Appearance
Languages of Thesalon
Thesalon has no universal language spoken equally by every person.
The language called Common in Pathfinder 2e represents the shared language most useful in the region where a campaign takes place. For the Marithel starting campaign, Common represents Maritime Common, the widely taught contact language of Marithel’s harbors, sea routes, merchant houses, refugee districts, and international crews.
Maritime Common allows characters from distant communities to conduct ordinary conversation. It does not replace the regional, household, ancestry-associated, professional, sacred, and planar languages used throughout Thesalon.
A person’s ancestry does not determine their first language.
A dwarf raised in Windrider Freeport may speak Maritime Common and Maritheli before learning Dwarven. An orc raised in Estenwatch may speak Caerlish and Estenmark Border Speech without knowing Orcish. A human raised in an Ilyrian lizardfolk household may speak Ilyric and Iruxi. A tengu raised aboard a mixed ship may speak Maritime Common, Tengu, and a shipboard sign language.
Language follows upbringing, education, work, travel, community, and personal history.
On This Page
- Pathfinder 2e Language Rules
- Common in the Marithel Campaign
- Language Rarity and Access
- Master Language Directory
- Regional Languages
- Widespread Ancestry-Associated Languages
- Specialized Ancestry and Community Languages
- Aquatic Languages
- Subterranean and Mountain Languages
- Fey, Spirit, and Shadow Languages
- Elemental Languages
- Planar and Sacred Languages
- Undead and Funerary Languages
- Ancient, Constructed, and Lost Languages
- Signed Languages
- Scripts and Writing
- Languages by Continent
- Languages by Ancestry
- Languages by Profession
- Learning Languages
- Translation and Magical Communication
- Choosing Languages for a Character
- Starting Languages in Windrider Freeport
- What Most People Know
- Related Pages
Pathfinder 2e Language Rules
A character’s ancestry entry states which languages they know at 1st level.
Knowing a language normally means the character can:
- understand it when communicated in a form they can perceive;
- communicate through its ordinary spoken or signed form;
- read and write its standard script, where one exists.
A character with a positive Intelligence modifier gains additional languages as described by the Pathfinder 2e rules.
Additional languages can normally be selected from:
- languages listed by the character’s ancestry;
- common languages;
- regional languages the character has access to;
- uncommon languages granted by their background, upbringing, heritage, or another source.
The Multilingual skill feat and other character options can grant further languages.
Spoken and Signed Forms
A language may have:
- a spoken form;
- a signed form;
- a tactile form;
- an underwater form;
- a light-based form;
- a written form;
- several of these.
Learning one language normally grants practical fluency in the form used by the character’s community. Unusual forms should be recorded on the character sheet when important.
For example:
- a Pearlglass merfolk may know the submerged form of Maritime Common;
- a Highfall strix may know the aerial signaling form of Maritheli;
- a deaf character may use a complete signed form of Caerlish;
- a conrasu may communicate through patterned sound and motion translated as Empyrean.
Literacy
Most player characters are literate in the ordinary script of languages they know unless a character concept, community, disability, or campaign circumstance says otherwise.
Literacy is not uniform across Thesalon. A person may:
- speak but not read a language;
- read an old religious form but not speak it;
- understand a household language but answer in Common;
- know a signed language without knowing its written notation;
- know professional symbols without full language fluency.
Common in the Marithel Campaign
Maritime Common
Pathfinder category: Common.
Primary range: Marithel, Highharbor, Mereth-Kai, Hrafnvik, Selvarin, major sea routes, international ports, and refugee networks.
Common speakers:
- sailors;
- merchants;
- harbor workers;
- pilots;
- diplomats;
- refugees;
- travelers;
- naval personnel;
- people raised in mixed port districts.
Script: Harbor Standard.
Maritime Common developed through sustained contact among Maritheli harbors, Caerlonian western ports, Suthrani Inner Sea cities, Veyrskoldic rescue settlements, Selvarin diplomats, and international ship crews.
It is optimized for:
- ordinary conversation;
- trade;
- directions;
- cargo;
- weather;
- shipboard commands;
- harbor law;
- emergency communication.
It is less precise for:
- local court law;
- theology;
- advanced magic;
- ancestry-specific concepts;
- stewardship relationships;
- complex kinship;
- technical engineering;
- historical documents.
Maritime Common is the default Common language for the Marithel campaign.
A character who knows Common knows Maritime Common unless the campaign begins in another region or the GM approves a different regional form.
Language Rarity and Access
Common Languages
Common languages can normally be selected without special permission.
They are widespread enough that teachers, books, speakers, and practical opportunities to learn them are available in major settlements.
Uncommon Languages
Uncommon languages require an appropriate connection.
Access may come from:
- ancestry;
- homeland;
- household;
- cultural community;
- background;
- profession;
- temple;
- military service;
- planar heritage;
- established study;
- campaign events.
Uncommon does not necessarily mean that few people speak the language. A language can be dominant within one region while remaining uncommon to outsiders.
Rare Languages
Rare languages normally require GM approval or discovery during play.
They may belong to:
- isolated communities;
- ancient civilizations;
- sealed ruins;
- extraterrestrial beings;
- unique magical cultures;
- lost courts;
- exceptionally private peoples.
Secret Languages
Secret languages cannot ordinarily be selected during character creation.
They are learned through:
- membership;
- initiation;
- direct magical experience;
- campaign discovery;
- specific class or character abilities.
