Many languages and dialects are to be found in a typical DragonQuest world. The primary
linguistic division is between species; the secondary one is cultural. The prevailing spoken
language is the Common tongue, which is spoken by most sentients. Illiteracy is quite
common, so there is no one universally recognized written language. Generally, while there
may be spoken dialectic differences within a language group, the contemporary writings in that
language will be virtually identical. Records which date from separate eras will, of course,
employ different idioms and connotations of certain words, reflecting the ongoing change in
that language. Each species will have a distinct tongue, as will each national group of humans.
    As he constructs his world, the GM will decide which languages are spoken by beings in the
area in which the player characters will adventure. Most creatures with an IQ greater than 90
(which includes the majority of humanoids) speak the Common tongue, if not as a first
language, then as a second. Common is known as the "trade tongue," and most interracial
and international negotiations are conducted in that language. When a written record is
necessary, each party usually obtains a copy in their own language. Thus, an interpreter will
always be in demand.
Every beginning player character can speak Common. If the character is non-human, they will
also speak their racial language or dialect. A human or shape-changer character can read
and write in Common, a skill other non-human characters must acquire. When characters
encounter a creature who does not (or will not) speak Common, they must either have learned
that creature's native tongue, or assay sign language.
    
The ability to speak a language and the ability to read and write in that language
are separate skills.  If a character's Rank in speaking a language is greater than their
Rank in reading and writing that language, the character expends one-half the
necessary Experience Points to acquire or improve the latter.
The reverse is also true.
The ease with which a character can engage in conversation in a particular language is
indicated by their Rank in it.
Rank        Speaking  Competency
1        Develops a limited vocabulary of the most important words in the language.
2        Understands grammatical construction of language.
3        Capable of halting speech; understands pedestrian conversation.
4        Becomes conversant with current idioms.
5        Concepts peculiar to the language or alien to the character understood.
6        Moderate fluency: can make anything but difficult concepts clear in conversation.
7        Able to make sense of another dialect of the language after a some exposure to it.
8        Native fluency: can pass for same.
9        Commands enhanced vocabulary.
Note: If a character's vocal chords are not designed to reproduce the speech of another race, then the character will
never be able to pass for a native without magical aid.

A character's facility for reading or writing in a language is determined by their rank in that skill.
Rank        Literary  Competency
1        Acquires a basic vocabulary, consisting of the most important words
2        Understand grammatical construction of language.
3        Can describe simple concepts in writing; understands most simple books.
4        Becomes familiar with idioms.
5        Concepts peculiar to the language or alien to the character understood.
6        Moderately fluent writer: retains some awkward phrasings.
7        Able to make sense of another dialect of language after considerable study.
8        Fully fluent writer: comfortable with the language.
9        Commands enhanced vocabulary.
10        Able to understand another dialect of language without much study; writer of
scholarly tracts and able to understand meanings of ancient writings in language.
If a character begins with the ability to speak or read and write in a language, their Rank in that skill is
presumed to be 8.  Thus every character speaks Common at Rank 8.

The following are a list of some typical skills for a campaign world  Red indicates different sub-languages  Common
(Northern, Midlander, Southern, Imperial, Noggians)  Valco  Elven (Wood, Sea, High Grey, Drow) Orcish (Faust, Orc,
Goblin)
  Dwarven  (Dwarven  Duergar)   Frey   Dover  Gnomish       Hobbitton      Nightling   Picker   Wolfen   
Chromithian    Kalrathish       Asherake   Lunar   Quissian   Sendass   Silver   Giant    Darvothen   Avian    Aquarian    
Graven    Elder    Lumin  Aquan      Auran     Celestial    Chaos-Darkling         Demonic         Draconic    Ignan     
Krovan     Sylvan     Terran      Undercommon