Yes, this process is involved, but only for the initial character creation; once complete it is fairly simple. This is distinct from the PHB way of handling languages (though languages known by race may be checked for according to the following process).
You are not restricted in any way on the number of languages your character can know, other than your choice, luck with the dice, and setting restrictions, though there should be some logic in the choices (for example, if your character is a dwarf from Marrahoe, knowing Asgarnian is highly unlikely; for a gnome from the Northplains, it is far more likely that there would have been enough exposure to learn Asgarnian). Note that “sign” is available as a “spoken” only language. Having this language will mean that your character can communicate with other characters with the language, subject to adequate light but without having to make sound (ie, trying to sneak around or under magical silence) with the same level of complexity as actual speech instead of being limited to pointing and vague gestures. “Sign” is based on Trozanese (as with the case of ASL in the real world being based on English as used in the US/English-speaking Canada). Without this proficiency, your post should read as a description of the actual gestures without including intended meaning.
Being able to speak a language is different than being literate in that language. Your character gets the native tongue speech (ability level: native), but literacy must be checked for separately.
To check whether your character knows how to speak or is literate in a language, make a save vs INT. If successful, continue with the following chart to determine how well your character can speak or read/write the language.
Once you have determined that you know a language (to speak and/or have literacy in), the next question is "how well?" To determine this, roll a d100 for each language (separate roll for speaking and for literacy) except for speech in your native tongue (appropriate racial tongue for non-humans, Trozanese for humans; half-elves can choose either Trozanese or elven as the native tongue).
You may make the following additions for INT
INT | Bonus |
9 | +15 |
10 | +20 |
11 | +23 |
12 | +25 |
13 | +28 |
14 | +30 |
15 | +33 |
16 | +35 |
17 | +38 |
18 | +40 |
What the d100 results mean
Skill | d100 result | Speech | Literacy |
Perfect | 100+ | Speaks non-native tongue indistinguishably from native speakers | Reads/writes with no difficulties; can comprehend and communicate complex concepts without error |
Excellent | 90-99 | Speaks with nearly imperceptible accent, few difficulties with communicating complex matters | Reads/writes language without difficulty, may make minor errors in the most complex communications |
Acceptable | 60-89 | Speaks with a distinct accent; may have difficulty with complex or abstract subjects and idioms | Reads/writes language reasonably well. May have difficulty with text more difficult than modern standard newspapers |
Basic | 30-59 | Very heavy accent, gaps in vocabulary. Can get across basic concepts and requests. | Reads/writes with difficulty when complexity exceeds Dr Seuss levels, may have to read out loud |
Rudimentary | 1-29 | Knows about a dozen words, and can count to 10. Heavy accent. | Can recognize a few isolated words |
Later, you may choose to try to improve languages by expending a NWP slot for language (spoken may only be improved to "excellent" if less than perfect at character creation) or read/write.
When you have determined all languages, I will be adding the language groups for the ones your character speaks/uses, but not for a language which the character is only literate in but does not speak.
So, for example, let's say we are creating the character “Rath” who has INT 13. Rath is a native of Trozan, so his native language is Trozanese. No roll is required, and his skill level is “Native”. His player wants him to be literate in his native tongue, and also know and read/write the dwarven language and use sign. So he will make 4 separate save vs INT rolls. Let's suppose that he passes all of those checks. He will then roll 4 times a d100+28. His results, for example are: 38,29,78,77
So the final results would look like this:
Language | Speech/Use | Read/Write |
Trozanese | Native | Basic |
Dwarven | Rudimentary | Acceptable |
Sign | Acceptable | NA |
So, while he is literate in his native language, he's just barely so. He can sign his name (as opposed to making a mark), and handle simple lists or written instructions; but anything complicated is beyond him. On the other hand, he has only managed to learn a handful of dwarven words so as to speak them in a way recognizable to anyone, but he can read and write in that language fairly well. And he can use sign language to communicate with other sign language users. Now, if you think “hey that doesn't make sense” and want to swap basic literacy to dwarven and acceptable literacy to Trozanese, that's fine. But it can also be true that a character can read/write a language much better than he can speak it or speak a language with much more skill than read/write in that language.
For a character whose native language is not Trozanese, you may roll for ability, but if your speech is “Rudimentary” or “Basic”, change that to “Acceptable”. Being barely able to communicate is fun for only a very short time before it gets annoying, so characters who are adventuring in Trozan will have learned to communicate well enough for day-to-day purposes (though may take idioms quite literally, not get jokes based on word play, and may have a strong accent), but emphatically do NOT speak in broken, barely comprehensible form.
Languages that may be chosen: Trozanese, Alurian, Keifperi (spoken only), Nilese, Pactish, Xamaran, Asgarnian, elven, dwarven, kuduk, gnomish, sign (“spoken” only), and the languages of any intelligent humanoid race justified by character background. Those who wish a more nature-based character may also select languages of various common animals (dog, cat, chicken, mole, etc.)--none of which have a written component, of course. Nilese is the native tongue of the slithzerikai, Alurian is a dwindling language which retains its prominence in magical studies and also is used in naga-other communications. Pactish is a creole which is common in the lands to the east, generally considered to be an evil language. Asgarnian and Xamaran are the languages of neighboring nations on the northern border and western border, respectively.
Sign Language
Sign language may be used for communication as long as there is sufficient light (a concern for those characters without infravision), and that communication can be as complex as that of any other language. When using sign language, a description of gestures should be included. Characters who do not have sign language can use those gestures to try to understand a general intent of the communication.
Example:
Rath peered through the crack and then turned back to his companions. He held up his hand open, fingers spread, and then drew his fingers together, gesturing a horizontal height near his waist. Then with one finger, he made a slashing gesture across his throat and an impatient wave toward the room.
[Language unknown: Ratallion pr loheer ni oulima. Enutit st nimo ourthatha ta strconure se a nde comtraeen liil netr hofini i unwhon]
Without ability with sign language, a character may attempt to communicate in gestures if quiet is needed or magical silence is stopping other communication, but that would be limited to the scope of communicating broad concepts and should be limited to a description of the gestures made without providing the text of what is meant to be communicated.