Roleplaying a Linguist
Why Play a Linguist?
What is the point? Does it make sense to pick a secondary class that
grants only a few additional starting languages -- languages that one can
pick up in game through everyday play anyway?
On the surface it may appear that the Linguist secondary class is limited.
You speak the three most common languages in Zalanthas: Sirihish (the
human common tongue), Mirukkim (the dwarven common tongue) and Allundean
(the elvish common tongue). However, most business in populated centers is
conducted in Sirihish, everyone can learn languages over a period of time,
and other secondary classes offer more apparently "useful" skills right
from the start.
There is a point, however. This guild shines when you focus on the
roleplay of a character who is culturally adventurous, well-traveled, has
a scholarly mindset, or simply has a facility for languages that helps him
or her gather information.
Key Concepts
Zalanthas culture is all about groups - isolated tribes of elves, humans,
gith, halflings, Northern society, Southern society, secret groups, shady
groups, courtiers, merchant houses and plenty more. Many of these groups
have different languages that are their "mother tongue," some have secret
coded languages, some of them write these down - but each has an
individual culture, a set of mores and norms that make each group distinct
from the other.
Understanding how and why these groups differ and, more importantly, how
to integrate oneself into the culture is the forte of the experienced
Linguist. In a world where scarce resources and harsh existence has
encouraged xenophobia to flourish as a survival mechanism, it is the rare
individual that can understand another culture and act as a bridge which
may facilitate communication. Knowing the Allundean word for kank-honey
may be useful, but knowing that while eating dinner with the Sand Digger
tribe, you only use three fingers of your left hand may help you avoid
making a disastrous social faux pas and may show the hosts that you
respect (or seemingly so) their traditions and beliefs.
Keeping this in mind, one can see that being a Linguist isn't just about
the languages, though by every measure knowing three languages perfectly
at the start of the game is an excellent advantage in mixed company. It's
really about understanding cultures and being above, or pretending to be,
the racist attitudes that act as survival mechanisms in Zalanthas.
Common Roles for Linguist Characters
There are plenty of roles available for Linguists. Here are a few to give
you an idea of the variety of possibilities.
- Spy: Knowing a few languages well is an excellent way to pick
up information, especially if no one else knows them. You see those
dwarves over there talking in Mirukkim? If you understood them, you
might know they're planning a big raid on your employer's warehouse. Or
what about that group of elves over there sizing up that wealthy noble?
I bet he'll pay a few coins to know about their intentions.
- Merchant:Selling weapons to a bunch of underprivileged nomads
might seem like a cake-walk, but what if you can't speak a word of their
language? Too bad you didn't spend many a late night learning, eh? If
you had, you might also know they only use spears and staves because of
a religious belief or cultural tradition. You might also know that
traditionally they exchange gifts first before any negotiation -
typically glass. Now, who's going to earn their respect, the merchant
who can speak their language and is familiar with their culture, or the
one who's only guessing and using grunts and gestures?
- Scholar/Historian: What is a person except an accumulation of
their knowledge? Years spent in study, tracing the roots of language,
the types of cultures, the arts and sciences - these all mingle together
helping a scholar figure out the big picture and what it's all about.
Obviously a thinker is going to spend time learning about the world
around him or her and thus the groups of people that inhabit it. Picture
the dusty philosopher poring over rare and dusty (not to mention
illegal) parchments written in some long-dead hand in a language never
spoken. It is this fellow that will unlock the secrets of the past,
putting the weight of their understanding into figuring out how this
dead language is put together and how the concepts in these documents
relate to the present day.
- Seasoned Professional: What merchant or noble house wouldn't
hire someone with expertise in diverse cultures when sending highly-trained
and expensive troops out into the unknown? Will there be enough food
and water? What dangerous critters that frequent the area? The seasoned
professional will have contacts in the area, have collected tribal
lore or, at the very least, will be able to quickly establish communications
with groups in the area, trading for information and assistance.
