_Compiled by Archivist Meriel of the Alexandrian Guild of Lorekeepers, Year 874 A.R._ > “Words are the bones of magic — they outlive empires, outlast kings, and whisper through the planes long after the last bell tolls.” --- ## 🌍 The Core Tongues of the World ### At-a-glance Catalogue |Language|Script|Family|Typical Speakers|Difficulty (1–10)|Where You Hear It| |---|---|---|---|--:|---| |**Common**|Common|Mortal (Trade)|Most civilised folk|1|Cities, ports, roads, guildhalls| |**Dwarvish**|Dethek|Mortal (Stone)|Dwarves|5|Holds, mines, forges, old roads| |**Elvish**|Espruar|Mortal (Fey-root)|Elves, half-elves|4|Courts, ruins, songs, ancient texts| |**Giant**|Dwarvish (Dethek)|Mortal (Titanic)|Giants, goliaths|6|High passes, runestones, old cairns| |**Gnomish**|Dwarvish (Dethek)|Mortal (Craft)|Gnomes|4|Workshops, diagrams, hidden burrows| |**Goblin**|Dwarvish (Dethek, var.)|Mortal (Goblinoid)|Goblins, hobgoblins, bugbears|3|Warbands, caves, scavenger markets| |**Halfling**|Common|Mortal (River-trade)|Halflings|2|Inns, caravans, family ledgers| |**Orc**|Dwarvish (Dethek, var.)|Mortal (War-cant)|Orcs|4|War camps, scars, boast-songs| |**Abyssal**|Infernal (broken)|Planar (Chaos)|Demons, cultists|9|Curses, profanities, blood-rites| |**Celestial**|Celestial|Planar (Upper)|Angels, aasimar, scholars|6|Sanctums, hymns, holy seals| |**Draconic**|Iokharic|Planar (Ancient)|Dragons, dragonborn, wizards|7|Arcane texts, oaths, old empires| |**Deep Speech**|None (telepathic)|Far Realm (Aberrant)|Aberrations|10|The Underdark’s wrong places| |**Infernal**|Infernal|Planar (Law)|Devils, warlocks, lawyers|8|Contracts, bindings, hell-forged writs| |**Primordial**|Barazhad|Planar (Elemental)|Elementals, genasi|7|Temples of the elements, storm-sites| |**Sylvan**|Espruar (var.)|Fey|Fey, dryads, satyrs|4|Fey crossings, glades, old rings| |**Undercommon**|Elvish (simplified)|Mortal (Underworld)|Drow, duergar, traders|5|Underdark markets, tunnels, smugglers| |**Druidic**|Secret (Sigils)|Secret|Druids|7|Cairns, trees, standing stones| |**Thieves’ Cant**|Marks / Oral code|Secret|Rogues, smugglers|5|Alleys, docks, black markets| --- ## 🧭 The Linguistic Family Web ```mermaid graph TD A[Mortal Tongues] --> B[Common] A --> C[Elvish] A --> D[Dwarvish] A --> E[Gnomish] A --> F[Halfling] A --> G[Goblin] A --> H[Orc] A --> I[Undercommon] A --> J[Giant] ``` ```mermaid graph TD K[Planar Tongues] --> L[Draconic] K --> M[Celestial] K --> N[Infernal] K --> O[Abyssal] K --> P[Primordial] K --> Q[Sylvan] ``` --- ```mermaid graph TD R[Far Realm] --> S[Deep Speech] T[Secret Codes] --> U[Thieves' Cant] T --> V[Druidic] ``` ## 🔮 Comprehension, Translation, and Magic Most translation magic “gets meaning”, not **culture**. ### What the spells actually do (useful at table) - **Comprehend Languages**: you understand the **literal meaning** of spoken/written language, but you don’t automatically grasp: - **legal loopholes** (Infernal), - **poetic double-meaning** (Elvish/Sylvan), - **ritual subtext** (Celestial), - **coded social signals** (Thieves’ Cant), - or the “pressure in the mind” of **Deep Speech** (you understand it… and still feel wrong). - **Tongues**: lets you **speak** and be understood, but it won’t grant: - correct **accent**, honorifics, taboo avoidance, - knowledge of **proper names**, or - the cultural power behind a phrase (e.g., a dwarven oath). ### A DM rule of thumb (simple and consistent) - Translation magic gives **truth of meaning**. - Culture, code, and consequences still belong to the world. --- # 📚 Language Dossiers Each entry has: **Voice**, **Script**, **Structure**, **Common usage**, **Example phrases**, and **DM hooks**. --- ## Common **Voice:** practical, clipped in cities; long and lilting in rural dialects. **Script:** Common (alphabet varies by region; standardised by trade). **Structure:** simple grammar, many loanwords; accent carries social class. **Used for:** commerce, law, guild records, tavern talk, signposts. **Common phrases** - “By salt and stone.” (an Alexandrian dock oath) - “Fair coin for fair work.” - “Mind the Watch.” **DM hooks** - Common changes fastest: slang