In my last post on languages in AD&D, I teased that alignment languages were a topic worthy of their own post. Was I right? Let's find out.
It's fitting, for context, to start with original D&D to understand the intended function of alignment languages:
Here we see that alignment languages are treated much the same as other languages in terms of their function as a tool of communication, except that creatures who do not speak a particular alignment language will nonetheless "recognize a hostile one and attack". This I take to mean that if you speak Law to a creature aligned with Chaos, the creature will not understand you, but will recognize the language and recognize you as an enemy. If you instead speak Neutrality to the same creature, it will neither understand nor attack (and may not even recognize the language at all).Now let's switch over to AD&D (specifically the PHB, in the section on CHARACTER LANGUAGES), where, in keeping with that edition's extremely thorough list of languages (and many other things), the number of alignment languages has exploded to nine:
There are two things to come back to here - the parenthetical about The Assassin and the fact that a character who changes alignment no longer knows the language of their previous alignment. For now, we'll leave these be.Continuing on in that same section of the PHB, we have one of the more interesting tidbits:
"Open alignment speech will be frowned upon as a serious breach of social etiquette." Huh. That's kind of similar to the OD&D thing where a creature attacks if you speak a "hostile" alignment language in its presence, except here that specific rule of thumb is made a lot more general. Any open alignment speech, regardless of the audience, is a breach of social etiquette. Why is that?Later in the PHB, in the section on THE ADVENTURE, the use of alignment languages is described as "socially repulsive":
Furthermore, "questions about rank, profession, god and alignment are perilous". In my post on henchmen, I mentioned that, during the recruitment process, "direct questions about alignment and religion are usually taken poorly" or "amiss". Interesting.First, let's try to grasp what alignment languages actually are. Here we will move on to the AD&D DMG:
There's a lot here, but the most important part - the actual definition of alignment language in AD&D - is highlighted, namely that they are sets of "signs, signals, gestures, and words which intelligent creatures use to inform other intelligent creatures of the same alignment of their fellowship and common ethos". Well, that makes sense.But...speaking alignment language openly is "socially repulsive" and "a serious breach of social etiquette." This same paragraph says that "alignment languages are NEVER flaunted in public" and "are not used as salutations or interrogatives if the speaker is uncertain of the alignment of those addressed." How then, if it is so taboo to speak openly, is alignment language meant to be used to inform others of "fellowship and common ethos"?
It is worth noting that Gygax compares alignment language to Thieves' Cant (more on that later), Latin (as used by the Catholic Church), and the languages of secret organizations and societies. These example languages include "recognition signs" and "recognition phrases" and are used "as a common recognition and communication base". Basically, you use alignment language to identify people who are of the same faction as you. So why is the use of alignment language so taboo unless you're already certain of the recipient's alignment?
Gygax goes on to clarify that "alignment languages are of limited vocabulary and deal with the ethos of the alignment in general, so lengthy discussion of varying subjects cannot be conducted in such tongues". The next paragraph expands on this:
Again, alignment language is identified as a means to recognize like-aligned creatures. Again, Gygax says that the language is used "to discuss the precepts of the alignment in detail" and that all other communications in the language will be rudimentary at best. You can discuss the ethos of Lawful Good with a dwarf, but you can't use the language to plan a counteroffensive against the orcs.Here too Thieves' Cant (and Druidic) come up. It's interesting that these are lumped in with alignment languages. This is because they are "specialty tongues" which, like alignment languages, are used exclusively to discuss those topics which are within their sphere of interest - crime and nature-y stuff, respectively. Presumably, like alignment language, it is considered rude to speak them openly, but they can be used to recognize members of their respective factions. Also presumably, if a druid converts to some non-Neutral deity or a thief forsakes skullduggery, they would likewise somehow suddenly lose the ability to communicate in those tongues.
