Languages

When learning to speak an additional language a character must spend a number of Languages Slots equal to the number following it in parenthesis. This allows them to speak the language and understand it when heard. To read and write a language the character must also allocate a non-weapon proficiency towards a “Language, Read/Write” for it. Except in the cases of their native language, class ability, granted power, or divine intervention a PC’s Number of Languages stat from Intelligence is the absolute limit to the number of languages it can ever learn to speak/read/write regardless of non-weapon proficiencies spent.

  • Forgotten languages: The line of people who knew how to speak, read and write these languages have been broken for hundreds or thousands of years. Thus, no one is quite sure if words are translated exactly correct. Similarly, no one is quite sure how to pronounce words in these languages.
  • Dead Languages: These languages fell into disuse for many centuries and are presently only used in certain places for particular purposes. Taking a language of this type allows a PC to be sure how to pronounce the words for speaking/reading/writing as far as how they are used in the present. Though these languages have not evolved in many, many years; the way a particular word is pronounced may not be historically accurate. Similarly, exact meanings might have been twisted by time and necessity. Thus, there would be communication difficulty if someone of today ran into a native speaker (someone who knows the language in its ancient form) or was attempting to read an ancient tome.

Murian Languages: (Human or Amurian languages) Though these are called murian languages, they are spoken interchangeably between the murians and amurians from those areas.

  • Lemish (1 slot): State language of New Dranthis, Old Palodainia, Khazaars, Haven-Trithos, Permia, Tyria, Ne’davallar. Most common language in the northern human lands.
  • Dynast (1slot): State language in Gidi’alah, Shakier, Kalabas, Toltek. Also spoken in Old Palodainia, and on the islands of Ne’Star and Ledge’Por.
  • Équipú (1 slot): State language of Tron’de’Log. To read and write this language a PC must take the non-weapon proficiency in Read/Tie Épuipú.
  • Laclon (1 slot): State language in Laclonia, Ne’strond
  • Norse (1 slot): State language in Nor.
  • Volstogd (1 slot): State language in Bifrost.
  • Cnossan (2slots): Dead Language – Currently being used as the main language among traders and sailors on the 5 Seas area. Formerly spoken in the murian old south homeland; the kingdom of Cnossus.
  • Taalese (2 slots): Dead language – Presently used in shadowy corners of Ne’Star, Ledge’Por, Gidiálah. Formerly spoken in the murian old south homelands: the Taalese empire, Seculon and Assrya.
  • Nim (2 slots): Dead language – Presently used in Nor and on the islands of Vol’Drani. Formerly spoken in the murian old south homelands: the city-state of Nimrud and empire of Baal’shazaar.
  • Cananite (3 slots): Forgotten language – Formerly spoken in the murian old south homeland: the kingdom of Cannan.
  • Akkadian (3 slots): Forgotten Language: Formerly spoken in the murian old south homeland: the empire of Akkad.
  • Urrian (3 slots): Forgotten Language; Oldest known murian language. Formerly spoken in all murian old south homelands.

Aldar Languages (languages of the elves)

  • Ald (2 slots): State language of Starbirth and Daath’dagon. Only Ald, Wial’dar and AdarÁflin may take this as a starting language. Nearly no non-elves understand this language.
  • Aflin (1 slot): State language of Aflhiem and Nehéflem. Spoken by the Aflin and New Elves. Equates to elf common.
  • Orcin (1 slot): (Orc language) State language of Skaanne. Also spoken in Dath’dagon and Tyria.

Norn Languages: (Languages of Dwarves)

  • Primus Emin Norin Hiero (2 slots): Spoken by all Stoners, Corers and Dreamers but is not the state language of any Nornhold. This language may only be taken by Stoners, Corers, Dreamers and members of the Hearthnal Nornhiem or Future Tellers classes as a starting language. Nearly no non-dwarves understand this language.
  • Norin Parse (1 slot): State language of all known nornholds. Equates to dwarf common.

Other Mortal Languages:

  • Felio (1 slot): (Tabaxti Language) State language of Skataris. It is hard for any race that is not Tabaxti to speak felio. Anyone other than a Tabaxti must spend a proficiency slot for a “Language Read/Write” in Tabaxti to be able to speak it, though the just the language slot will still enable them to understand it when spoken.
  • Aluftian (1 slot): (Aluft Language) State language of Crystaliam, Zenoah, Aquilon, and the Aearie.
  • Kinol (1 slot): (Gnome Language) State language of Kinolholm and all of the Guild Kinolin settlements on Calimaan, Also spoken widely in Sangala.
  • Ossin Kinol (1 slot): (Swamp Gnome Language) State language of Sangala.
  • Quantis (1 slot): (Halfling Language) State language in Heaverglem and the Summerdowns.
  • Jontun (1 slot): (Giant Language) State language in Jontunhiem and Brendagle. Most intelligent fire elementals will know at least some Jontun.
  • Faerie (1 slot): (Fairy Language) State language in Effendor. Also spoken in Aapalon and Aflhiem.
  • Merr (1 slot): (Triton and Sirene language) State language in Ul’vemaar. Also spoken by most other aquatic races. Most intelligent water elementals will also know at least some Merr.
  • Gwarn (1 slot): (Language of most goblinoid races) State language in Netherlund. Also spoken in Skaanne, Tyria, and Daath’dagon.
  • Centauri (1 slot): (Centaur language) State language in Aapalon. Also spoken in Effendor.

Pre-mortal Languages: These languages have been in use since before the birth of mortal races (before the second muse).

  • Godspeak (2 slots) – Dead Language – most mortal languages are derived at least in part from the Godspeak and use the Godspeak alphabet. This language is widely known by priests, sages and wizards but it is not spoken regularly in any nation.
  • Draconic (2 slots): (Language of Dragons) Many other elder races (races created during the first muse) lack their own language and use Draconic as their main language instead. Mortals are unable to properly make the sounds needed to speak Draconic but they may understand it when spoken. A great many arcane tomes are written in Draconic which is why wizards find it useful to known how to read it.
  • Enten (3 slots): (Language of Ents) Mortals are unable to properly make the sounds needed to speak Enten but they may understand it when it is spoken. Though not as numerous as those in other languages, the most vastly powerful ancient magical tomes found were written in Enten. Most intelligent earth elementals will know at least some Enten.
  • Fey (2 slots): Common language amongst magical (non-Faerie) woodland creatures such as unicorn, pegasi, sphinx and the like. Some ancient arcane tomes are written in Fey which is why wizards find it useful to known how to read it.
  • Lizaar (2 slots): (Language of Lizardman – known as Lizaar). Most intelligent and semi-intelligent reptilian races lack their own language and so use Lizaar as their main language. Mortals have a hard time properly making the sounds needed to speak Lizaar and so must always make a check (with a -3 penalty) when attempting to do so, but they may understand it when spoken.
  • Skye (2 slots): Common language among intelligent and semi-intelligent avian creatures. Mortals (except Aluft) have a hard time properly making the sounds needed to speak Skye and so must always make a check (with a -3 penalty) when attempting to do so, but they may understand it when spoken. Most intelligent air elementals will know at least some Skye. Some ancient arcane tomes are written in Skye which is why wizards find it useful to known how to read it.

Languages

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