This is a collection of languages for modification and use in your games, along with houserules to make languages more engaging.Language as it is typically used in TTRPGs is not all that interesting - in DnD and other systems that take cues from it languages often end up picked at character creation and then forgotten until some awkward moment when it is needed. Players are often not incentivized to make their characters linguistically useful or spend any downtime learning languages because they are essentially just a checkbox. This is a shame because human language is perhaps the most interesting thing we've ever made as a species - let's try to put the care that language deserves into TTRPGs.

Shout it from the rooftops, let the ignorant and the learned alike know the beauty of your mother-tongue.
By Ferenc Pinter

 First, some changes to how languages work mechanically before we get onto the list:

Some extra notes - languages may be unable to gain the Written tag if they have no script - some may be unable to gain the Spoken tag if the language is purely written - some especially esoteric languages may only be able to get the Fluent tag. If a language lacks the ability to gain a certain tag it will be noted in its description. Even if you only have 1 tag on a language, it is enough to benefit from its ability.

You gain Fluency in your native tongue on character creation unless you come from a very strange background. Extra languages gained during character creation do not start as Fluent - instead gaining 1 tag per language you would normally add to your sheet during this stage. Both Written and Spoken are still required for Fluency at character creation, but a tutor is not.

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The abilities attached to each language often pull from reaction rolls. As a refresher for those less familiar with this old-school mechanic, the GM may choose to make a reaction roll if the encounter/interaction's attitude toward the party is not immediately obvious. A reaction roll is done with 2d6:

2 or less: NPC is immediately intensely hostile.
3-5: Somewhat hostile and standoffish.
6-8: Neutral, uncertain, may be won over or turned against you with the right words.
9-11: Somewhat friendly and welcoming.
12 or more: Immediately very friendly.

Reaction rolls are often made at the start of the encounter/interaction with an NPC, but the GM may choose to make a new reaction roll if the situation changes in some very unexpected way or a very glaring social faux-pas / extreme gesture of friendship is made by the party. The GM does not need to roll individually for each NPCs reaction in a group - instead rolling for them collectively. The GM should actively apply bonuses or maluses to the reaction roll as would make sense and fit the situation.

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With that out of the way, let's get onto the list:

You cannot have a wholeness of knowledge without direct and earnest immersion.
By Ferenc Pinter
  1. Common - The language of The Empire - it has a droning tone and a script that is overburdened numbers and expressions of equivalence. Common is more often written than spoken, as merchants from all corners of the world use the language in documents and ledgers. The concept of humor and irony has been slowly eroding from the language - to the wealthy and powerful these are tools that get in the way of business at best and can be wielded as weapons at worst.
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    Any merchant or vendor you meet has a 4-in-6 chance of knowing Written Common no matter what corner of the world you may find them in. You can appraise the price of anything given a minute of observation.

  2. Thanks - The language of the people across The Sea - it has a slow and beautiful cadence like auditory honey with a script that is so informationally dense that some entire sentences can be condensed into one character. The language is notably obsessed with politeness and decorum - spoken rudeness comes out like a retch. This language is often learned for its script, as quite a few accomplished authors have made poetry penned in Thanks that can bring even the strongest of men to tears.
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    Given a minute of observation you can tell what habits and etiquette will serve you best in your current situation. Just by hearing someone's voice you can immediately tell if they conceal genuine hate or love in their heart for you if applicable.

  3. Chuckle - The language of wandering Knights - it lingers in laughter of all kinds and has no Written component. The Knights often use Chuckle as a way to conceal short messages and warnings to fellow fighting-men. The more esoteric and experienced the Knight is, the more ominous and strange their laugh becomes.
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    You can tell someone's HD and class by hearing their laughter. You can also tell the reason for their laughter - is it genuine, faked, nervous, hiding a message in Chuckle, etc.

  4. Serpentine - The language of Exiles and reptiles - it sounds like hissing and has no Written component. In order to accurately speak Serpentine one must split their tongue down the middle. This will forever mark you as one who has business with criminals of The Empire at best or an Exile at worst.
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    Gain +2 to reaction rolls with outlaws and -2 to reaction rolls with the law if you expose your split tongue to them. With Fluency you understand and speak with reptiles - even mythical ones.

  5.  Skull - The language of lost Undead - it sounds like nothing save the occasional clatter of bone and has a thin, trailing script. Lacking the organs to speak clearly, the Undead who still cling to humanity developed Skull. Only the prideful Undead such as liches use written Skull.
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    You have an uncanny anatomical knowledge and can accurately assess all humanoid's injuries or anatomical anomalies with a minute of observation. With Fluency this knowledge extends to beasts as well.
    No matter what, you will have a very rough time communicating in Skull without both hands free.