The next paragraph describes the consequences of open alignment speak more thoroughly:
As in OD&D, a creature which is hostile to the alignment which is spoken will recognize the speaker as an enemy (although, unlike in OD&D, they will not necessarily immediately attack). However, even creatures of the same alignment will refuse to associate with the speaker out of embarrassment, because speaking the language openly is "unmannerly, rude, boorish, and stupid."The final paragraph in the section clarifies the situation in which alignment language is to be used:
The discussion about which creatures can actually speak their corresponding alignment language is not particularly germane to this post. Suffice it to say that a creature of a given alignment can only speak its alignment language if its Monster Manual entry explicitly says that it can. Thus, just as blink dogs do not speak Lawful Good, neither do animals speak Neutral, nor do undead speak Chaotic Evil.What picture is being painted by all this information? Alignment language is a set of signs, signals, gestures, and words which allow creatures of the same alignment to discuss the concepts pertaining to that alignment and little else. It is used as a tool of recognition, but never publicly, and only after communication has been established between the two parties.
One does not simply walk into a tavern and ask in the language of demons, "Anyone else Chaotic Evil?" Rather, you scope out the place first, recognize the Evil High Priest in the dark corner bearing the subtle indicators of a follower of Orcus, pull up a chair and introduce yourself, and, when you're absolutely certain that no one else can overhear, offer them a Sign of some sort. You might discuss the latest schism in the faith presented by the anti-pope's recent declaration, but you wouldn't use that language to negotiate the cost of a raise dead spell or to recruit the priest as a henchman.
Think of alignment language as ideological jargon. If you're well-versed in Marxist political philosophy (Lawful Good), you can probably carry out a conversation with someone similarly educated at a party, but a third person who is not fluent may have a hard time following along. Even that same well-versed person might be put off if you launch right into theory without introducing yourself first. If you start loudly talking about it to anyone and everyone who will listen, you will put people off. Someone who otherwise agrees with your ideology may nonetheless be hesitant to associate with you out of embarrassment. If you do it at Thanksgiving with your conservative family, they will probably become hostile towards you.
But it's not exactly a 1:1 comparison, because you can only speak an alignment language if you are of that alignment. You can't speak it by merely being familiar with its ideas, and you lose the ability to speak it if your alignment changes. But in real life, a fascist can learn Marxist buzzwords, and a Marxist can become a fascist and still speak the language of Marx.
Or can they? Speaking alignment language is basically a means of determining if someone is truly of a given alignment. It's a test. The fascist might be fluent in Marxism, but if you have a long enough conversation with them, you'll probably figure out that they don't really believe it, or perhaps don't understand it. They don't embody it. They're not a true Marxist. They're a fascist.
Perhaps you are Lawful Good, trying to pass yourself off as a follower of Orcus to learn what the Evil High Priest is up to. Since you're both Chaotic Evil, the priest switches to speaking in that tongue. He's not speaking an unintelligible Black Speech - he's talking (maybe in what we would call the common tongue) in a ideological jargony way about eating babies and having sex with zombies (or whatever it is they do). You're familiar with the ideas of Chaos and Evil so you're like "Yeah, haha, I love doing that stuff too", but you can't really hang in the conversation for long. The priest will know you're not what you're pretending to be. He's testing you to see if you know the Signs.
In that sense, alignment language makes a lot of sense to me. It's off-putting to most people, but when employed with tact, it can be used to identify your true allies and reveal hidden enemies. This is maybe best represented when we dig into the assassin (I said we would get back to it), specifically the assassin's ability to learn alignment languages other than their own:
High level assassins are the only ones capable of speaking the language of an alignment to which they don't belong (including Druidic and Thieves' Cant, which are again lumped in with alignment languages), and thus the only ones able to pass themselves off as belonging to an alignment other than their own when tested in this way. Since assassins are the masters of disguise and subterfuge, this makes a lot of sense. They're kind of like the COINTELPRO/CHAOS agents of AD&D - the rats who will infiltrate your movement, give your plans away to your enemies, and kill your ideological paragons. And just like those agents in real life, their alignment can only be Evil.
How you feel about alignment language will of course be dependent on how you feel about alignment. It is a famously difficult concept to grasp. Is alignment a cosmic faction of which your character is a part? Is it a set of ideological guiding principles which influence their behavior? Is it their religious beliefs? Is it simply the distillation of who they are? Is it what they do? Is it their position on a graph?