Master Language Directory
Core Thesalon Languages
| Language | Rarity | Primary speakers or use |
|---|---|---|
| Maritime Common | Common | Marithel, international ports, sea routes |
| Caerlish | Uncommon | Caerlon |
| Maritheli | Uncommon | Marithel’s established harbor and island cultures |
| Suthrani | Uncommon | Suthrane |
| Veyrsk | Uncommon | Veyrskold |
| Ilyric | Uncommon | Ilyr |
| Vorraki | Uncommon | Cross-court and foreign-facing use in Vorrak |
| Selvarin | Uncommon | Selvarin civic and diplomatic life |
| Dwarven | Common | Dwarven households, holds, engineering communities |
| Elven | Common | Elven households and long-established forest or court communities |
| Gnomish | Common | Gnome households, technical and artistic communities |
| Goblin | Common | Goblin households and mixed work communities |
| Halfling | Common | Halfling households, agricultural and river communities |
| Orcish | Common | Orc households and several military, maritime, and mobile communities |
| Ysoki | Common | Ratfolk households and trade networks |
| Fey | Common | Fey beings, fey-adjacent communities, Ilyrian and Verdant regions |
| Draconic | Common | Dragons, dragonets, arcane scholarship, old inscriptions |
| Jotun | Common | Giants, jotunborn, giant-road communities |
| Sakvroth | Common | Deep settlements and subterranean trade |
| Tanuki | Common | Tanuki households and traveling communities |
| Wayang | Common | Wayang and shadow-connected households |
| Yaksha | Common | Yaksha, sacred spirits, and spirit-associated communities |
Frequently Encountered Uncommon Languages
| Language | Primary speakers or use |
|---|---|
| Amurrun | Catfolk |
| Anadi | Anadi |
| Arboreal | Arboreals and some plant beings |
| Athamaru | Athamaru communities |
| Azarketi | Azarketi communities |
| Boggard | Boggards and related wetland communities |
| Kholo | Kholos |
| Kitsune | Kitsune |
| Iruxi | Lizardfolk |
| Nagaji | Nagaji |
| Shoony | Shoonies |
| Strix | Strix |
| Tengu | Tengu |
| Tripkee | Tripkees |
| Vanara | Vanaras |
| Thalassic | Broad aquatic communication |
| Tidespeech | Athamaru, merfolk, and some sea creatures |
| Shadowtongue | Shadow-plane travelers and scholars |
| Aklo | Occult, strange, or reality-disrupting beings |
| Necril | Intelligent undead and necromantic scholarship |
| Requian | Psychopomps and funerary intermediaries |
| Empyrean | Benevolent and ordered planar beings |
| Chthonian | Fiendish and lower-planar beings associated with corruption or destruction |
| Daemonic | Daemons and soul-consuming powers |
| Diabolic | Devils, contracts, and tyrannical planar powers |
| Protean | Proteans and beings of cosmic chaos |
| Utopian | Aeons, archons, and order-aligned planar powers |
| Pyric | Fire elemental creatures |
| Sussuran | Air elemental creatures |
| Petran | Earth elemental creatures |
| Thalassic | Water elemental and aquatic creatures |
| Muan | Wood elemental creatures |
| Talican | Metal elemental creatures |
| Draconic | Dragons and arcane traditions |
| Jotun | Giants and giant-associated communities |
Rare or Restricted Languages
| Language | Thesalon use |
|---|---|
| Androffan | Androids, ancient technological ruins, sealed machines |
| Conrasu Pattern-Speech | Conrasu and cosmic manifestations |
| Goloma | Protected goloma communities |
| Kashrishi | Kashrishi households and empathic communities |
| Samsaran | Samsaran spiritual and reincarnation traditions |
| Shisk | Shisk archives and hidden scholarly communities |
| Surki | Surki emergence communities |
| Vishkanyan | Private vishkanya community language |
| Elder Thing | Ancient nonmortal ruins and hostile cosmic beings |
| Yithian | Time-displaced or exceptionally ancient intelligences |
| Mi-Go | Alien biological and occult entities |
| Formian | Formians and hive polities |
| Orvian | Deep-world ruins and isolated subterranean cultures |
| Rasu | Rare cosmic or extraplanar communities |
| Shae | Rare shadow beings |
| Wildsong | Secret primal language learned only through specific traditions |
Regional Languages
Regional languages represent the major mortal languages connected to Thesalon’s continents and political history.
They are uncommon globally but normally available to characters raised in the appropriate region.
Caerlish
Primary range: Caerlon.
Major speakers:
- Crownward residents;
- Heartplain communities;
- Marchers;
- Torin residents;
- Estenmark households;
- Highharbor residents;
- Caerlonian diaspora communities.
Script: Crownward Letters.
Caerlish is the broad interregional language of Caerlon. Its formal written form developed through Crownward administration, but modern speech contains strong regional variation.
Caerlish is used for:
- continental administration;
- trade;
- military coordination;
- road law;
- reconstruction;
- interregional communication.
Local dialects are covered in regional-languages-and-dialects.md.
Character access: Available to characters from Caerlon, Caerlonian diaspora communities, foreign reconstruction settlements, and institutions that work extensively with Caerlon.
Maritheli
Primary range: Marithel.
Major speakers:
- established harbor families;
- island communities;
- League officials;
- ship households;
- pilots;
- lighthouse workers;
- reef and coastal communities.
