I promise this is the final article from issue #66 of Dragon (October 1982) that I'll talk about! However, since I'd already posted about the others devoted to languages in Dungeons & Dragons, I felt I'd be remiss not to do so for this one as well.
"Old Dwarvish is Still New to Scholars of Language Lore" by Clyde Heaton is short in length and unusual in its approach. The piece purports to be the notes of "that illustrious pursuer of knowledge," Boru O'Bonker concerning the ancient language of Old Dwarvish. The language is no longer spoken regularly by dwarves, but exists as their ceremonial and traditional language. It survives mostly in poetry and religious rites and occasionally in old expressions and colloquialisms. The framing device of the article suggests that knowledge of the language is kept from outsiders, which is why O'Bonker is now on the run from "very short, heavily armed gentlemen" who had "a professional interest in him."
What then follows is a brief discussion of the phonology, grammar, and vocabulary of Old Dwarvish. When I say "brief," I'm not kidding. For example, here's the entirety of the vocabulary presented with the article.
The grammar presented is similarly limited, presenting only the basic structure of Old Dwarvish sentences and the structural relationships between nouns, adjectives, and verbs. Within the context of the framing device, this is because O'Bonker is focused on unraveling the mystery of this ancient tongue. He doesn't yet have all the pieces, so his notes are, therefore, incomplete. That's a clever explanation, but one is then left with a question: Why? What's the purpose of this article, if not to provide the reader with a reasonably complete Old Dwarvish language to use in his adventures and campaign?
I have long suspected that the purpose of this article was, in fact, to show how little of a language a referee needed to create in order to make use of it in an adventure as a puzzle to be solved. In my youth, it was not at all uncommon for an important clue or piece of information in a dungeon to be hidden through the use of a cypher or an alphabet the referee made up. The players had to figure out a way to understand it and doing so was vital to moving forward. Most often, these cyphers used substitution or a similarly obvious method of hiding its information. More industrious referees would employ more elaborate methods. That's what I think Heaton is doing here, but I really can't say for certain.
Regardless of the author's actual intention, I was inspired by it to create my own partial languages for use in my Emaindor setting. I created fragments of Elvish (two varieties), Almerian (a Latin analog), Emânic, Tulikese, and more. I was no linguist, just a kid with an interest in foreign languages and a lot of time on his hands. So, I did my best to try to choose distinct sounds for each language and then a basic structure for sentences and enough vocabulary to name places and characters, as well as to, occasionally, make use of little phrases for color. I still have most of them in a binder my mother gave to me years ago, just before she sold my childhood home. They're nothing special but they were among my earliest attempts to create a coherent, "realistic" fantasy setting, so I retain an affection for them, which is why this article, despite its limitations, is one I look back on with similar affection.
I really like these language posts, and think the only need for apologies is over there scarcity!
ReplyDeleteAgreed strongly about 'naming languages' being all that's actually needed for RPG purposes. Yet it's a target that so rarely is hit. There's overshoot (too-enthusiastic production of material that swamps the gaming with cruft that's not relevant, but also doesn't measure up in conlang terms), or undershoot (failure to create a namelang that achieves verisimilitude/atmosphere, and/or failure to implement it in the setting). I think the median is best: Goldilocks Gaming Glossopoeia.
I can't believe I misspelled "their" :( My jokes about early onset dementia were never funny and are getting less so.
DeleteI wonder about the (real-world) author's sources were. Kim Eastland used the nonsense names of the monsters in Gamma World to create his root words for his Gamman article. Were the sources of this from other D&D material that had been published?
ReplyDeleteOn a related note, as an adult who reflected on his teenage D&D games, I realized how much we under valued and neglected language as an element in our games way back when. For example, we never used the spell Comprehend Languages which, based on my real life experience, would be incredibly useful. That and a few simple setting details like, "They write from right to left and begin every sentence with the verb," would add some real veracity to the game.
ReplyDelete