5 January 2023

Languages of the Amir Steppes

Here is a conversion of the standard D&D languages to the world of Althan, or more specifically the Amir Steppes in West Althan.

In addition, a new house rule is in effect: You may take an expertise in language, just as you can in any other proficiency. See the expert effects in the table below. Also the Linguist feat now lets you pick an expertise in one language you know.

Any effects that require a saving throw have a

DC = 8 + double proficiency bonus + Charisma modifier

 

d20LanguageExpert EffectD&D Equivalent
1Low ImperialVarious dialects of Old Imperial, spread throughout the fallen Aunian Empire. All mutually intelligible, though with many funny accents.You can speak High Imperial with no accent. High Imperial is the language of imperial nobility, so people will generally assume that you are either a scholar or a noble.Common
2NymbianLanguage used in Nymbia, a great southern empire beyond the Trollish Mountains, and also by the southern barbarian tribes.  
3TaalishLanguage used in the Thirty-Three Kingdoms.  
4KhazumOld dwarven language once used in Khelek Dur, the dwarven realm beneath the Trollish Mountains, and now used by the dwarven clans who fled when Khelek Dur was destroyed. Useful as very few non-dwarves can understand it. Dwarfish
5KanishLanguage of the ashen elves from the triplet city of Kani. Related to Substratal.
 Elvish
6TrollishLanguage used in Trollamor, the city of trolls. Related to the Dark Speech. Giant
7PflecianLanguage used in Pflec, the gnomish dictatorship. Related to the Dark Speech. Gnomish
8Skurut TonguesThe many dialects of various goblin tribes, all at least a little bit mutually intelligible. They often incorporate various body sounds.Gain scent. You also become a little more ugly and green, slowly starting to turn into a goblin.
Goblin
9HinnishLanguage of Hins, the tiny savages from the Hin Highlands. Halfling
10UgrathishLanguage of Ugrathi, the nomadic orcish clans who travel far and wide in their caravan wagons, wheeling and dealing. Orcish
Rare Languages
11Golden GospeltongueLanguage of clergy of the Triune Divinity. Said to be also used by the Empyreal Host of the High Heaven.You can detect lies told in Gospeltongue. No save from the liar, but there must be intention behind the lie.Celestial
12DraconicAlso used by the dragonborn races and many sorcerers.If you know the True Name of a dragon and call it in Draconic, they will always hear you, no matter where they might be. Their reactions may vary.Draconic
13DruidicA secret language, forbidden to the uninitiated.Animals understand your pleas or demands perfectly, even if you do not understand their replies.Druidic
14Dark SpeechLanguage of the Dark Ones, dead since they exterminated themselves in endless civil wars.You can speak ancient words of command that still hold sway over the many races created by the Dark Ones. All creatures of such races* in earshot must make a Wisdom Save, or they must choose one of a) kneel immediately (as Prone), or b) cower in fear for [Charisma bonus, min 1] rounds (as Frightened). You may use this ability again after a short rest.Deep Speech
15Hereafter SpeechLanguage used by psychopomps, demons and the dead.Any demon, undead or psychopomp must answer you one question thruthfully. Mindless undead get no save. Every creature can be affected only once.
Abyssal, Infernal
16DjinnishLanguage of the Elemental Lords. (Not an otherworldly power, they live around Lake Siva to the east and waged a long war against the Aunian Empire.)The elements understand and try to help you. When you speak Djinnish, wind will blow when you command, fires will dim when you are whispering, earth will shake when you laugh and water will flow according to you will.Primordial
17Fey SpeechLanguage of the fickle Folk.
You can speak in endless riddles and allegories. Only the people you designate (who must know Fey Speech) will understand the true meaning of your speech.Sylvan
18SubstratalDialects used in the various settlements around the Sunless Sea. Contains a lot of clicking sounds.You can very, very poorly echolocate by clicking your tongue. Handy in the dark.Undercommon
19Thieves' CantA combination of code words, hand signs and markings used for covert communication. Originally developed by the Insurgency when they were fighting the Dark Ones, but later adopted by thieves all over the Amir Steppes. You can sign with a single hand at the speed of normal speech. You can place marks that only you will find.
 Thieves' Cant
20Lip ReadingWorks for any language you are proficient in.You can lip-read even in languages you don't know. You will not understand the words, but can perfectly replicate the sounds for someone who does know that language.

*) Dark Ones specialized in biomancy and necromancy, leaving behind many half-human, half-animal races and hybrid monsters.

1 comment:

  1. Neat idea to localize the generic languages, and I like the little abilities you get with some of them - Draconic & Djinnish are particular stand-outs.

    ReplyDelete