Samloyal23
Adventurer
I never really liked the idea of having one language everyone speaks in a campaign, it makes it too easy to lose track of the differences between races and cultures. I am not having Common in my campaign, what's the point of having languages if everyone speaks Common? From my campaign notes:
So yes, characters will need to spend a couple of precious skills points on learning some languages. I think it makes the world more interesting. Thoughts?
I am not a philologist but I want the names used in my campaign to be evocative and display the background of each character. So I have decided that each language in my campaign will be represented by a real world dialect appropriate to the culture with maybe a little tweaking for pronunciation purposes. So these are the languages spoken in my setting with their real world basis:
Kironan/Centaur: Greek
Faunish: Latin
Minotaur: Minoan
Melian Elvish: Etruscan
Valoran: Italian
Burghauser: German
Iron Dwarvish: Norwegian
Trollish: Finnish
Aarakocra: Mayan
Bullywug: French
Thosian/Naja-Set: Egyptian
Giff: Arabic
Gnollish: Swahili
Genasi/Djinn: Persian
Ysian/Liath Elvish: Welsh
Aldean/Sidhe: Irish Gaelic
Gruagach: Scottish Gaelic
Some of these may be subject to change if I have trouble making an adequate list of character names for a given language. Celtic language are virtually impossible to read if you are not a native speaker so I may attempt to make them more phonetic in spelling.
So yes, characters will need to spend a couple of precious skills points on learning some languages. I think it makes the world more interesting. Thoughts?