Script: Harbor Standard, with numerous local marks.
Maritheli is distinct from Maritime Common. It contains vocabulary for:
- island kinship;
- currents;
- reef conditions;
- fishing;
- household obligations;
- harbor status;
- lighthouse systems;
- hidden waters;
- sea-law distinctions.
A person may speak Maritime Common fluently while missing the social meaning of a Maritheli phrase.
Character access: Available to Maritheli characters, long-term harbor residents, shipborn characters, pilots, and foreign characters raised in Marithel.
Suthrani
Primary range: Suthrane.
Major speakers:
- river communities;
- temple precincts;
- floodplain settlements;
- caravan cities;
- Inner Sea ports;
- mountain gates;
- Suthrani diaspora houses.
Script: River Temple Script.
Suthrani includes terminology for:
- water law;
- temple jurisdiction;
- adoption;
- pilgrimage;
- flood agriculture;
- death and return;
- sacred testimony.
Its formal register is common in temples and river courts.
Character access: Available to Suthrani characters, temple-raised characters, pilgrims, Inner Sea traders, and people raised in Suthrani diaspora communities.
Veyrsk
Primary range: Veyrskold.
Major speakers:
- hold residents;
- hearth communities;
- rescue crews;
- ruin camps;
- giant-road settlements;
- forge workers;
- winter-contract communities.
Script: Hold Runes and Hearth Letters.
Veyrsk contains precise terminology for:
- shelter;
- weather;
- structural danger;
- oath status;
- road condition;
- rescue;
- sealed sites;
- heat and ventilation.
Character access: Available to Veyrskoldic characters, Northfire residents, Hrafnvik-associated sailors, ruin specialists, and foreign workers raised in Veyrskold.
Ilyric
Primary range: Ilyr.
Major speakers:
- canopy communities;
- wetland settlements;
- stewards;
- healers;
- protected-route communities;
- living harbors;
- Ilyrian diaspora houses.
Script: Living Line Script.
Ilyric contains distinctions for:
- permission;
- stewardship;
- ecological relationship;
- living structures;
- healing;
- restricted access;
- sponsorship;
- responsibility to place.
Many concepts do not translate neatly into languages based primarily on ownership.
Character access: Available to Ilyrian characters, Guest Platform residents, stewardship adoptees, healer apprentices, and foreign specialists raised in Ilyr.
Vorraki
Primary range: International markets, mixed subject towns, court-border communities, tribute routes, and foreign-facing institutions in Vorrak.
Script: Court-Market Script.
Vorraki is not the native language of every Vorrakian community. It is a broad contact language created through trade, administration, warfare, tribute, and travel between the Great Seats.
It contains borrowed vocabulary from:
- Great Seat courts;
- Kharruk routes;
- Blackwood communities;
- Gaping Coast broods;
- Dreadshore eyries;
- captured foreign populations.
Character access: Available to Vorrak-born characters, defectors, military specialists, border traders, prisoner descendants, and scholars of Vorrak.
Selvarin
Primary range: Selvarin.
Major speakers:
- municipal residents;
- envoy families;
- translators;
- neutral merchants;
- legal institutions;
- international schools.
Script: Selvarin Civic Hand.
Selvarin was deliberately standardized as a civic language usable without requiring allegiance to a foreign state.
It is strong in:
- diplomatic procedure;
- legal comparison;
- translation terminology;
- treaty status;
- foreign identity;
- civic administration.
Character access: Available to Selvarin-raised characters, diplomats, translators, international legal workers, and long-term residents.
Widespread Ancestry-Associated Languages
These languages are associated with particular ancestries but are not automatically known by every member of that ancestry.
Dwarven
Rarity: Common.
Primary communities: Silveredge, Veyrskold, Kharad-Sur, Crownward engineering wards, Highharbor, Coinmast, and major subterranean settlements.
Script: Dwarven runic traditions with regional variants.
Dwarven is widely used in:
- engineering;
- masonry;
- hold law;
- mine records;
- craft apprenticeship;
- structural warnings.
Many nondwarves learn it through hold membership or technical work.
Elven
Rarity: Common.
Primary communities: Ilyr, Verdant Principalities, Blackwood, Crownward, Selvarin, and long-established urban households.
Script: Elven flowing script with local forms.
Elven preserves extensive historical, botanical, magical, diplomatic, and household vocabulary.
Long life does not make Elven unchanging. Ilyrian, Verdant, Blackwood, and urban Elven forms differ substantially.
Gnomish
Rarity: Common.
Primary communities: Whiteglass, Namarra, Selvarin, Emberdeep, Suthrani temple schools, and technical districts.
Script: Gnomish spiral hand.
Gnomish is common in:
- technical workshops;
- magical theory;
- art;
- theater;
- lensmaking;
- medicine;
- personal correspondence.
Goblin
Rarity: Common.
Primary communities: Marithel, Caerlon, Vorrak, Veyrskold, trade towns, salvage camps, and reconstruction settlements.
Script: Goblin scratch script and adapted regional scripts.
Goblin is frequently used in:
- work crews;
- salvage;
- repair;
- oral performance;
- camp communities;
- private household communication.
Goblin has many fast-changing local forms.
Halfling
Rarity: Common.
Primary communities: Heart Plains, Torin, Suthrani river communities, Grainwake, Valenic routes, and agricultural diasporas.
Script: Halfling hearth hand.
