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Language

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Languages in Miraboria, Mistland and Narbada

 

Human Tongues

Greenvaler (common)

Second Empire Miraborian

First Empire Miraborian

Mirani

Harothan

Mistlander (common/Daintali)

Southern Islander ( one step separate from the Daintali common)

Narbadan (common)

Shalani

Tharg (plainsfolk)

Woodsfolk - one step removed from both elvish and sylvan, and also one step removed from orcish as many orcs and half-orcs were absorbed into the woodsfolk culture at the end of the 2nd Empire.

 

Nonhuman Tongues

Modern Dwarvish

Rift Dwarvish

Ancient Dwarvish

Elvish

Hobytlandish (Narbada)

Marchat/Tibbit  (Feline)

Grippli (one step from 2nd empire Miraborian)

Orcish/Goblin (this language fragments frequently and steals from other nearby tongues - DM may impose a 1-step "related language" penalty at times for culturally or geographically separated groups) is one step removed from Woodsfolk, and 4 steps from sylvan, thus 3 steps from elvish.

Draconic (which is what kobolds speak) (and ancient Draconic - but this language is very rare indeed - 2 steps apart)

Demonic and Devilish      These three languages are called such by the folk who live on the Prime Material Plane; where they are spoken they have other names. They are 4 steps from each other.

Angelic

Sylvan is one step removed from elvish, and two steps from Woodsfolk. Sylvan is 4 steps away from orcish.

Other monster/non prime plane languages exist at DM's discretion. For example, the Giants of Mistland may have their own cultural language dating back to the days of the 1st Empire. The form they speak today is much debased, but recognizeable nonetheless). If you have a good reason for thinking you could know such a language, ask!

 

Nonhuman languages are ALL a minimum of 3 steps apart from each other, and from any human tongue, unless they specifically are addressed as being similar (as in the giantish relationship with 1st Empire). Languages of races with no connection to each other can be 4 steps apart, and if a language originates from another plane, it is presumed to be 5 steps away from any and all other Material Plane languages unless specifically called out differently.

 

Human Language Relationships chart

 

  Greenvaler 2nd Empire 1st Empire Mirani Harothan Mistlander Narbadan Shalani Tharg (plainsfolk) Woodsfolk/Sylvan Southern Islander
Greenvaler 0 1 2 2 1 2 3 1 2 1
3
2nd Empire 1 0 1 1 2 1 3 2 1 1
2
1st Empire 2 1 0 2 3 2 2 3 2 2
3
Mirani 2 1 2 0 2 2 3 1 1 2
2
Harothan 1 2 3 2 0 2 3 2 2 3
3
Mistlander 2 1 2 2 2 0 2 1 2 3
1
Narbadan 3 3 2 3 3 2 0 3 3 3
3
Shalani 1 2 3 1 2 1 3 0 2 2
1
Tharg (plainsfolk) 2 1 2 1 2 2 3 2 0 2
3
Woodsfolk 1
1
2
2
3
3
3
2
2
0 3
Southern Islander 3 2 3 2 3 1 3 1 3 3 0

 

Feats and skills that relate to language (3rd edition rule, will be updated to 5e later)

 

Feats:

Good with languages {General}

You get 1 rank in any language you are exposed to regularly (at least 2-3 hours per day) for at least one month of game time, or constantly (never speak or hear another language) for a week of game time (Won't raise the skill above 3). Skill points spent in languages earn 2 ranks per point. Bards get this for free at level 10.

 

Skills:

READ AND WRITE: (INT; trained only)

PCs whose classes require them to read and write by the nature of the class (wizards,clerics, bards and other non-spontaneous casters but not sorcerers and spontaneous spell-casters) know automatically how to read and write. It is considered a class ability. Other characters must buy the skill. You need not ever spend more than one point on the skill. You know how to read and write every language that you speak. Extra skill points give bonuses to comprehending written material in languages that are related to your own (for example, Miranish and ‘Valer are related; being able to read and write at skill rank 4 in ‘Valer would give a bonus of +3 to the DC to read a document written in Miranish).

 

DECIPHER SCRIPT (INT; trained only)

Check

You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If you have 0 skill points in read/write, you may not attempt a Decipher Script check, and you may not gain points in Decipher Script without at least 1 point of read/write skill.

 

If you have language skill in a language related to the one you are deciphering, you gain a bonus to the roll as shown below:

bonus  steps between languages   
+0  5 steps/no relationship whatsoever to any language you speak   
+1   4 steps/some distant connection in ancient times, possibly loanwords only   
+2  3 steps/languages have had some connection in the past, use same or similar alphabet, and/or share many loanwords and grammatic structures   
+3  2 steps different - the languages are not the same, but quite similar and have many words that are related    
+4  1 step different - close familial languages, strong variant dialects, or have been shared by linkedcultural groups for a long time.   

 

 

If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.)

Both the Decipher Script check and (if necessary) the Wisdom check are made secretly, so that you can’t tell whether the conclusion you draw is true or false.

 

Action

Deciphering the equivalent of a single page of script takes 1 minute (ten consecutive full-round actions).

Try Again: No.
Special: A character with the Diligent feat gets a +2 bonus on Decipher Script checks.
Synergy

If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks involving scrolls.

 

 

Speak Language: (INT; Trained only) Speak language works differently from most skills.

 

Skill Points Effect
0 Can't understand it. Shout slowly in a language you know and point.
1 Short, simple phrases. "High school french." Always roll to understand.
2 Accented speech. Roll for complex topics or to hide accent.
3 Unaccented speech. Native speaker level. Roll for obscure topics, archaic terms and deliberate obfuscation (ie pig-latin).
4 Academic/poetic speech. Someone who studies the language. Only roll for extremely obscure topics.
5 Skilled linguist/highly educated native speaker. Only roll when attempting to comprehend related languages.

 

Your free starting languages are at 3 for the primary language and 2 for any other(s) (plus intelligence bonus). You may increase these with skill points. The PC may always choose what his primary language is. Ex: an elf raised in Greenvale will know Elven and 'Valer. He may choose either as his primary language, depending on his character background.

 

Bards, who are language mongers, get a free skill point in languages every level.

 

Player characters who spend extended amounts of game time (12 weeks - Int bonus) in an area where they are forced to use a foreign language may gain free language ranks. Free language ranks are gained at 1 skill point per 12 weeks - Int bonus, with a successful DC 10 intelligence check, to a maximum of 3 ranks. (Also see the feat Good with Languages.)

 

Understanding foreign languages depends on how closely they relate to your own tongue. For each step of relationship away (see chart above) the skill level drops by 2 points. In other words a 'Valer with a rank of 3 trying to understand (or make himself understood in) spoken Miranish would do so as if he had a rank of 0 in that tongue, since it can't go below 0 and there are 2 points of difference in the two languages, meaning skill level drops by 4 points. 

 

In Mistland, there is one "common tongue" spoken across the whole of Mistland from Haven to Vanhark. It is called Daintali or Trade, or Common. It is also spoken in the Pirate Isles and Eor, but the Southern Isles have their own language. The folk of the Pirate Isles speak a heavily accented variant of Daintali, but it has not yet diverged enough to cause communication issues.

 

In Narbada, there is one "common tongue" spoken across the three human kingdoms of Terenor, Middlemarch and Vorno - while each kingdom has a dialectic variation or three, none are significantly diverged enough to require a separate language skill. However, the Hobytlan, Dwarves and Elves all have their own tongues, which are separate skills to speak. Ancient Narbadan (aka 1st Empire Miraborian) is still understood by scholars and sages, but is not spoken by anyone else. 

 

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