like they would be much fun over the long haul. 


So here's what I'm thinking of using, house rules-wise.

  • All PCs speak their native language AND the Common Tongue.
  • As per the LL rules, characters with an INT of 9+ are assumed to be literate.
  • "Common" is a pidgin/trade speech which can convey most straightforward ideas and concepts, but is not a great choice for composing epic poetry or making flowery speeches.
  • Many NPCs will not know Common.
  • Demi-humans gain no automatic bonus languages. (i.e. Kobold for dwarfs, etc.)
  • As per rules, High INT gets additional starting languages.
  • It is possible for anyone to learn additional languages after start of play, but it takes weeks of study, practice with a fluent speaker, and/or immersion in the language's culture.
  • Once per week, the character trying to learn a new language attempts an INT check, three total successes means the character has gained basic fluency. 
  • A character cannot learn more languages than a total of half their INT score (rounded up).

In Kelvernia, the people of Cramond, Tyros, Jerimet, and Sulat all speak "New Imperial", a modern form of the old Sulati language. The other nations each have their own languages. Elves and dwarves have the own racial languages. There are also dead languages in Kelvernia also possible to learn.

Since all PCs know the Common tongue, no one is required to go out of their way to learn more languages. It might make some challenges easier if you have someone in the party who can speak Glaw, but no one is pigeonholing a character into it.

("Let's see... How would one decline 'Guisarme' in Ogre?")

Saturday, February 18, 2012