Halfling contains detailed vocabulary for:
- family;
- hospitality;
- food;
- agriculture;
- storage;
- local trade;
- domestic agreements.
Orcish
Rarity: Common.
Primary communities: Vorrak, eastern Caerlon, Marcher settlements, Highharbor, Marithel, and Veyrskold.
Script: Several regional hands rather than one universal script.
Orcish is spoken by many nondorc military, maritime, trade, and mixed households.
No one Orcish dialect represents every orc culture.
Ysoki
Rarity: Common.
Primary communities: Coinmast, Highharbor, Torinbridge, Osseran, Selvarin, market towns, ports, and caravan routes.
Script: Dense ledger hand.
Ysoki is especially useful for:
- trade;
- kinship networks;
- storage;
- route exchange;
- market information;
- coded family correspondence.
Fey
Rarity: Common.
Primary communities: Ilyr, Verdant Principalities, Blackwood, enchanted Maritheli islands, spirit communities, and fey crossings.
Script: Varies; many traditions use symbolic or living notation.
Fey is not one mortal ethnic language. It is a broad magical language shared across many fey beings and fey-influenced communities.
Literal wording may carry unusual significance.
Draconic
Rarity: Common.
Primary communities: Dragons, dragonets, Veyrskold, Drakkar-Grim, Silveredge, arcane schools, old ruins, and magical archives.
Script: Draconic claw script.
Draconic is widely studied because many ancient magical texts use it.
Knowing Draconic does not imply loyalty to dragons.
Jotun
Rarity: Common.
Primary communities: Giants, jotunborn, Dromgard, Veyrskoldic giant roads, Grimspine, Kharad-Sur, and Silveredge.
Script: Monumental runes.
Jotun can be spoken at several scales. Mortal communities may use reduced-volume forms, speaking platforms, resonant devices, or signed supplements.
Sakvroth
Rarity: Common.
Primary communities: Deep settlements, subterranean traders, Silveredge, Veyrskold, Ashen territories, and old underground roads.
Script: Deep angular script.
Sakvroth is the most widely used contact language beneath the surface. It does not replace local subterranean languages.
Tanuki
Rarity: Common.
Primary communities: Windrider, Suthrane, Ilyr, Highharbor, Selvarin, and traveling tanuki households.
Tanuki is rich in:
- hospitality;
- humor;
- shapechanging etiquette;
- trade;
- performance;
- family storytelling.
Wayang
Rarity: Common.
Primary communities: Mistwell, Long Shadow Court, Varkul-linked regions, Sirenward-adjacent communities, and shadow-touched enclaves.
Wayang contains precise distinctions for:
- shadow;
- reflection;
- concealment;
- altered light;
- overlapping identity;
- planar boundaries.
Yaksha
Rarity: Common.
Primary communities: Ilyr, Suthrani sacred regions, Verdant Principalities, Blackwood, and spirit-associated islands.
Yaksha is used among yakshas and some sacred spirits, shrine custodians, and spiritual intermediaries.
Specialized Ancestry and Community Languages
Amurrun
Speakers: Catfolk and catfolk-centered households.
Primary regions: Ilyr, Suthrane, Marithel, Selvarin, and mobile courier communities.
Access: Catfolk ancestry, catfolk household upbringing, or close community connection.
Anadi
Speakers: Anadi.
Primary regions: Ilyr, Blackwood, Suthrani textile districts, and Windrider.
Anadi has spoken and web-pattern forms. Web arrangement can preserve names, history, directions, and warnings.
Kholo
Speakers: Kholos and some mixed mobile communities.
Primary regions: Red Waste, Sunroad, Heart Plains, Marches, and Maritheli freeports.
Kholo is especially rich in route, scent, family, livestock, and group-position terminology.
Kitsune
Speakers: Kitsune communities.
Primary regions: Ilyr, Suthrane, Verdant regions, Windrider, and Selvarin.
Some Kitsune forms distinguish between statements made in different physical presentations without treating one as inherently more truthful.
Iruxi
Speakers: Lizardfolk.
Primary regions: Saren-Tel, Suthrani rivers, Ilyrian coast, Drowned Reef, Gaping Coast, and Heartplain flood districts.
Iruxi includes spoken, low-frequency, gesture, and environmental forms.
Nagaji
Speakers: Nagaji.
Primary regions: Suthrane, Ilyr, Selvarin, and Maritheli shrine districts.
Nagaji is widely used in sacred law, philosophy, temple custodianship, and healing.
Shoony
Speakers: Shoonies.
Primary regions: Heart Plains, Suthrani rivers, Grainwake, Torin, and Marcher settlements.
Shoony is associated with civic cooperation, farming, household organization, and mutual aid.
Strix
Speakers: Strix.
Primary regions: Veyrskoldic cliffs, Dreadshore, Highfall, storm islands, and Ilyrian plateaus.
Strix can be supplemented by wing, body, distance, and flight-position signals.
Tengu
Speakers: Tengu.
Primary regions: Marithel, Highharbor, Hrafnvik, Mereth-Kai, Dreadshore diasporas, and Selvarin.
Tengu is common among maritime families, collectors, sailors, craftspeople, and travelers.
Tripkee
Speakers: Tripkees.
Primary regions: Ilyr and Suthrane wetlands.
Tripkee includes vocal forms suited to water, rain, reeds, and dense wetland environments.
Vanara
Speakers: Vanaras.
