Languages

You have one language slot for every language listed when creating a normal D&D character. Each additional slot can be used to buy a spoken or written version of any of the languages listed below. You have to buy the spoken and written separately. Not all languages have a both a spoken and written form. And some use hand language and other cues. The hand languages take only one slot unless otherwise noted.

Language
Language
Spoken
Written
Description/Notes
Common
Yes
Yes
Language of the human Imperium.
Trade
Yes
No
Language of the trade routes and merchants.
Quick Hand
No
No
Coded hand language of thieves’ guilds. Each guild will have its own version. Though knowing one allows you to have a chance of decyhering another guild’s variant.
High Speech
Yes
Yes
A refined and highly traditional version of Common spoken and written by the royal families. Also found in legal documents of the Imperium.
Scribe Script
No
Yes
A set of written cyphers used to obscure arcane and other forbidden knowledge.
Serpent Tongue
Yes
Yes
Language of the Tor and other Serpentfolk
Abyssal
Yes
Yes
Demons and their worshipers.
Gnome
Yes
Yes
The language of the Gnome.
Caliban
Yes
No
Language of the northern Caliban tribes.
Supernal
Yes
Yes
Devils and those sworn to their pacts.
Creata
Yes
Yes
A difficult language to speak, takes two language slots to learn the spoken version. Written language is written using their bird feet. Requires special implements for others to write. Language of the bird people of the southern seas.
Fey Speech
Yes
Yes
Ancient language of the Elves.
The Accounting
No
Yes
A special language used to keep ledgers by the trade guilds.

Languages

Hard Times in Sol Rasa fauxcrye