Languages

**Secret Languages:** These languages are extremely rare and their use is uncommon. Creatures cannot gain these languages by putting points in Linguistics and cannot choose these as starting languages. A creature must be taught by another creature that speaks the language.

Druidic: The language of forest dwelling creatures and the sacred order of those who protect nature. All those who speak druidic are halcyon casters and draw power from the earth. Druidic cannot be heard by those who are not able to understand it, it sounds like winds and shaking leaves. It cannot be taught, the earth itself teaches it to the creature when they swear to act as one with nature and learn halcyon magic.

Draconic: Dragons are extremely proud creatures, and they are extremely proud of their ancient knowledge. The very words of Draconic are laced with magical energy, speaking it carries the effects of spells which can be seen swirling around whenever a dragon speaks to another. Some say the verbal components of spells are rooted in Draconic, while others believe the dragons use magic to mask their true words to keep the secrets of their language above mere mortals. A mortal being that attempts to learn Draconic must go through an intense process and be taught by a true dragon of age ancient or greater.

Drow: The drow are so resentful of their surface dwelling counterparts, they refuse to allow any who walk in the sun to speak their language. Any drow that does reveal secrets of their language is disgraced, and often killed for their betrayal.

Halfling: As halflings tend to surround themselves with larger races, and live on the fringes of society, they tend to use the secret of their language as a means of protection. They are easy to trust other halflings and hearing their own tongue is viewed as a comforting sign. Non-halflings are able to learn halfling but are typically asked to swear an oath not to pass on the knowledge, for fear of a horrible curse, which you’re pretty sure is just a superstition, surely teaching a language couldn't go horribly wrong...

Bumble: Bumblefolk communicate through a complicated dance. Unlike other languages, speaking bumble is a full round action that provokes an opportunity attack. Non-bumblefolk must spend years studying alongside a bumblefolk and put 4 points into Perform(Dance) and 4 points into Linguistics to learn Bumble.

Karissan: Karissan is the native language of outsiders, and is difficult for those native to reality to learn. It is a dissonant language, and learning it causes 1d10 points of sanity damage.

Lizardfolk: Lizardfolk’s xenophobic tendencies have kept other species from learning of their tongue. Non-lizardfolk have a difficult time speaking in the language since the structure of the lizardfolk mouth is so different from most humanoids. Most lizardfolk view outsiders who speak their language with murderous disgust, as they have invaded their society.

Thieves’ Cant: Among thieves’ guilds and secret societies, they share a manner of speaking that on its own is not a language. When speaking in a different language, a speaker of thieves’ cant can impart secret messages that can only be understood by other speakers of thieves’ cant. Other creatures that understand the original language can make a Linguistics check with a DC of 16 + the speakers’ deception bonus. This does not reveal the message, only that something was odd in their manner of speaking. Knowledge of the existence of thieves’ cant is fairly rare among those who do not speak it, but some officers of the law have been known to be on the lookout for signs that someone is speaking in a strange manner.

**Aligned Languages:** These languages, while not secret, are fairly exclusive in their use. People who speak one of these languages without having it as a part of their alignment speak with an unmistakable accent, revealing their nature. In their respective planes, these languages are spoken with pride and revelry in their own beautiful method of speaking.

Protean: The language of lawful neutral creatures and their aligned planes.

Celestial: The language of lawful good creatures and their aligned planes.

Esotic: The language of neutral good creatures and their aligned planes.

Sylvan: The language of chaotic good creatures and their aligned planes.

Ultoric: The language of chaotic neutral creatures and their aligned planes.

Infernal: The language of chaotic evil creatures and their aligned planes.

Abyssal: The language of neutral evil creatures and their aligned planes.

Cthonic: The language of lawful evil creatures and their aligned planes.

Truespeech: This is the language of true neutrality, the source language from which all other languages originally came. Aside from a few artificially constructed languages, all other languages can be traced back to this. Speakers of this language can make a DC 35 Linguistics check to glean meaning from a sentence written in any other language.

**Species Languages:** These languages are all very common among their respective people. They are all fairly old languages and reflect the values and aesthetics of their origin's culture.

Dwarrow: A robust and guttural language. Dwarves are proud of the strong sounds and guttural force required to speak it. Others (elves) find it exhausting and overly grating. Speakers gain a +5 to linguistics checks to translate Borochovik.

Elvish: A flowing and beautiful language. It uses sounds like a song and each syllable is delicate and leads to the next harmoniously. Perfecting a proper accent takes centuries, so non-elves can only rarely pass as native speakers. The regional dialect of Elvish spoken in Tlatuatl is mutually intelligible with standard Elvish, but has far more words pertaining to religion and warfare.

Orcish: Harsh and gritty, this tongue is agglutinative, and difficult to master. There is no written form of orcish, but many linguists transcribe it using dwarrow runes, as many of the sounds are similar. This is very much hated by all dwarves, who transcribe it using Elvish resulting in very inaccurate depictions of the language.

Giant: This thundering method of speaking is an old cousin of Dwarrow, shared among many types of giants, each dialect has its own intricacies. Jaluti are the most social speakers of this language so tend to have the most developed and complex dialect of giant. The language’s similarities to Tyshian allow speakers of Giant to successfully speak a simple sentence with a DC 20 linguistics check.

Gnomish: To non-gnomes, it often sounds like random syllables, whistles, popping noises and knee slaps. Most swear the gnome is just making fun of them (they are probably partially right).

Goblin: Much like the native speakers, Goblin steals from all others, it is an amalgamation of other languages mashed together in a pidgin of mostly Orcish and any other language nearby. Like Orcish, it does not have a written form.

Kobold: The Kobold word for the kobold language is “Draconic”. It’s not Draconic. It sounds like yipping and clattering, and sounds nothing like Draconic.