Primary regions: Aelora, Ilyrian canopy settlements, southern Suthrane, tropical Marithel, and Blackwood margins.
Vanara can incorporate posture, tail movement, elevation, and line of sight.
Goloma
Rarity: Rare.
Speakers: Protected goloma communities.
Primary regions: Ilyrian interior, Blackwood refuges, remote Veyrskoldic valleys, and protected Windrider households.
Learning Goloma normally requires community trust.
Kashrishi
Rarity: Rare.
Speakers: Kashrishi.
Kashrishi spoken language is often supplemented by empathic context. Nonsensitive speakers can learn it but may miss emotional distinctions.
Samsaran
Rarity: Rare.
Speakers: Samsaran communities.
Samsaran contains specialized vocabulary for:
- remembered lives;
- uncertain memory;
- spiritual continuity;
- reincarnation;
- inherited experience.
Shisk
Rarity: Rare.
Speakers: Shisks and associated archive communities.
Shisk is prominent in Quilldeep, Silveredge, Kharad-Sur, and mountain archives.
Surki
Rarity: Rare.
Speakers: Surki.
Surki is increasingly documented in Emberdeep, Silveredge, Ashen territories, and subterranean Ilyr.
Vishkanyan
Rarity: Rare.
Speakers: Some vishkanya communities.
Vishkanyan is distinct from the broader regional languages spoken by most vishkanyas. It is preserved in family, medical, artistic, and private community settings.
Aquatic Languages
Thalassic
Rarity: Uncommon.
Primary speakers: Water elemental beings, aquatic creatures, and scholars of water magic.
Primary regions: Marithel, Inner Sea, Ilyrian coast, Pearlglass, and elemental sites.
Thalassic is the Pathfinder 2e water-element language.
It is not identical to the languages of every aquatic ancestry.
Tidespeech
Rarity: Uncommon.
Primary speakers: Athamaru, merfolk, cetaceans, and other marine communities.
Primary regions: Marithel, Pearlglass, Drowned Reef, Suthrani Inner Sea, Ilyrian coast, and Broken Chain.
Tidespeech is effective underwater and includes rhythm, current, pressure, and body movement.
Athamaru
Rarity: Uncommon.
Primary speakers: Athamaru communities.
Athamaru includes detailed vocabulary for:
- sea agriculture;
- eel movement;
- reef construction;
- collective spawning grounds;
- water quality;
- underwater territory.
Azarketi
Rarity: Uncommon.
Primary speakers: Azarketi communities.
Azarketi preserves vocabulary connected to:
- submerged ruins;
- lost settlements;
- diving;
- magical water adaptation;
- underwater archives.
Merfolk Languages
Merfolk in Thesalon commonly speak Tidespeech, Thalassic, Maritheli, regional aquatic languages, or a combination.
There is no single mandatory merfolk language shared by all underwater polities.
Underwater Versions of Surface Languages
Pearlglass, Mereth-Kai, Ilyrian living harbors, and other mixed communities maintain underwater forms of:
- Maritime Common;
- Maritheli;
- Suthrani;
- Ilyric;
- harbor sign languages.
These may use:
- hand signs;
- light;
- percussion;
- current movement;
- writing tablets;
- adapted vocalization.
Subterranean and Mountain Languages
Sakvroth
The principal deep-world contact language.
Dwarven
Widely used in holds, mines, archives, and engineering.
Jotun
Used among giants, jotunborn, and giant-road communities.
Shisk
Used in hidden archives and mountain scholarship.
Surki
Used in deep magical communities.
Orcish, Goblin, and Kobold Community Languages
Many subterranean settlements use Orcish, Goblin, regional speech, or local kobold language traditions alongside Sakvroth.
“Kobold” is not maintained as one universal language category in Thesalon. Kobold households usually speak:
- Draconic;
- Sakvroth;
- Dwarven;
- a regional language;
- a local household language.
Deep Technical Registers
Silveredge, Emberdeep, Stonewake, Kharad-Sur, and Ashen territories maintain professional registers for:
- structural warning;
- ventilation;
- mining;
- seals;
- geothermal systems;
- dangerous magical material.
These are registers rather than separate Pathfinder language choices.
Fey, Spirit, and Shadow Languages
Fey
The broad language of many fey beings.
Wayang
A mortal and shadow-connected community language.
Shadowtongue
Rarity: Uncommon.
Primary speakers: Beings native to shadow, planar travelers, occult scholars, and some fetchling or wayang communities.
Shadowtongue differs from Wayang. Wayang is a community language; Shadowtongue is a broader planar language.
Aklo
Rarity: Uncommon.
Aklo is used by beings whose thought and existence do not follow ordinary mortal assumptions.
It appears in:
- occult sites;
- strange dreams;
- ancient nonmortal records;
- reality-distorting rituals;
- alien magical entities.
Knowing Aklo does not make a speaker evil or unstable.
Yaksha
Used among yakshas and sacred spirit communities.
Arboreal
Used by arboreals and some ancient plant beings.
Leshies, ghorans, and plant-bodied people do not automatically know Arboreal.
Wildsong
Rarity: Secret.
Wildsong is a primal communication tradition associated with exceptionally deep participation in the living world.
It cannot ordinarily be selected during character creation.
Elemental Languages
The Remaster elemental languages used in Thesalon are:
| Language | Element |
|---|---|
| Pyric | Fire |
| Sussuran | Air |
| Petran | Earth |
| Thalassic | Water |
| Muan | Wood |
| Talican | Metal |
These replace older pre-Remaster names where applicable.
