×   Part 6: Adventuring Chapter 1: Actions Chapter 2: Combat Chapter 3: Conditions Chapter 4: Damage Types Chapter 5: Enduring Chapter 6: Brightness Chapter 7: Weather Chapter 8: Traveling Chapter 9: Languages Chapter 10: Downtime Chapter 11: Crafting Chapter 12: Chases Chapter 13: Traps Chapter 14: Puzzles Chapter 15: Random Encounters Chapter 16: Lingering Injuries Chapter 17: Madness Chapter 18: Adventure Hooks
Iron & Aether
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Part 6: Adventuring   ☰

Chapter 9: Languages

Sentient Languages

Given here is a list of all the languages able to be spoken by Sentients without arcane aid. For each, both the native speakers and a description of the central phonetic sounds are given. It takes 6 cumulative months of study to learn another Sentient language, or you can learn one whenever your INT score increases to the next whole number.


Speakers. Bestial Heritages.
Sounds. Varies depending on the speaker and the nature of their archetype; how and why all Bestial Heritages are able to understand it befuddles linguists the world over.


Common is a special language: it is a language that a creature must be taught, and will not gain intrinsic knowledge of as they come of age. It is unlikely to be found in less-developed settlements, villages, and tribes.
Speakers. All Sentients, unless explicitly stated otherwise.
Sounds. A utilitarian language that is equally accessible to all races, there is an even mix of hard and soft consonants and soft and guttural vowels.


Designed for Sentients who can’t speak or hear, Common Sign Language (CSL) allows two or more Sentients to communicate using hand movements and gestures.
Speakers. No native speakers, but can be learned by any Sentients who have two hands each having 4 fingers and 1 apposable thumb.
Sounds. Technically none, but words and punctuation are communicated using hand gestures, and inflection can be inferred from body language. Both “speakers” must be able to see each other.


Speakers. Darklings.
Sounds. A whispered mix of hard consonants and soft vowels that flow and crash together in even measure.


Speakers. Dragons, Drakon, and Kobolds.
Sounds. Low, guttural sounds with drawn-out vowels and thick, harsh consonants.


Speakers. Dwarves.
Sounds. Short, halting, sometimes vowel-less words with thick and accentuated consonants.


Speakers. Elves.
Sounds. Flowy, melodic syllables with many vowels and soft consonants.


Speakers. Humans.
Sounds. Thick, hard consonants with simple, sometimes melodic vowels.


Speakers. Monstrosities and Goblins.
Sounds. Deep, guttural, thick consonants, trilled rhotics, and hissing with deep and sometimes elongated vowels.


Speakers. Rogues.
Sounds. Flowy syllables that seem to fit together phonetically regardless of how they are arranged.

Language Dictionaries

Supplied here is a list of common terms (specifically place names) found in some of the above languages.


English Drake Dwarvish Elvish Humanic
Air Her O Híel Adhar
Battle Sildur Wl Bístír Batal
Castle Jernon Mrdok Íladí Caisteal
Cave Del Odok Horísí Uamh
Coast Klaen Irdr Subíelda Còrsa
Crossroad Hol-Goren Klhd Círígorí Crois-rathaid
Dark Dro Gor Farí Dubhra
Death Gant Mir Evella Eug
Defeat Gerar Mirwl Confer Diom-buaidh
Earth Endl Dok Fella Ùir
East Sorn Rgn Deísí Ear
Fire Folus Ws Ferí Teine
Forest Karan Confln Ereen Coille
Fort Dolk Kom Vírígír Dùn
God Verder Gon Denígoríel Dia
Grass Kon Fl Deen Feur
Ice(y) Ahnhoss(k) Wrdr(m) Sílídí Eigh(en)
King Dragol Can Selígen Rìgh
Lake Gael Candr Gísubíer Loch
Land Endl Gn Celíendel Tìr
Light Ahano Ho Asíada Solas
Magic Mesa Mi Lídenda Draoidh
Mountain Korgok Candok Corendar Beinn
North Korn Ugn Síel Tuath
Ocean Golok Gondr Sírídela Aigéan
of ev - la de
Port Horan Irdr Coníen Purt
Queen Dragel Can Felígen Banrigh
River Herdan Hdr Subíel Abhainn
Road Goren Hd Gorí Ròd
Rock(y) Ska(k) Dok(m) Crager(dí) Creag(en)
School Korak Coln Unagín Sgoil
Snow(y) Songa(k) Hldr(m) Hílí(dí) Sneachd(en)
Soul Doka Ng Evíre Anam
South Horn Dgn Honíel Deas
Space Klangol Crn Golen Spàs
Time Hiir Mim Averíd Tìm
Victory Horak Golwl Hínda Buaidh
Water Han Dr Írí Uisge
Waterfall Hanfol Ddr Írílí Leum-uisge
West Lorn Lgn Leísí Iar

Elemental Languages

Elemental languages are spoken by creatures belonging to the appropriate element, except Otherian, which is spoken by Others. Sentients can learn to understand, read, and write them, but speaking them is impossible without arcane aid, either through specially enchanted items, concoctions, spells, or other similar means. It takes 12 cumulative months of study to learn an Elemental language.

The Futori and Praeteri do not have a language of their own, and instead communicate using telepathy, in the form of either projections of the other party's future or past or by using a language that the recipient already knows.


Speakers. Unliving and Undead.
Sounds. Drawn-out, ethereal vowels and hard, gutteral consonants. Words and sentences may at times drag on longer than they seemingly should or end suddenly and without warning.


Speakers. Fae and Dynami.
Sounds. Melodious syllables that are equally low & deep and high & lofty.


Speakers. Radiant and Scorched.
Sounds. Crackling, ethereal phonemes that are, on occasion, so sharp that they seem to pierce the ear.


Due to its strange, eldritch, and truly alien nature, Otherian has the potential to drive those who hear it insane. If a creature does not speak or understand Otherian and is not in the process of learning it, they must succeed on a DR 20 Willpower save or gain a new madness for the next 2d12 hours; depending on how badly they fail this save, they may suffer the madness longer or be frightened and/or stunned.
Speakers. Others.
Sounds. Utterly alien and borderline-incomprehensible phonemes.


Speakers. Ascended and Buried.
Sounds. An even mix of soft & billowy and harsh, guttural phonemes that sometimes sound like whispers on the wind and other times like rocks grinding together.


Speakers. Frozen and Hollow.
Sounds. Extremely low-pitched yet simultaneously sharp and biting phonemes that are felt in the very core of one's being.