Communication is an essential part of self-expression. Although some magical and psionic abilities can translate communication or provide telepathy, most individuals within the realms do not have access or cannot afford these means. Most people/creatures use verbal communication in various languages. Listed below are the skills that govern the use of languages.
Language, Ancient
Language, Modern
Language, Sign
Native Language – all creatures receive a Dice boost (D4 becomes a D6) with their native language at character generation.
Common - The most abundantly spoken language in most fantasy worlds; also known as Human tongue, peasant’s tongue, or trade tongue. This language is constantly changing and is heavily influenced by other main languages such as elvish, dwarvish, and orcish. Most business dealings are conducted with the use of common. Further, most business contracts are written in common. Guild notes, money orders, and letters of credit also use common tongue for universal distribution from kingdom to kingdom.
Note - It is important to note that there is no ancient common; older (250 years or more) dialects are vastly different and cannot offer a common basis for communication. This is the reason that most legal documents are written in other languages. Letters of credit, written in common, older than 50 years are commonly discarded and considered valueless.
Elvish - Unlike other languages, Elvish changes little over time. Most races consider it timeless yet eloquent. Perhaps the language with the largest vocabulary elvish is very descriptive and colorful. Three distinctive dialects of elvish exist. Ancient Elvish (typically over 1250 years old), Aquatic-Elvish, and Modern Elvish. Although the Dark Elves consider their language spate from Elvish, its roots are unmistakably Elvish. Elvish is musical sounding and less guttural.
Ancient Elvish, again unlike standard languages, is less formal and more simplistic. Many core elvish words are also magical phrases, or rather, most magical command words are derived from elvish. Also known as the language of wizards, elvish is the best language to describe magical formulas, processes, or phenomena. Moods, emotions, and feelings are also conveyed better with all the forms of elvish, as are artistic descriptions.
Aquatic-elvish retains more of the ancient elvish and has been adapted for specialized use. Vowel sounds have been adapted to underwater use, and most words have been shortened. Visual hand movements to convey meaning typically accompany a great many of Aquatic-elvish words.
Modern elvish is also known as wizard tongue, fay speech, or poet’s tongue. Pleasant to listen to, modern elvish is melodious in its flow, and non-provoking in its tone. Many non-elvish aristocracies consider elvish as the nobleman’s tongue, and it is typically seen as a sign of culture and refinement.
Imperial Elvish is also known as bastard elvish or kings’ tongue. It is perhaps the least melodious and contains a large number of legal terms. Typically spoken in the high court, Imperial elvish is used sparingly. The elven church of Time uses Imperial elvish in its most powerful ritual and proceedings.
Dwarvish - Perhaps the most demanding language when speech is considered, dwarvish seems harsh (much like present-day German or Gaelic) to the ears of many other races. Its written form is also difficult as many literary rules are used. Dwarvish has more letters or symbols than any other written language. Its letters must be precise and crisp, or the meaning of words can be distorted. Dwarves take pride in their language and do not add to it without great thought; it is perhaps the purest of all the languages, containing very few words from other languages. Dwarvish is an exacting language that is well under the test of time.
Ancient Dwarvish is also known as Dwarven Runes or Runic. This form of language is both simpler and more complicated at the same time. Picture-graphs and letters compose ancient dwarvish (much like ancient Chinese); the number of symbols is so expansive that no single dwarf knows them all. Most dwarves believe that a great amount of knowledge and secrets are hidden in the lost runes of ancient Dwarven. Ancient dwarvish is rarely spoken and commonly used in diagrams and blueprints.
Imperial Dwarvish is not much different from modern Dwarvish, though very formal. Typically used to catalog clan history, this form of the language is used in high court and formal gatherings. This cumbersome form of the language is used to record formal agreements between guilds, clans, and/or kings. Rarely used for technical documents, this form of dwarvish is typically reserved for politics.
Deep Dwarven is a distinct dialect of dwarvish with dark overtones. Only about 30% of the main Dwarven language is used with heavy modifications and references to dark arts and rituals. Deep dwarvish is considered by most dwarves to be a bastardization of dwarvish, and as such, rarely spoken by good-aligned dwarves. Both ancient and imperial versions of deep Dwarven exist.
Gnomish - Both modern and ancient gnomish are complex languages with multiple rules and contradictions, both in verbal and written forms. This language lends itself to technical writing, though it is rather long-winded. A single word in other languages translates to a small group of words or sentences in gnomish. Modern Gnomish is filled with obscure meanings, and two individuals reading the same passage can come up with different details while preserving the general written concepts.