Pyric
Common around:
- Emberdeep;
- Ashen territories;
- volcanic Marithel;
- elemental forges;
- fire planar sites.
Sussuran
Common around:
- Highfall;
- Veyrskoldic cliffs;
- storm islands;
- Ilyrian canopy heights;
- air elemental sites.
Petran
Common around:
- Silveredge;
- Kharad-Sur;
- Veyrskold;
- deep Ilyrian mountains;
- earth elemental sites.
Thalassic
Common around aquatic and water-element communities.
Muan
Common among wood elementals, ancient living structures, and some Ilyrian scholars.
Talican
Common among metal elementals, specialized forges, Silveredge scholars, and Ashen researchers.
Planar and Sacred Languages
The planes and planar powers of Thesalon do not use Golarion’s nations or gods. The Pathfinder language names remain mechanical labels for broad kinds of planar speech.
Empyrean
Rarity: Uncommon.
Used by benevolent, luminous, or transcendent planar beings and some divine servants.
Empyrean is studied in:
- Suthrani temples;
- Selvarin;
- Crownward theological archives;
- Ilyrian sacred communities;
- planar observatories.
Chthonian
Rarity: Uncommon.
Used by destructive, corrupting, or hostile lower-planar beings.
Chthonian appears in:
- forbidden cult records;
- binding texts;
- planar investigations;
- corrupted sites.
Knowing Chthonian does not imply service to such beings.
Diabolic
Rarity: Uncommon.
Used by devils and powers associated with tyranny, coercive law, and binding contracts.
It is studied by:
- contract scholars;
- exorcists;
- temple investigators;
- Selvarin legal specialists;
- people dealing with planar bargains.
Daemonic
Rarity: Uncommon.
Used by daemons and entities associated with soul destruction, annihilation, and predatory death.
It is restricted in many temples.
Protean
Rarity: Uncommon.
Used by beings of cosmic chaos and transformation.
Utopian
Rarity: Uncommon.
Used by aeons, archons, coatls, and powers associated with cosmic order.
“Utopian” is a Pathfinder mechanical name. Thesalon scholars often call it the Ordered Tongue in ordinary discussion.
Requian
Rarity: Uncommon.
Used by psychopomps and beings responsible for guiding, judging, or protecting the dead.
Requian is especially studied in:
- Suthrane;
- White Cord Houses;
- Varkul investigations;
- Crownward Return Houses;
- Verdant succession courts.
Nephilim Language Access
A nephilim character may have access to a planar language appropriate to their lineage, upbringing, or direct planar influence.
Heritage does not force the character to speak a particular planar language.
Undead and Funerary Languages
Necril
Rarity: Uncommon.
Used by intelligent undead, necromancers, funerary scholars, and some death-law institutions.
Necril is encountered in:
- Varkul;
- ancient tombs;
- Suthrani funerary centers;
- Return Houses;
- undead communities;
- restricted temple archives.
A skeleton does not automatically need to prefer Necril over the languages used in life.
Requian
Used by psychopomps and funerary intermediaries.
Varkul Death-Law Register
This is a highly specialized form of Vorraki and Necril used to describe:
- death status;
- body custody;
- inheritance;
- soul claims;
- registry continuity;
- returned identity.
It is a professional register, not a separate language choice.
White Cord Register
A Suthrani funerary register used by White Cord Houses, temples, and missing-person advocates.
Ancient, Constructed, and Lost Languages
Androffan
Rarity: Rare.
Primary use: Androids, ancient machines, technological ruins, sealed devices, and recovered constructs.
Androffan is not connected to a known modern nation in Thesalon.
Characters may gain access through:
- android ancestry;
- recovered archives;
- Stonewake;
- Silveredge;
- ancient ruin study;
- direct campaign discovery.
Ancient Draconic
Ancient forms of Draconic appear in old magical, dragon, and ruin records.
A speaker of modern Draconic may understand the broad structure but still require study.
Old Crownward
The historical administrative and court form of Caerlish.
It is used in:
- royal records;
- old laws;
- succession documents;
- formal histories;
- archive texts.
Old Crownward is a scholarly register rather than a separate Pathfinder language.
Old Harbor Script
An earlier form used in Maritheli lighthouse, shipping, and compact records.
Old Suthrani Temple Hand
A historical sacred and legal register.
Seal Script
A restricted Veyrskoldic and planar notation found at ancient sealed sites.
Knowing Veyrsk does not automatically allow someone to interpret Seal Script.
Ashen Technical Script
A dangerous technical notation combining:
- Vorraki;
- Dwarven;
- Draconic;
- Sakvroth;
- specialized magical symbols.
It is treated as restricted professional knowledge.
Conrasu Pattern-Speech
Rarity: Rare.
Conrasu communication can combine:
- resonant sound;
- geometric movement;
- light;
- spatial relationship;
- translated mortal language.
A mortal can learn a practical version, but some cosmic meaning remains difficult to reproduce.
Poppet and Automaton Designations
Maker codes and construction marks are not full languages by themselves.
They may be written in:
- Androffan;
- Dwarven;
- Draconic;
- Gnomish;
- a regional language;
- a private workshop code.