  6. Arcane - The language of Wizards and Sorcerers - a mindbogglingly complex and delicate script of strange shapes with no Spoken component. Arcane is less of a language for casual communication and more a notation for casting spells, found in spellbooks and scrolls. Older Wizards view Arcane as a pure language only meant for the purposes of spellcraft - younger Wizards and other adventurers occasionally leave written messages in Arcane much to the chagrin and distaste of the old.
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    You can tell if something is magical with a minute of observation if you are not a Wizard - if you are a Wizard you can tell at a glance. With Fluency you can get a hint of the nature of magic present and its intensity.

  7. Oath - The language of starry-eyed do-gooders and esoteric orders of Paladins - it sounds something like rhythmic choking and its script is written in large, inky blocks. The concept of a lie is completely foreign in this language, as such it is impossible to communicate any untruths in it. In ages past The Church used this language, it now uses Common swearing that this shift it is just to reach the ears of more believers.
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    You may reroll any reaction roll with +2 if you only use Oath for the rest of the interaction. If you go back on your word during this time, take the result of the reaction roll as nonlethal damage - your blunder will be very obvious and unforgivable to those who know Oath.

  8. Jest - The language of contentious folk and birds - it sounds vicious yet rhythmic and its script can be easily mistook for chickenscratch. The choice to learn Jest is one born of strange circumstances - as the language has the capacity to be wielded in such a way where insults actively hurt others. There are tales of Jester-Kings of the hinterlands who would depose enemy warlords with one Jestful breath.
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    If you purposefully insult someone who knows Jest with Jest, you deal 1d4 nonlethal damage to them with your insult - no roll to hit. With Fluency these verbal attacks can be lethal - completely crushing the victim's spirit and giving them a heart attack on kill. Increase the dice size a step (1d4->1d6->1d8->1d10) for each of the following the insult contains:

    An accusation which preys on the target's deepest insecurities or regrettable past actions.
    A rhyme scheme, kenning, or strict meter.
    Something which makes the GM and other players laugh or applaud.

    If the target does not know Jest, the insults fall on deaf ears and do nothing.

  9. Haunt - The language of survivors of The Dungeon - with no Spoken or Written component - only Fluency. You can tell someone knows Haunt by their empty eyes. The natural way to gain this language is to get very lost in The Dungeon and stumble back to the surface. Tutors of Haunt are often uncooperative if the student is unwilling to take risks for their education.
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    You can listen to messages hidden in notable dungeon architecture. The GM shall decide what counts as notable and what counts as a dungeon. What the architecture has to say is often strange - rock and stone thinks differently than flesh and blood. Given a minute of tracing a finger across your surroundings you can tell which way is North.

  10. Tracks - The language of everybody - its script is written in bootprints and has no Spoken component. Everybody is not an exaggeration - you can leave messages in Tracks completely unknowingly. These uninformed messages often consist of random babble occasionally interrupted by very accurate tellings of your whereabouts when the message was left. You can very clearly tell someone Fluent in tracks by their unique gait.
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    Given a minute of observation of footprints, you can tell what somebody was doing at the time they left them. The Fluency reaction bonus for those who share languages in Tracks is +3 instead of +2 - Tracks tends to attract lonely souls.

  11. Screech - The language of Warlords and ghosts - there is only one spoken tone in the language (screaming your head off) and has no Written component. Speaking the language makes your throat raw and bloody, but it is very effective at making the ignorant tremble. If Screech is used in a conversation, someone is more than likely about to get killed or maimed.
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    If you open an interaction with Screech whoever you're talking to must immediately test morale if they do not know Screech. There is no reaction bonus with Fluency, instead flip a coin. On heads, count the reaction roll as a 12 - on tails, 2 - Warlords and ghosts are a mercurial lot.

  12. Abyssal - The language of the strange wretches in darkest depths of The Dungeon - it sounds like methodical tongue-clicking and snorting - its script is swirling grooves carved into smooth rock. Lacking light, the wretches have developed their language to serve as both a form of communication and navigation - it serves as a way to echolocate. Abyssal is incredibly difficult to learn for humans, as their ears are not as finely tuned to "feel the space" as the deep ones like to call it.
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    You cannot be moved by fear or charm effects and are twice as resistant to the effects of cold and exposure in darkness. With Fluency, you can use Abyssal for the purposes of echolocation.

  13. Absolute - The language of Gods - it sounds as it is called, absolute and terrifying and has no Written component. This language cannot be learned, only given or stolen from a God's divine lungs. It is a legend that eons ago the Gods demanded that the early mortals of The Empire develop writing to record their declarations in Absolute - but over the ages sinful mortals used writing to skew their declarations in their favor.
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    You count as a God, with all that entails.