Ancient Gnomish is not much different from modern Gnomish, though it uses words that have been omitted from the modern version. These old words are typically associated with theories or concepts that have been disproven. There is no Imperial form of Gnomish, and the language is sufficiently complex and does not require additives with regard to politics and law.
Halfling - Modern common is very close in speech and written word to the halfling tongue. Some halfling words are directly taken from common, especially verbs. Many historians believe that this language was derived from a common spoken many years ago, but due to the longer lifespan of halflings when compared to humans, it did not evolve as common did. Many of these historians call halfling ancient common; there is no form of ancient halfling or an imperial version.
Giant Tongue - Perhaps the most cumbersome spoken language, Giant Tongue has many dialects typically linked to the various giant tribes. Further, not all giants have the same level of sophistication or intelligence, resulting in many versions of the single word. The giant tongue spoken by a less advanced tribe, although the same language, is not the same as the Giant tongue spoken by more advanced tribes. Although both tribes can effectively communicate core ideas using giant tongue, deep internal meanings are simply not possible. Further, giant races live in different geographical regions and have specialized words for environmental conditions that other giants may not understand. All in all, this makes for a confusing language and has resulted in most of the more sophisticated giant races developing their own spoken and even written form. The most common of these is ‘Storm Giant’. Fire giant, cloud giant, and desert giant are also widely used.
Ancient Giant is considered the true giant tongue devoid of racial additions and changes. Rarely spoken by the less intelligent giant tribes, it is typically the domain of tribal shamans, chiefs, and historians. It is a descriptive and colorful language lending itself to both poetry and song easily. Many giants consider Ancient Giants sacred and take offense to anyone slandering or belittling them. No known form of imperial giant tongue exists.
Orcish - Also known as dark speech, this language is very fragmented. A simplistic core of words allows basic communication, but the communication is limited. Moods, feelings, and emotions cannot be effectively conveyed with this language, as there are no words to describe them. Short sentences are more the norm than long, elaborate dialog. This language is harsh on the vocal cords, though it excels in military uses. Precise commands can be delivered with this language, making it ideal for military situations. Many of the dark races call Orcish, battle language. Each orc tribe has its own dialect of Orcish that builds upon the basic language. Typically, grunts that have specific meanings attached to them, these additions rarely modify or replace the core language. Orcish is the common tongue of the darker races and perhaps the most widely used among them.
Although some advanced tribes have developed written versions of Orcish, no standard exists. Written Orcish varies from tribe to tribe, making written communication very difficult. Not noted for historical record-keeping, Orcish tribes rarely make extensive use of a written form of the language. The notable exception to this is the simple symbolist pictographs used by many of the tribes. Nearly all orcs recognize these symbols. A very simplistic form of heraldry can be associated with these symbols, though the meanings are lost to most other races. There is no form of ancient Orcish.
Lost or Derived Languages (Optional): As history develops many cultures fade and die while other rise up to take their place. Some of these cultures also possess a distinctive language and although the verbal form of these languages may be lost forever, the written forms can still be found. Listed below are some ancient languages that have been lost in the annals of history.
Marr’nees – the language spoken by a select group of humans that lived about 1200 years ago. These people developed a sophisticated culture that spanned nearly half a dozen cities littered within the lost forest Urch west of the Teeth of Equran Mountains. In a very short time of 240 years, they managed to develop a kingdom that possessed an advanced culture. Three distinct social groups, a central government in the form of a king, and a functional trade system defined the kingdom of Marr. Unlike other kingdoms, the citizens of Marr knew the secrets of bestowing psionics upon their young. So great was their psionic powers that nearly 50% of the population possessed them. This was also the greatest weakness of the kingdom, as the ones who possessed heightened mental abilities saw those who did not as slaves. As the civilization became more decedent, the more powerful members of the society would prey on the weak. This, in turn, caused a civil war, which not only destroyed the kingdom but the forest that provided its wealth.
Barkif – the language spoken by a tribe of advanced Orcs and ½ Orcs that turned away from their warring ways. This tribe lived in the Tarracast planes just south of the Gianthome Empire. This small culture developed a primitive yet functional written language comprised of a 17-letter alphabet. This language was incorporated by many of the lesser giants in the area and, over the years, was transformed into the written form of the Giant tongue. The core language was distorted, and many additions were made, taking the base 17-letter alphabet to 22 letters. Many historians call Barkif an ancient giant tongue, though many giants resent this reference.