Lost and Extraworld Languages
The following Pathfinder languages can appear as rare campaign discoveries without importing their original Golarion cultures:
- Elder Thing;
- Yithian;
- Mi-Go;
- Formian;
- Orvian;
- Rasu;
- Shae;
- other rare languages connected to a specific discovered people or site.
They are not ordinarily available at character creation without a specific campaign-approved origin.
Signed Languages
Signed languages are complete languages, not simplified substitutes for speech.
Thesalon contains several major signed traditions.
Harbor Sign
Rarity: Common in maritime communities.
Primary range: Marithel, Highharbor, Mereth-Kai, Hrafnvik, and major ships.
Used for:
- loud docks;
- shipboard work;
- underwater contact;
- rescue;
- mixed-language crews;
- deaf communities.
Harbor Sign can communicate ordinary conversation, though distant ship signals use a restricted operational register.
Crownward Civic Sign
Rarity: Uncommon.
Used in:
- civic offices;
- public hearings;
- archives;
- schools;
- mixed urban communities.
River Sign
Rarity: Uncommon.
Used by:
- Suthrani ferries;
- barge crews;
- flood workers;
- river courts;
- deaf Suthrani communities.
Canopy Sign
Rarity: Uncommon.
Used in Aelora and other vertical Ilyrian settlements where distance, wind, height, and quiet movement affect communication.
Cliff Sign
Rarity: Uncommon.
Used by strix, lighthouse workers, aerial communities, and Veyrskoldic or Maritheli cliff settlements.
Deepwork Sign
Rarity: Uncommon.
Used in:
- mines;
- forges;
- loud machinery;
- low-air environments;
- rescue operations;
- mixed subterranean crews.
Mistwell Guide Sign
Rarity: Restricted uncommon.
Used for controlled movement, silence, warning, and protected-route communication.
Learning Signed Languages
A character may learn a signed language as a normal language choice when they have access.
Knowing the spoken form of a regional language does not automatically grant every independent signed language used in the same region.
Scripts and Writing
Several languages may share a script while remaining separate languages.
Major Scripts
| Script | Languages commonly written with it |
|---|---|
| Harbor Standard | Maritime Common, Maritheli, trade records |
| Crownward Letters | Caerlish, Old Crownward, western legal records |
| River Temple Script | Suthrani, temple registers, river law |
| Hold Runes | Veyrsk, Dwarven, engineering marks |
| Living Line Script | Ilyric, stewardship records, healer texts |
| Court-Market Script | Vorraki and several court records |
| Selvarin Civic Hand | Selvarin, diplomatic and translation records |
| Draconic Claw Script | Draconic and many arcane texts |
| Deep Angular Script | Sakvroth and underground trade |
| Monumental Runes | Jotun |
| Ledger Hand | Ysoki and commercial records |
| Web Pattern | Anadi |
| Reef Marking | Aquatic and reef communities |
| Shadow Hand | Wayang and some Shadowtongue records |
Script Does Not Equal Language
A character who reads Crownward Letters does not automatically understand every language written in that script.
Oral and Nonwritten Traditions
Some communities preserve information through:
- song;
- knot;
- web;
- carved mark;
- route pattern;
- body movement;
- memory recitation;
- living growth;
- color;
- object arrangement.
These can record meaningful information without functioning like ordinary alphabetic writing.
Languages by Continent
Caerlon
Most useful languages:
- Caerlish;
- Maritime Common in Highharbor;
- Dwarven;
- Orcish;
- Goblin;
- Halfling;
- Elven;
- Ysoki;
- Vorraki near eastern borders and defector communities.
Regional concentrations:
- Jotun, Shisk, Sakvroth, and Dwarven in Silveredge;
- Fey and Elven in Verdant regions;
- Orcish and Vorraki in Estenmark and the Marches;
- Maritime Common, Tengu, and Harbor Sign in Highharbor;
- Suthrani and Maritheli in refugee and trade districts.
Marithel
Most useful languages:
- Maritime Common;
- Maritheli;
- Tengu;
- Tidespeech;
- Thalassic;
- Ysoki;
- Goblin;
- Dwarven;
- Gnomish;
- Harbor Sign.
Regional concentrations:
- Athamaru, Azarketi, and aquatic languages in Pearlglass and the Drowned Reef;
- Veyrsk in repair wards;
- Caerlish in Refugee Rows and Caerlon Steps;
- Suthrani in temple houses;
- Ilyric in healer enclaves;
- Vorraki in defector communities;
- Wayang and Shadowtongue near shadow- or Sirenward-connected communities.
Suthrane
Most useful languages:
- Suthrani;
- Maritime Common in Inner Sea ports;
- Iruxi;
- Nagaji;
- Halfling;
- Kholo;
- Ysoki;
- temple and funerary registers.
Regional concentrations:
- Tidespeech and Thalassic around Mereth-Kai;
- Dwarven, Jotun, Shisk, and Sakvroth near Kharad-Sur;
- Caerlish at New Ivrath Ford;
- Veyrsk and Maritheli in specialist communities;
- Requian and Necril in funerary institutions;
- Empyrean and other planar languages in major temple centers.
Veyrskold
Most useful languages:
- Veyrsk;
- Dwarven;
- Jotun;
- Sakvroth;
- Draconic;
- Orcish;
- Goblin;
- Deepwork Sign.
Regional concentrations:
- Caerlish in Northfire and the Oar Quarter;
- Maritheli and Tengu in Hrafnvik;
- Androffan and rare scripts near sealed sites;
- Pyric in Emberdeep;
- Sussuran in cliff communities;
- Shisk and Surki in underground settlements.
