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.