Varlok – A secret language developed to describe the forces of magic. Varlok was heavily influenced by Elvish, the predominant magical language at the time. The language was thought to a select group of mages that were not naturalist by nature. They believed that the power of magic was not derived from nature but was a force unto itself. Many elves at the time did not adhere to this philosophy, and the use of the language was reserved to a handful of secret magical organizations. Considered a lost language presently, ancient tomes sometimes contain spells written in this old forgotten language. Some historians believe that these secret organizations eventually developed into specialist mages who subscribe to a specific field of magic. These rare tomes are said to contain insight into the early raw manipulations of magic based on magical schools.
Necrotis – Another secret language practiced by mages dedicated to Necromantic research. Developed during the construction of the World Gate, this language provided a secret means of communication for the evil forces. Many intelligent undead during this time thought of this language as a means to protect battle tactics from the enemy. The tomes written in this language nearly always deal with death, undeath, and/or powers that preside over death. Historians have managed to recover at least one tome that contained the formula to produce lichdoom. Though very rare, tomes that contain names of powerful nether-world creatures are said to exist. Many necromancers quest to obtain tomes written in this language, which are said to contain abyssal words and references.
Qlin’toth - A lost Wingfolk language from the ancient times. Because there are no written forms of this language, its existence cannot be confirmed. It is believed to be the core language from which modern Wingfolk was derived. Learned Wingfolk credit this language as a true version of their language before the period of corruption. Its roots go back to the very founding of the Wingfolk people. Very few Wingfolk know of the language, and fewer still can sing it.
Draconic – the first language of Equran, long forgotten by even the oldest of the modern dragons. This language flourished before the Age of Chaos and was a sign of suffocation and culture. Only dragons can truly pronounce some of the words incorporated within this language, as humanoid vocal abilities cannot produce the required sounds. Draconic did not have a written form other than a single letter or symbol. These symbols were very elaborate and contained a wealth of information. The most common form of Draconic symbols was non-magical in nature, but the more personal versions almost always contained magic. These symbols were used to define territories, mark personal possessions, and even humanoid slaves during the ancient days. The command words that would call the magic from these symbols have been lost in ages past. It is believed that only a handful of magical items created by dragons survived the Age of Chaos; these items were forged using magical Draconic symbols. The power of dragons at this time was such that these few items are considered artifacts by the races today.
Grulk – nested within the Dragonhome Mountains, are the remains of an ancient and lost civilization. These short, stocky people were a splinter from the ancient Dwarven people who set out to explore the world. These people knew how to forge bronze and brass, and some believed in iron. Functional knowledge of the seven basic tools was also evident within this culture, as they were great builders. Vast underground labyrinths that housed over 3-4000 individuals exist. Engineering marvels never seen by the present races are said to exist within this lost city. Grulk is believed to be named after the clan that founded the city and is an extensive, robust language. This language incorporates the use of Dwarven runes within its makeup and cannot be read or written without a functional understanding of these runes.
Druidic – an old language developed shortly after the Age of Chaos by the first druids of the period. Also shared by most of the fairies this language is still used today though on very rare occasions. The oldest rituals among the elven druids still employ this language when dealing with elven Trees of Life. The roots of the modern faire language are based in Druidic, though it has undergone many modifications over the years. The elemental faiths are also known to employ this language from time to time, though its uses in these areas are not common or required. Druidic is not a written language, though a series of runes are dedicated to its symbolist form.
Con’roo – The language of summoners; this language has its origins on the outer planes. The tower of conjuration/summoning is still used on rare occasions. Many tomes focusing on this field of magic are written in this tongue. Many tomes that describe other planes and the creatures that exist upon them are also written in this language as it lends itself to many descriptive terms regarding these creatures. The command words for most summoning spells are directly taken from this language. Symbols from this language are used to outline summoning circles, even though most modern mages do not know the meaning of such symbols. Further, the Hall of Circles used this language heavily in the construction of permanent summoning circles. With the destruction of the Hall of Circles, much knowledge was lost regarding this language. Most of the summoning circle diagrams were written in this lost language. Many modern mages believe that circle magic specific to summoning requires a full understanding of this language before new circles can be made or old circles revitalized.
Finty – this language is a series of arcane symbols and is written rather than spoken. It was the language used by the ancient circles magicians. All of the tomes that contain circle diagrams use this language as the main text. Littered with thousands of symbols, pictographs, and strange letters, this language requires a minimum of D10 intelligence to understand. Its origins are unknown, and it is believed to be a lost language to the modern mages. Although the comprehend languages wizard spell will provide some insight into the meaning of various symbols contained within the language, the placement and logical workings of the symbols are beyond the scope of the spell. The use of cryptography in conjunction with such spells may be more helpful in deciphering the meaning of some circles.