Oderra: The natural language of Formicidae. They communicate through chemicals, scents and smells. Only creatures within range of their scent ability can “understand” this language, though a heated discussion may become smelly enough for others to notice with a Sense check. Non-Formicidae cannot produce the odors to “speak” this language naturally.

Syrinxian: The common language spoken by avians. It consists largely of whistles, chirps, and occasionally shrieks, which can be mistaken for smaller birds by those unfamiliar with the language. Its speakers gain a +2 on perform checks to Sing.

**Regional Languages:**

Human populations are so vast and dispersed, their language has splintered over time, picking up elements from the people they interact with and adapting to new territories. Each of these languages is specific to a region, and though they are called “human languages”, most creatures in that region learn to speak the language as it is very useful for communicating with the largest population present. Some of these languages are much more widespread than others.

Remsian: The official language of the Remsian Empire. It is considered by some to be the first language invented by humans, and its influences can be found across many  languages worldwide. Its speakers gain a +2 on Linguistics checks to translate regional languages. Notably, the dialect spoken in Cabralenia is considered a much more crude and unrefined version of the language. These speakers instead agin a +2 to Intimidate checks against native speakers of Remsian.

Borochovik: Heavily founded in Dwarrow, the language of Borochovnost retains many of its qualities. It is notably the primary language used in many operas, even in some lands that would not otherwise use the language. Speakers gain a +5 on Linguistics checks to translate Dwarrow.

Tyshian: Spoken by the people of Tyshianos, it draws heavily from both Giant and a very ancient form of Draconic. Unlike many languages, volume can indicate meaning, so making a Stealth check to whisper in Tyshian takes a -4 penalty. Speakers can convey a simple sentence in Giant with a DC 16 Linguistics check.

Asrili: The cities of Ka-Anra and many of their trading partners have adopted this language. Based on root forms, it is simple to learn as a second language, although the grammar is difficult to master. It also serves as one of the bases for the trade pidgin language which most sailors have some knowledge of. The language has strong influences from Halfling and Goblin in terms of vocabulary, and creatures who speak both those languages may make a DC 25 Linguistics check to understand any given sentence in Asrili.

Half-elf: Human populations within the elven territories of Milmanes and Maeringli have a common language related to both Malenese and elvish, though it is referred to by elves as “Half-Elf” and looked at with distaste as a bastardization of their tounge and a theft of their beautiful language. These humans seek to form a separate identity from the elves that dominate the area, but have yet to bring themselves and their language from under the control of the elvish population.

Northspeak: Humans living in the northern wastes carry a tradition of the language of “northspeak” which contains no writing. These areas are pressured to adopt Cenomanici or Remani, as they are seen by many as the more modern languages, and the benefits of writing are pressuring many to change. Most Northspeakers have never interacted with others, as the condition of the northern wastes is too extreme for most to dare explore, let alone tell them to learn to read.

Cenomanici: The small kingdom of Cenomani takes great pride in its language, declaring that its beauty and elegance rivals the Elvish language for most splendid to hear. Everybody who isn't from Cenomani disagrees. Its speakers gain +2 to Diplomacy with fellow speakers, and -1 with others.

Small regional languages:

In many areas of the world, the locals speak localized languages, some related to the above, but many completely unknown. There are too many to list, though they only exist in isolated populations.

**Other languages:**

Darktongue: Possibly the most common and widespread language, Darktongue is a shared language, derived from Elvish, spoken by many residents of the underdark. It is customarily spoken in whisper, as loud noises carry easily underground. Gain +5 to Stealth checks made to whisper with this language.

Terran: Earth elementals communicate in a form of rumbles and taps in vibrations. Dwarves initially realized the potential for this and adapted it to a language that can be conveyed as what seem like innocent taps, scrapes and rumbles in rock. Earth elementals rarely like talking to dwarves and dislike humanoids that steal their language.

Ssefalien: The sunken continent of Ssefalie brought its language to the seafloor, and adapted to the new environment. Once there it quickly spread to many forms of undersea intelligent life. It cannot be spoken above water, at least not intelligibly, and a creature must be able to breathe water to speak it. Those who speak Ssefalien are able to cast spells with verbal components underwater.

Signs: A visual language, it is communicated through gestures with hand motions. Its speakers may substitute verbal components for somatic components in any spell that previously had no somatic components.

Morteni: A language spoken primarily by undead and the necromancers that create them. It is not usually used for communication, only as a way to command the undead. Many consider it a filthy language. Learning this language requires 2 ranks in Occult and 1 in Linguistics. Undead take a -2 to resist spells with verbal components if the caster speaks Morteni.

Ecumulten: A “language” used by intelligent constructs and those who create them. Learning this language requires 5 ranks in Technology and 1 point in Linguistics.

Sylvan: Fey creatures and natural beasts speak in a cheerful sounding language said to be the closest many people will be to hearing Druidic. Many elves learn Sylvan to honor their fey ancestry. Its speakers gain a +4 to Nature checks to calm animals.

Tradespeak: A pidgin language formed from a dozen tongues. It is commonly used by merchants and sailors, who need to be able to resupply and purchase such necessary items as all need in ports and cities the world over. Not a true language, no complex ideas of love or politics may be discussed in it, and there are no books or stories written in it, but it is spoken quite widely. When spoken to another who speaks this language, gain +2 to Diplomacy checks made to haggle.

Psiatta: The language of creatures with telepathic abilities, it is formed less by words and more of pictures, ideas, and concepts. It can be understood by those without psychic capabilities, and learning it in this manner is achieved by placing 2 ranks in Aberrance and 2 in Linguistics. Its “speakers” can cast spells with verbal components as long as they are still able to think freely. Those without Psiatta aasa  native language cannot naturally learn to “speak” this language