Gaming
 

Languages

From Amia Wiki

According to the rules of pen and paper third edition DnD, a character can only speak as many languages as you Int modifier, aside from Common or their racial/class language (meaning an Elf comes auto with Elven and Common regardless of intelligence, and an Drow Druid would come with Drow, Drow HandSign, Common, and Druidic). Do realise that your choice of bonus languages must be logical. A half-ork will be not be in the position to learn Drow Sign language easily, as it's very difficult to master, and it'd be hard to find a tutor.

[edit] List of languages

  • Abyssal [Demons, Chaotic Evil outsiders]
  • Auran [Air creatures]
  • Aquan [water creatures]
  • Celestial [good outsiders]
  • Common
  • Draconic [Kobolds, Lizardfolk, Troglodytes, Dragons]
  • Drow
  • Drow (Sign language)
  • Druidic [Only Druids will know this language]
  • Dwarven
  • Elven
  • Giant [Ogres + Giants]
  • Gnomish
  • Goblin [Gobbos, Hob gobbies, bug bears]
  • Gnoll
  • Halfling
  • Ignan [Fire creatures]
  • Infernal [Devils, Lawful Evil outsiders]
  • Orcish
  • Sylvan [Dryads, fey]
  • Terran [Earth creatures]
  • Thieves' Cant [Used by rogues to get meaning across indirectly]
  • Undercommon [Drow etc]
  • 11 dialects of Kara-Tur

[edit] Notes

Most magical script is written in a mixture of Draonic and Infernal. Draconic symbols resemble a mix between old celt runes and kanji if they got drunk and had a baby.

Elven mages tend to write their spells and research in old elven, which is the language of the grey elves

Thayvians write all their spells and research in old empire script. This is incredibly hard to read or decipher.