dates a letter, a phrase reveals a city, a misspelling reveals a forger. --- ## Dwarvish (Dethek) **Voice:** heavy consonants, deliberate cadence; sounds like chisels and hammers. **Script:** **Dethek** (angular runes made to be carved). **Structure:** oath-heavy; nouns stack like masonry (long compound words). **Used for:** engineering notes, clan ledgers, oaths, epitaphs, forge-litanies. **Cultural rules** - To speak an oath is to place weight on your soul. - “False boast” is a serious insult; “false oath” is unforgivable. **Example phrases** - “Stone remembers.” (oaths endure) - “Pay the measure.” (pay what you owe, exactly) - “Name your witness.” (formal challenge) **DM hooks** - A dwarven contract might be _perfectly_ clear… and still contain a trap in what it refuses to promise. --- ## Elvish (Espruar) **Voice:** musical, breathy consonants, careful vowels; meaning hides in rhythm. **Script:** **Espruar** (flowing, elegant; written like calligraphy). **Structure:** layered meaning; metaphor is not decoration, it’s precision. **Used for:** history, poetry, diplomacy, ancient inscriptions, family trees. **Cultural rules** - Names are _stories_, not labels. - Direct speech can be seen as rude; they often “offer the path” rather than “give the order”. **Example phrases** - “The stars keep counsel.” (the past is watching) - “May your steps fall true.” (blessing before travel) - “Speak softly; the world listens.” (Fey-root superstition) **DM hooks** - Elvish inscriptions often read like poems; the _literal_ translation is accurate but incomplete unless you catch the metaphor. --- ## Sylvan (Espruar variant) **Voice:** laughter and threat in the same sentence; quick tempo, playful cruelty. **Script:** Espruar (older letterforms; “decorations” matter). **Structure:** implication-heavy; the _tone_ changes the meaning. **Used for:** bargains, riddles, true names of Fey places, invitations, curses that sound like compliments. **Cultural rules** - “Invitation” is power. “Permission” is law. - Promises are binding even when made “as a joke”. **Example phrases** - “Come as you are, and be as you seem.” (a trap disguised as courtesy) - “A gift for a gift.” (always, always) **DM hooks** - A Sylvan note can be both a love letter and a summoning circle, depending on how it’s read aloud. --- ## Halfling (Common script) **Voice:** warm, quick, full of idioms; stories fold into everyday speech. **Script:** Common. **Structure:** simple grammar, dense idiom; family terms are elaborate. **Used for:** trade routes, hospitality, genealogies, cooking notes, caravan codes. **Example phrases** - “A chair and a bowl.” (you are welcome) - “Don’t count the road, count the friends.” (traveller wisdom) **DM hooks** - Halfling ledgers are honest—but can hide smuggling in plain sight using idioms outsiders dismiss as “folksy talk”. --- ## Giant (Dethek) **Voice:** slow thunder; every sentence sounds like it should be carved into stone. **Script:** Dethek (often monumental). **Structure:** formal; lots of titles; insults are mythic, not personal. **Used for:** runestones, old treaties, clan boasts, geographic naming. **Example phrases** - “Sky witnesses.” (we swear before the storm) - “Hold the height.” (defend the pass) - “Small, but unbroken.” (respectful acknowledgement of smaller folk) **DM hooks** - Giant runes are often visible from far away—messages meant to be read across valleys. --- ## Gnomish (Dethek, technical) **Voice:** bright, precise; it “clicks” with lists and asides. **Script:** Dethek (adapted with extra marks for measurements). **Structure:** loves parentheticals, footnotes, and exact numbers. **Used for:** schematics, formulae, lab journals, prank-poems with dangerous punchlines. **Example phrases** - “Measure twice, sing once.” (craft maxim) - “If it works, write it down.” (gnome creed) **DM hooks** - A gnomish note can be a diary entry that’s secretly an instruction manual. --- ## Goblin (Dethek variant) **Voice:** fast, sharp, practical; lots of nicknames and status words. **Script:** Dethek variant (simplified; often scratched). **Structure:** short clauses; meaning