LANGUAGE RULES


Language Ruleset

Base Concept

Every character speaks at least Common.

At Intelligence 9+, characters know Common + Racial.

Additional languages are gained based on Intelligence score.


Language Acquisition by Intelligence

Intelligence ScoreLanguages KnownDetails
3–81Common only
9–122Common + Racial
13–153Common + Racial + 1 extra
16–174Common + Racial + 2 extra
18–205Common + Racial + 3 extra
21+6+Common + Racial + 4 or more (1 extra per point above 21)

Learning Languages Beyond Starting Slots

Natural Immersion: Living among a group of speakers for 1 year grants fluency.

Tutor Training: With a trained teacher, fluency after 3 months.

Scrolls/Books: Certain scrolls or tomes grant instant permanent fluency.

Magical Means: Spells or glyphs may allow temporary fluency (duration varies by spell).


Language Chart

Name of LanguageWho Speaks It
CommonSpoken across Vorrengarde, trade and diplomacy tongue
DwarvishDwarves, stonecraft clans
ElvishElves of deep forests
Halfling CantHalflings of the world
OrcishOrc tribes, warbands
Goblin-TongueGoblins, hobgoblins, bugbears
Giant-SpeechGiants of the mountains and tundra
TrollishTroll clans, swamp dwellers
Gnoll TongueGnoll packs
Lizardfolk DialectLizardfolk of southern swamps
Serpent-SpeechYuan-ti, serpent cults
DraconicDragons and dragonkin
Faye-TongueFaye creatures, forest spirits
SylvanUsed by dryads, treants, woodland beings
FiendishFiends, demons, Abyssal entities
InfernalDevils, pact-bound sorcerers
CelestialHoly orders, angels (rare)
ArcaneMages, scholars of magic
Holy ScriptClerics, priests
Ley-SpeechPre-Severing glyph-users, ley beasts
Old VorrengardeScholars, archivists of the Fall
Meadwyn Trade CantMerchants, caravans of old vorrengarde
AshkarthianOld Soldiers of Ashkarth legions
Neurovian Arc-Knights, scholars
Obsindian Court-TongueNobility of Obsindia
Halvarethian Hidden society of Halvareth
Pirate Seafarers, raiders
Miner’s SlateDwarven mining crews
Beast-SpeechDruids, beast-born
Elemental Tongues (Fire, Water, Earth, Air)Elementals, elemental mages
HalacanthHalvreathian public speech
GhoulishUndead cults, necromancers
Crypt-TongueSkeletal warriors, liches
Pre-Severing AncientLost ruins, elder creatures
Leystorm ChantCorrupted faye, ley-fracture cults
Kobold Kobolds, wyrm-servants
Ogre-TongueOgres, brutish tribes
CyclopeanCyclops , Cyclops seers
Harpy SongHarpies, avian faye
Siren SongSirens of coastal waters
Merfolk SpeechMerfolk, sea elves
Kraken-SpeechPre-Severing sea beasts, deep dwellers
Frost-TongueKodiaks, winter beasts
Sand-CantDesert folk of the east
Stone-RuneCarved dwarvish variant for constructs
Sky-SpeechAarakocra, birdfolk
Shadow Cant (Forbidden)Corrupted entities of the ley
Feydark WhispersCorrupt faye, twisted forest spirits

Using the Chart

Characters start with Common and their Racial Language (if INT ≥ 9).

Extra language slots may be filled by player choice or DM-guided on the chart.

Some languages (Fiendish, Pre-Severing Ancient, Shadow Cant) may require special approval, since they are rare or dangerous.



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