It's kind of all those things! From the DMG:
Here alignment is described broadly as an "ethos of thinking". It does not "dictate religious persuasion", but "religious beliefs will dictate alignment". For NPCs, alignment determines behavior, but for PCs, behavior determines alignment. Alignment not only defines/is defined by behavior and religious beliefs, but also groups creatures basically into factions which are (usually) friendly, unfriendly, or neutral based on their alignments' relation to one another, similar to OD&D, where alignment is simply a "stance" the character takes:All of this, of course, you're somehow supposed to graph:
I'm not graphing shit, Gary!Fortunately, despite providing definitions and examples for each of the nine alignments, Gygax gives us permission (not that we need it) to decide for ourselves what exactly is Lawful, Chaotic, Good, or Evil:So yes, you can simply ignore that one forum post where Gygax says it's Lawful Good to kill orc babies or whatever. Or not. It's your game.Even after you're done grappling with alignment, you may still struggle with alignment language. Why does the Lawful Good paladin who kills an orc baby and becomes a Lawful Neutral or Lawful Evil fighter suddenly lose the ability to speak of the Lawful Good ethos with his former contemporaries? Can the truly Lawful Good somehow recognize that the fallen paladin no longer truly believes that killing children is wrong? This is exactly what AD&D suggests.
And why is the Lawful Good paladin unable to converse in the tongue of Lawful Neutral or Neutral Good? Can the paladin not at least discuss the precepts of Law and Good, if not those of Neutrality? If we view alignment language as less a full language and more a set of codes for recognizing what someone actually embodies - which is again what Gygax suggests - then I would argue that the Lawful Good paladin can converse with a Lawful Neutral or Neutral Good creature in the language of those beliefs which they have in common. The two would simply come to recognize that they do not fully agree with one another and thus are not of the same alignment (although not necessarily enemies).
To simplify this, and because I don't like the nine alignment languages, I would reduce the number to five - Law, Chaos, Good, Evil, and Neutrality. Most creatures can converse in two of these languages, True Neutral creatures being the exception (not sure how I feel about this - should there be an Order-Neutral language and a Moral-Neutral language?). Lawful Good creatures can converse with Lawful Evil creatures about the ideology of Law, or with Chaotic Good creatures about Goodness.
I see no reason why a character shouldn't also be able to speak in the language of a former alignment. The Lawful Neutral fighter who was once a paladin still knows the language of Good, but actual Lawful Good creatures would recognize him as not being truly Lawful Good. If you conceive of alignment language as something bestowed upon the character by some higher power - which is kinda sorta what AD&D suggests - then this probably seems wrong, but it preserves the originally intended gameplay function of alignment language while reducing cognitive dissonance in the fiction.
If there's a serious drawback to the use of alignment language, it's that deception is much more difficult. You might be able to convince the Evil High Priest that you too are Chaotic Evil, but if he is wise enough to test you to see if you know the correct phrases (and he is a high level cleric, so he is likely wise), you have no hope of tricking him (unless you're an assassin, in which case you are Evil by necessity, if not Chaotic, although this is treating the example too literally). This reduces player agency, as subterfuge is suddenly off the table.
Then again, detect evil/good and know alignment are spells in AD&D, and they are available at low levels, so this kind of deception is tricky anyway (the availability of those spells also makes this use of alignment language somewhat redundant, but then again not every creature is a spellcasting cleric). I would err on the side of allowing characters to bluff proficiency in alignment languages, rather than treating them as a totally binary detection system.
Just as I allow characters to more or less "get by" in languages with which they're not proficient, I imagine a Good character would have some familiarity with the beliefs of Evil and might know some of the correct phrases. This would work well with a skill-based system (to determine how well the character passes as the desired alignment), or in an old school system you could adjudicate it using reaction rolls.
Another option is to forego alignment language entirely as presented in AD&D - that is, as a language an intelligent creature automatically knows by nature of their alignment. Instead, the languages of Law, Chaos, Good, Evil, and Neutrality are simply additional languages characters can learn. Gandalf is not Evil, but he knows the language of Mordor all the same. This is similar to how modern editions of D&D handle it. There are no languages named Law or Chaos, Good or Evil, but there is Celestial, Infernal, and Abyssal - languages generally spoken by creatures of a particular alignment but which anyone can learn.
Hopefully I've demonstrated an interesting use case for alignment language and have shed some light on the way in which it was originally conceived. Like alignment itself, I feel that alignment language has gotten a bad reputation as a weird AD&D thing and has been doomed to be the butt of jokes made by people who learn about it from memes and never really try to understand what its purpose originally was. I've come to find that alignment language is actually quite interesting, and my gears are churning trying to figure out how I'd use it in my games.


