Languages
There are various languages and dialects used all over Arceiron.
Language Rules
Auditory Distance
The distance that you can be heard from while talking normally can vary greatly depending on how loud you want to be and how loud the area around you is. The table below shows maximum distances a creature can be heard from while making different levels of sound.
Volume | Quiet | Normal | Loud |
---|---|---|---|
Whisper | 30 ft. | 15 ft. | 5 ft. |
Normal | 120 ft. | 60 ft. | 15 ft. |
Shouting | 300 ft. | 150 ft. | 30 ft. |
Scripts
Most languages use one of a few selected scripts for the written form of their langauge. If you know a language and the script it is using, you can write and read the language, otherwise you might be able to speak and understand it, but can't read or write it, as you can't read the script.
If a Race or grants you a language, you automatically also learn the associated script.
Dialects
A language is comprised of its root and dialect. If you know the root language then you can understand, but not speak or write, all of the dialects of that language to a passable degree, unless stated otherwise. Some dialects are locked for narrative reasons and cannot be chosen.
Your dialect matters as actually knowing it can make a subtle but impactful difference when interacting with other speakers of a language. When a character talks to you in foreign dialect or you try to read a document written in an unknown dialect, the DM can decide to make you roll an Intelligence (Linguistic) check to see how well you can understand the speech or text, even if you are fluent in another dialect of the same language. The DC for this equals: 10 + Dialect Difficulty + Dialect Morphology.
If a Race or grants you a language, you are considered to know the root of that language. If a dialect is not specified with it, you may choose one of them. If you'd learn the same dialect twice, you can instead choose another dialect of the same language. When learning a language at a later point you will always learn the root of the language, and might learn the dialect of your tutor.
Dialect Mechanics
Each dialect has 4 main statistics:
- Difficulty: How hard is it to learn this dialect? This influences how difficult Linguistics checks are to speak, read, understand or write this dialect. It can also influence the time/cost of learning this dialect. Sometimes this might also list an additional requirement to learning this Dialect. Such a dialect is only available to you if you meet all its requirements (even during character creation), unless a feature specifically says otherwise.
- Morphology: How much does this dialect differ from the language root? This influences the difficulty of speaking, reading , understanding or writing something in this dialect when you are only proficient/fluent in another dialect of this language.
- Spread: This value describes how commonly this dialect is spoken among native speakers of the root language, but has no mechanical influence.
- Foreign Influence: If a dialect has been influenced by another language, it will be listed here. If you are fluent in at least the root of that language, the Difficulty and Morphology ratings are decreased by 1 for you (to a minimum of 0).
Learning a Language
Learning a new language consists of three parts:- Learning the Root of the Language
- Learning a Dialect of the Language
- Learning the Script of the Language
A character can spend downtime learning a language. Learning a standard language to fluency takes a total of ten workweeks (plus the Dialect difficulty in weeks), while learning an exotic language takes a total of twenty workweeks (plus the Dialect difficulty in weeks). For each workweek spent learning a language, 25 sp (Exotic: 35 sp) must be paid for a teacher.
You can only ever learn a single dialect of a language at a time, doing so automatically teaches you the language's root, should you not know it already. Learning a dialect of a language you already know the root of, reduces the base time (either 10 or 20 workweeks) by half. This means learning an additional dialect of a basic language you already know, takes an amount of workweeks, equal to 5 + Dialect Difficulty.
Learning the script of a language takes an additional 10 workweeks, costing 25 sp per workweek for a tutor. If you already know the Script of that language, you can skip this last part. Otherwise you can decide to learn it as well, or not learn it. Only if you also know a language's script, can you read and write it.
A workweek is defined as five days with eight hours spent working on a task each day.
This training time for each of these parts is reduced by a number of workweeks equal to the character’s Intelligence modifier (an Intelligence penalty doesn’t increase the time needed). The total time needed to learn a language/dialect can never be reduced below 1 workweek.
Fluency Levels
While a character is learning a language, there are a few benefits that apply to a partially learned language. The skills are broken into two parts, oral skills and literacy skills. A character that is learning a language from a teacher will learn both skills, and it is assumed that a character who knows a language is both proficient in oral and literacy skills (as long as they also have learned the appropriate script). However, talk to your DM to determine if a character you have would only be proficient in one of these two skills and to what degree they are proficient.
Level | Oral Skills | Literacy Skills |
---|---|---|
Half-Proficient | Speaks in simple sentences. | Can recognize written signs and common names. |
Proficient | Can hold a basic conversation with a friendly speaker. | Can read and write basic materials such as short books and letters. |
Fluent | Able to speak and understand most formal and informal conversations. | Able to read and write at a consistent level on all general topics. |
Expert* | Can speak in an erudite fashion, holding complex and detailed conversation on specialized topics. | Can read and write legalistic texts, magical treatises, or ancient religious scripture. |
Half-Proficient
After three weeks (Exotic: 4 weeks) learning a language, they are considered partially proficient. When making an Intelligence (Linguistic) check involving the language being learned, the character adds half of their proficiency bonus to the roll.
Proficient
After six workweeks spent learning a standard language (Exotic: 12 weeks), the character adds their full proficiency to Intelligence (Language) checks to rolls.
When you are fluent in another dialect of the same language you're making a roll for, you are automatically considered proficient.
Fluent
After 10 workweeks (Exotic: 20 weeks) have been spent learning a language, the character is considered fully fluent in the language. This is the level at which the character has ‘finished’ learning a language and no longer needs to rolls checks to understand, speak, read or write in this language (apart from especially difficult situations). Note that for a non-native speaker of a language, this does not necessarily mean that they sound like a native. For a native speaker of the language, this is what you would expect the average person to be able to accomplish.
Attempting Advanced Language Tasks
You can attempt to perform a language task that is one level more difficult than what you are trained in from your fluency, by performing an Intelligence (Lingustic) check. For example, a wizard that is half proficient in Gnomish could attempt to hold a conversation with a Gnome shopkeeper, or a character that is fluent in Infernal could attempt to read a complex devil's contract.
The DC for the Intelligence (Lingustic) check is usually 10 + 5 for each level above the skill of the character. For example, the wizard who is half proficient in Gnomish is attempting a task that could be done at a proficient level, so the DC is 15. The character who is fluent in Infernal is attempting an Expert level task, and so their DC is also 15.
On a failure, the character makes a minor faux pas that can lead to misunderstanding. On a failure of 5 or more below the DC, the faux pas becomes grievous, and the consequences for the mistake greatly improve. A simple misunderstanding of the Gnomish shopkeeper might be getting a price incorrect, while a major one could involve insulting their mother.
Learning
Special Languages
Two languages of note are not listed in most language encyclopaedias, but are commonly used amongst select members of the populace.True Names
In many languages, the name of a creature is an identifier of who that creature is. Boblin the Goblin is Boblin. That's what he is known as.
However, for Celestials, Fiends, and Fey there exist names used to describe a creature's true essence. This name, known as a true name, may be known or unknown to the creature and is a single word that describes the creature perfectly. The word is given in the language associated with the creature (i.e., Sylvan for Fey, Infernal for Devils, etc.).
Knowledge is power, and with true names there is no greater power than knowing the true name of a creature.
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