Hiraeth Experimental Rules - Revised Language
This document presents playtest material for advanced language rules for our version of D&D for HAG. These mechanics offer a more nuanced approach to communication in our campaign world, replacing the standard language rules found in the Player's Handbook. This system is designed for campaigns where linguistic diversity, cultural barriers, and the challenge of translation play a role. As playtest material, these rules aren't fully balanced and may change. We welcome and encourage your feedback!
Expanded Languages
Language shapes adventures. Each tongue speaks of unique cultures, ancient histories, and distant lands. In this ruleset, there is no universal "Common" tongue. Characters instead rely on a diverse mix of languages determined by their origin, background, and experiences.
Fluency Levels
Characters' understanding of languages is defined by fluency, and levels of fluency are defined here:
- None: No comprehension.
- Basic (Phrasebook): Understands simple greetings, common phrases, and rudimentary instructions. Relies heavily on context and gestures.
- Conversational: Comfortable in everyday dialogue, able to barter, navigate, and grasp ordinary speech. Struggles with specialized vocabulary or complex discourse.
- Fluent: Near-native proficiency. Understands idioms, subtle nuances, and complicated topics. Reads and writes proficiently.
- Academic/Native: Mastery at the highest level, including archaic forms, complex texts, dialects, and deep cultural context.
Starting Languages
Characters gain initial languages based on their origins:
- Origin: Fluent proficiency in primary language(s) of your homeland or upbringing (DM discretion).
- Background: Often grants one additional language at Fluent proficiency.
- Class/Race: Certain classes or races (such as Druids, Elves, or Dwarves) grant specific Fluent languages.
Language Families & Related Languages
Mechanic: Fluent proficiency in one language might grant Basic proficiency or Advantage on Intelligence checks when interacting with closely related languages.
Example: Fluent proficiency in Common Delphic grants Advantage when interpreting Ancient Delphic texts or Basic fluency in related dialects.
Learning Languages
Learning or improving language skills occurs during Downtime:
- Basic: 5 workweeks minus your Intelligence modifier.
- Conversational: 10 workweeks minus your Intelligence modifier (from Basic or None).
- Fluent: 10 workweeks minus your Intelligence modifier (from Conversational).
- Academic: Requires extensive study, a dedicated tutor, or special quests (DM discretion).
Cost: Typically 25 gp per workweek, adjusted by rarity or availability of tutors and materials.
Immersion: Spending prolonged time immersed in a language-speaking community may grant Advantage on progress or reduce required time.
Languages of the World
These languages are subject to change over time. Updates to these charts will be posted.
Common Languages of the World
Language | Origin | Speakers | Family | Script | Real-World Analog |
---|---|---|---|---|---|
Arcana | Arcana | Scollars of Magic and high class of Athenaeum | Arcana | Latin | Latin and Classical Greek |
Arfordirian | Arfordir | People of Arfordir | Arf-Haroldian | Latin | French |
Beccin | Bec | People of the Beccin Empire & Bec | Beccian | Cyrillic | Russian |
Common Delphic | Athenaeum | People of the Athenaeum | Classical | Latin | Modern Greek |
Modern Elvish | Last Elven State | People of the Last Elven State | Elven | Sarati, Cirth, & Sarati | Elvish |
Haroldian | Harold-Ford | People of Harold-Ford & Gilded Nations | Arf-Haroldian | Latin | UK-English |
Auran | Icebeach Mountains | Dwarves of the Auran Mountains | Dwarven | Dwarven Runes | Estonia |
Ironic | Iron Bash | Dwarves and People of the Iron Bash | Dwarven | Dwarven Runes | Latvian |
Cavosian | Great Cavern | Dwarves of all sorts (the common for Dwarves) | Dwarven | Dwarven Runes | Finish |
Ikbesh | Icebeach | People of Icebeach | Ikbesh | Common | Norway |
Astrousian | Astrousia | The people of Astrouia (each city state has their own langue but this is used by politics and trade) | Unknown | Latin | Old Nubian |
Golith | Giants | Nomatic Giant Tribes | Giant | Not writen, if so Latin | Sami, Kalmyk, & Nenets |
Exotic
Language | Origin | Speakers | Family | Script | Real-World Analog |
---|---|---|---|---|---|
Draconic | Dragons | Kobolds, Dragons, and Dragon Borns | Draconic | Latin | German |
Celestial | Gods | People of the Higher Planes | Celestial | Latin | Welsh |
Aethonix | Ancient Ruins (Gaints) | Scholars of the Gaints | Aethonix | Glyphs | Mix of Sumerian and Cuneiform |
Winthrex | Winrich | Evil Cults and studiers of acient and powerful dark magic | Ikbesh | Latin | Coptic |
Infernal | Hell | The fiends of the hells and those whole live there for a time | Infernal | Latin | Mandaic |
Scripts & Literacy
Each language typically uses a specific script. Fluent proficiency usually includes literacy. Deciphering unfamiliar scripts requires a high Intelligence (Investigation) or (History) checks.
Exotic & Secret Languages
- Exotic Languages: Represent rare or ancient tongues—Draconic circumstances or longer learning times.
- Secret Languages: Thieves' Cant or Druidic, which cannot be learned normally and require specific class features or story-based circumstances.
Gameplay Impact
This expanded system emphasizes linguistic diversity:
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