- Nomadic Representative: Nomads travel a lot and they end up
meeting many different people. Surely a few have found it profitable to
learn the ways of other tribes, picking up tidbits of knowledge, or
whole cultural histories. Maybe he or she has spent his time forging
trade agreements between elf and human tribes (no easy task) or maybe
they visit city dwellers often enough that their skills with language
and culture help the tribe sort out the bizarre maze of behaviors
demonstrated by the people of Allanak and Tuluk. In either case, the
simple beliefs of the kank herder or suspicious shaman aren't going to
help the tribe. It's up to someone who can navigate the complex weave of
culture differences.
- Envoy/Agent: The real power in the known world, if you ask
any city dweller, is held by the noble and merchant houses. They can
make a person rich and have access to the finest that Zalanthas has to
offer. Their power stretches over all the land and thus they have great
need for people who can speak a variety of languages, are quick to pick
up new ones and can tread carefully on other culture's values and
beliefs all while making diplomatic inroads. The successful envoy will
see the value of the other culture to their own and use his or her
knowledge of other cultures to further a mission where a less thoughtful
would fail to grasp the advantage.
Twelve Tips for Playing a Linguist
- Figure out how your character learned these languages so well. Was
he formally schooled? Did she live with each group for a time? Include
this information in your background and determine your character's
feelings for each group.
- Read the docs for each group whose language your character knows.
Does s/he speak Allundean? If so, s/he probably has a pretty good grasp
of elvish culture relative to their background. Same with dwarves or
the various human and humanoid tribes.
- Read the docs about every language available so you can understand,
OOCly, how the languages relate and how they evolved to where they
are today. Allow your character to make use of accessible information.
If s/he is a formally trained linguist, perhaps s/he's learned that one
language branched from some other language and can draw conclusions
about groups and people and things that cultures leave behind: documents,
ruins, or little etchings on bits of stone found in the desert.
- Speak appropriately to the language. It's not likely a tribe of
primitive nomadic elves are going to understand the concept of Templars,
cities, and nobility right off the bat. Try to use words that a native
speaker would use, if the character is a human city dweller employed
by an noble, perhaps s/he refers to their own tribe, their own chief and
in between extols the culture and beliefs of the listener as superior,
giving examples.
- If your character is fluent in dwarvish and knows a bit about the
character and nature of dwarves, perhaps when s/he approaches them s/he'll
use their language to put them at ease, and refer to things like a
dwarf would. When in Rome.
- Make mistakes and show a lack of knowledge. Even the most trained
and socially aware character is going to have gaps in their knowledge,
especially those formally schooled on documents rich with cultural
bias.
- Learn from your encounters and become more facile with the culture.
This is a greater measure of your success as a linguist than speaking
the language. If, while wearing your hooded cloak you can fit in with
a group of elves, gith, or dwarves, you've met the goal.
- Remember that the linguist is a warrior with words and, like a soldier,
strikes where the enemy is weak. Almost everyone appreciates those
who are like themselves. Use this to your character's advantage and
you'll be able to sell sand to desert elves.
- The history of Zalanthas is rich and broad. There is a lot to know.
Playing a linguist is a chance to explore, in detail, what makes up
the world. Play with the same sense of curiosity and intelligence
that got your character to learn three languages perfectly just out
of the starting gate.
- I'll restate - read all the language docs and pay attention to the
world around you. The life of a linguist is the life of someone who
takes time to understand what people are saying and more importantly,
why they are saying it.
- In real life we use bits of other languages all the time - things
that a few words in another language express more fully than a paragraph
in our native tongue - sub rosa, faux pas - I'm sure you can think
of a few yourself. Your character, too, can find an Allundean description
of the weather more appropriate than something in Sirihish and quickly
switch to that language to make the statement.
- Consider using aliases to allow you to quickly switch from one language
to the next - speaking to one person in Sirihish and then another
in Mirukkim, for example.
Good luck!
Submitted by Witchman
© 2003 Armageddon MUD. All rights reserved.
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