relies on context and hierarchy. **Used for:** raid plans, warnings, territory marks, bargaining. **Example phrases** - “No light. No eyes.” (stay dark) - “Food now, talk later.” (goblin diplomacy) **DM hooks** - Goblin writing on walls is usually **directional** (where to go, what to avoid), not decorative. --- ## Orc (Dethek variant) **Voice:** rhythmic, chant-like; strong stress patterns; boasts are formal. **Script:** Dethek variant (bold, often carved or burned). **Structure:** titles matter; “who you are” is spoken before “what you want”. **Used for:** war songs, lineage chants, scars-as-records, territorial law. **Cultural rules** - A boast is a **pledge** to be tested. - To deny someone’s title is to invite blood. **Example phrases** - “Speak your strength.” (announce yourself) - “Iron finds truth.” (trial by combat / ordeal) **DM hooks** - Orc phrases often sound like threats in Common, but in Orc they can be formal courtesy. --- ## Undercommon (simplified Elvish script) **Voice:** quiet, economical; meant to carry in tunnels without echoing too far. **Script:** simplified Elvish letterforms. **Structure:** trade-focused; lots of words for routes, debts, and dangers. **Used for:** Underdark markets, drow/duergar trade, smugglers, prisoners. **Example phrases** - “Coin first, names later.” - “The tunnel remembers.” (someone’s watching / traps exist) **DM hooks** - Undercommon often includes hand signs mid-sentence to clarify meaning in darkness. --- ## Draconic (Iokharic) **Voice:** commanding, measured; consonants like claws on stone. **Script:** **Iokharic** (ancient, complex; “true forms” are hard to forge). **Structure:** name-centric; ownership and hierarchy are baked into grammar. **Used for:** arcane theory, wards, binding circles, old empire records, dragon oaths. **Cultural rules** - Names have weight. A “true name” is a treasure. - To speak a dragon’s name aloud can be provocation. **Example phrases** - “Guard the name.” (protect identity, protect power) - “By scale and fire.” (draconic oath) **DM hooks** - Draconic appears in spellbooks not because it’s “magic”, but because it is **precise** enough to survive copying without losing meaning. --- ## Celestial **Voice:** resonant; sounds like choir tones layered under speech. **Script:** Celestial (geometric elegance; often in circles and radiants). **Structure:** formal; many words for light, duty, witness, mercy. **Used for:** blessings, holy seals, scripture margins, angelic names, consecration rites. **Cultural rules** - “Witness” is sacred. To lie while invoking witness is spiritually dangerous. **Example phrases** - “Let truth stand.” (invocation) - “Mercy is strength.” (doctrine) - “By the Witnessed Light.” (oath) **DM hooks** - Celestial text can act like a **moral filter**: the same line reads colder to the cruel, warmer to the kind. --- ## Infernal **Voice:** crisp and exact; every sentence sounds like it’s already in court. **Script:** Infernal (sharp, legal glyphs). **Structure:** definitions inside definitions; ambiguity is a weapon. **Used for:** contracts, binding circles, devil bargains, infernal bureaucracy. **Cultural rules** - Nothing is “implied” unless it is defined. - Courtesy words can be clauses. **Example phrases** - “Terms acknowledged.” (acceptance) - “Consideration received.” (payment taken) - “Default shall be collected.” (threat) **DM hooks** - When a devil says “I promise,” that’s theatre. When it says “I stipulate,” that’s the knife. --- ## Abyssal **Voice:** harsh, jagged, laughing; cadence breaks unexpectedly. **Script:** usually Infernal letterforms corrupted, or scrawled pictographs. **Structure:** emotional intensity carries meaning; contradiction is normal. **Used for:** curses, cult graffiti, demon names, battle howls. **Cultural rules** - Abyssal is not designed to be stable. It mutates. **Example phrases** - “Break the chain.” (destroy law/order) - “Bleed the sky.” (blasphemous invocation) **DM hooks** - Abyssal writing often looks like it’s _moving_ if stared at too long—great for tone, without needing mechanical effects. --- ## Primordial (Barazhad) + Dialects **Voice:** raw, elemental; each dialect “feels” like its element. **Script:** **Barazhad** (bold, rune-like, built for carving and etching). **Structure:** direct; many verbs for movement and change. **Used for:** elemental pacts, storm-call rites, genasi heritage, ancient ruins. ### The Four Common Dialects - **Aquan** (water): flowing, whispery; lots of words for currents, depth, pressure. - **Auran** (air): light consonants; sentence order shifts like wind. - **Ignan** (fire): rapid, sharp; emphasis changes meaning. - **Terran** (earth): slow, heavy; repetition strengthens statements. **Example phrases** - Primordial: “As the world turns.” (inevitable change) - Aquan: “Depth keeps secrets.” - Ignan: “Feed the flame.” - Terran: “Hold. Endure. Remain.” **DM hooks** - A Primordial inscription might be readable, but only **safely spoken** in the matching environment (Ignan in rain sputters; Auran in a sealed tomb chokes). --- ## Deep Speech **Voice:** mostly not spoken—**impressed** into the mind; when voiced, it sounds like wrong geometry. **Script:** none safely standardised; diagrams are dangerous approximations. **Structure:** concepts stack beyond mortal grammar. **Used for:** aberrant commands, eldritch formulae, thoughts that aren’t yours. **Example “phrases” (translated effects, not words)** - “You are seen from inside.” (paranoia-inducing concept) - “Open the angle.” (a door that isn’t a door) **DM hooks** - Even with translation magic, Deep Speech can leave a “taste”: copper, static, vertigo. Let players feel the alienness without forcing mechanics. --- ## Thieves’ Cant **Voice:** ordinary speech with hidden meaning; half in gesture, half in timing. **Script:** chalk marks, scratches, knot-codes, coin placement, “accidental” graffiti. **Structure:** layered: the surface sentence is harmless; the real sentence rides underneath. **Used for:** warnings, meet points, prices, “safe house” signs, identifying allies. **Sample marks (table-friendly)** - **Circle + dot**: “Someone useful here” - **Two slashes**: “Watch nearby” - **Broken triangle**: “Bad deal / traitor” **DM hooks** - Cant is best played as: “You understand there’s a second meaning.” Then hand the rogue a short secret note. --- ## Druidic **Voice:** rarely spoken aloud; more often sung, breathed, or tapped into wood/stone. **Script:** knots, spirals, leaf-veins, carved crescents—**not** a public alphabet. **Structure:** location-based meaning: the same sign on oak vs stone means different things. **Used for:** trail signs, warding stones, circles, warnings, sacred histories. **Example meanings** - Spiral on bark: “Safe rest” - Three cuts on stone: “Hunter nearby” - Knot-sigil: “Circle boundary — do not cross” **DM hooks** - Druidic is perfect for “soft gating”: the druid can find safe routes, hidden groves, and avoid natural hazards. --- # 🪶 Scholar’s Notes (Cross-language Truths) - **Scripts travel easier than languages.** That’s why Dethek shows up in Dwarvish, Giant, Goblin, Orc, and Gnomish. - **Planar tongues do not “evolve” like mortal ones.** They are tied to cosmic principles (Law, Chaos, Element, Radiance). - **Undercommon is a marketplace language.** It’s less “drow language” and more “the tongue you need to survive down there”. - **Draconic is the spine of arcane notation** because it is **stable**, not because it is “more magical”. --- # ✨ Optional Appendices for Your Setting These are great—just keep them as **local variants** so players don’t confuse them with the core list. ## Appendix A — Kalteo Cant (Local Underworld Code) **Family:** Mortal / Secret. **Script:** Hybrid (Common + Dethek marks). Used by **Syndicate agents**, smugglers, and fixers. Mechanically: treat as **Thieves’ Cant** plus local signs/phrases unique to Kalteo. ## Appendix B — Amethyst Draconic (Scholarly Variant) A draconic _register_ used by scholars of Visidera: same base as Draconic, but with additional **arcane diacritics** for psionic/astral concepts. Mechanically: counts as **Draconic**, but grants advantage on a DM-chosen subset of lore checks involving **gem dragons / psionics**. ---