Language (Existence Supplement)
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The world is far from being unified. Though at a time long past everyone spoke one of three languages, now each nation speaks different languages and different dialects. This can be seen by the loss of a single, common tongue that most know, and replaced with dozens of “common” languages that are simply regional.
In game terms, Common, Elven, Dwarven, etc… no longer exist. Instead, there is Common(Bissel), Common (Fertor), Elven (Great Forest), and so on. Each nation has its own dialect for every base language, and there is no single base language known. Because of this, most characters will have to know many languages in order to survive, or have a magical means to understand languages.
At character creation, a human receives Common for both their nation and the nation in which the campaign starts in. All non humans also gain their Race language for the nation they are from. A character that has high intelligence can learn a number of languages equal to 2 * Intelligence modifier, chosen within normal limitations though without limitations to region. EX. A Dwarf from Bissel with an intelligence of 12, playing their campaign in Tilia knows the following languages: Dwarf (Bissel), Common (Bissel), Common (Tilia), and could take Gnome (Fertor) as well.
The linguistic skill allows a player to learn four languages for every skill point put into it. Also a player who has a base language, the language before the (), in common with the language they are trying to understand gains a +2 circumstantial bonus.
As a different choice, instead of all players starting the game knowing the Common tongue for the region in which the game starts, the DM may choose to have players know Common (PFG). This language is the language all members of the Pathfinder’s Guild speak, and there are no racial variations to it, though no one outside the guild can speak it.
These languages are no longer spoken in any form or variety. Though exceptionally rare, on occasion there are a few who can read or speak them. Due to the complexity of learning a dead language after thousands of years of darkness and wars, each of these languages take up 4 language slots to learn. No character without linguistics should know these languages, and even those with linguistics should have a good reason to know them.
Ancient Draconian (Current Draconian is nothing at all like the ancient variation, and only the most elder of dragons still speak it)
Aryian: Spoken by Arya. Considered an evil tongue with slight hints of Infernal and Abyssal in it.
Nortilian: Spoken by Nortilia. Considered a good tongue with slight hints of Celestial in it.
Zorian: Spoken by Zora. A very neutral language with no similarities to any other, past or present.
A divine language is anything that a normal mortal would not speak, and would not be limited to the natural boundaries of nations. In so far as those located on the material plane itself, Draconian is the prime example, though different dialects can be spoken based on where one currently is. Outside of the material plane, all languages are considered divine, to include but not limited to Abyssal, Infernal, Celestial, and Terran. These languages exist outside the nationalities that most languages are forced to be consigned in, and thus are consistent regardless of the pantheon or creature speaking it. These languages take up 2 language spots to learn, easier to aquire since they are still spoken, but far more complex than the average language is.