Ilyr
Most useful languages:
- Ilyric;
- Elven;
- Fey;
- Iruxi;
- Tripkee;
- Vanara;
- Anadi;
- Arboreal;
- Canopy Sign.
Regional concentrations:
- Amurrun and Vanara in Aelora;
- Iruxi and Tripkee in Saren-Tel;
- healer and sacred languages in Namarra;
- Wayang, Shadowtongue, Kitsune, Goloma, and Kashrishi around Mistwell;
- Tidespeech and Thalassic on the coast;
- Caerlish, Maritheli, and Suthrani in foreign specialist communities.
Vorrak
Most useful languages vary by court and region.
Broadly useful languages:
- Vorraki;
- Orcish;
- Goblin;
- Kholo;
- Jotun;
- Draconic;
- Sakvroth;
- Necril;
- Wayang;
- Shadowtongue.
Regional concentrations:
- feast-house and Orcish forms near Kharzug-Maul;
- Necril and death-law registers in Varkul;
- Jotun, Draconic, and Strix in Drakkar-Grim;
- Dwarven, Goblin, Sakvroth, and technical registers in Varkhûl-Ashak;
- Kholo and route languages in the Red Waste;
- Fey, Elven, Anadi, and Arboreal in Blackwood;
- Strix, Tengu, and signal systems in Dreadshore;
- aquatic languages along the Gaping Coast.
Selvarin
Commonly useful languages:
- Selvarin;
- Maritime Common;
- Caerlish;
- Maritheli;
- Suthrani;
- Veyrsk;
- Ilyric;
- Vorraki.
Nearly every ancestry-associated and planar language can be studied in Selvarin, although uncommon and rare languages still require access.
Languages by Ancestry
This table lists common associations, not requirements.
| Ancestry | Commonly associated languages in Thesalon |
|---|---|
| Anadi | Anadi, Ilyric, Fey |
| Athamaru | Athamaru, Tidespeech, Maritheli |
| Azarketi | Azarketi, Tidespeech, Thalassic |
| Catfolk | Amurrun, Ilyric, Suthrani, Maritime Common |
| Centaur | regional language, Jotun in some communities |
| Dwarf | Dwarven, regional language, Sakvroth |
| Elf | Elven, regional language, Fey |
| Gnome | Gnomish, regional language, Fey |
| Goblin | Goblin, regional language |
| Halfling | Halfling, regional language |
| Hobgoblin | regional language, Orcish, Vorraki |
| Kholo | Kholo, regional or route language |
| Kitsune | Kitsune, regional language, Fey or Shadowtongue in some communities |
| Kobold | regional language, Draconic, Sakvroth, Dwarven |
| Leshy | regional language, Fey, Arboreal in some communities |
| Lizardfolk | Iruxi, regional language |
| Merfolk | Tidespeech, Thalassic, regional aquatic language |
| Minotaur | regional language, Jotun, Dwarven in some settlements |
| Nagaji | Nagaji, Suthrani or Ilyric |
| Orc | Orcish, regional language |
| Ratfolk | Ysoki, regional or trade language |
| Samsaran | Samsaran, regional language, Requian in some traditions |
| Shoony | Shoony, regional language |
| Strix | Strix, regional language, Cliff Sign |
| Surki | Surki, Sakvroth, regional language |
| Tanuki | Tanuki, regional language |
| Tengu | Tengu, regional or maritime language |
| Tripkee | Tripkee, Ilyric or Suthrani |
| Vanara | Vanara, Ilyric or regional language |
| Vishkanya | regional language, Vishkanyan in some households |
| Wayang | Wayang, regional language, Shadowtongue |
| Yaksha | Yaksha, regional language, Empyrean or Fey in some communities |
Rare ancestries such as androids, automatons, conrasus, awakened animals, fleshwarps, ghorans, poppets, skeletons, sprites, and yaoguai normally learn the languages of their household, creator community, awakening location, or current society.
Languages by Profession
| Profession | Useful languages |
|---|---|
| Maritheli sailor | Maritime Common, Maritheli, Tengu, Harbor Sign |
| Pearlglass pilot | Maritheli, Tidespeech, Thalassic, Harbor Sign |
| Highharbor dockworker | Maritime Common, Caerlish, Maritheli |
| International merchant | Maritime Common, Selvarin, regional trade language |
| Crownward archivist | Caerlish, Old Crownward, Selvarin |
| Vorrak specialist | Vorraki plus court-specific languages |
| Suthrani priest | Suthrani, regional temple registers, Empyrean or Requian as appropriate |
| Funerary advocate | Suthrani, Requian, Necril, Varkul register |
| Silveredge engineer | Dwarven, Caerlish, Sakvroth |
| Stonewake warden | Veyrsk, Draconic, Androffan or Seal Script as appropriate |
| Ilyrian healer | Ilyric, regional patient languages |
| Mistwell guide | Ilyric, Mistwell Guide Sign, relevant protected-community languages |
| Selvarin diplomat | Selvarin, Maritime Common, represented polity’s language |
| Translator | Selvarin and two or more relevant regional languages |
| Hidden Lantern operative | Vorraki, local language, resistance cant |
| Caravan guide | Suthrani or Vorraki, Kholo, trade language |
| Shipboard refugee advocate | Maritime Common, Caerlish, Vorraki or Suthrani |
| Planar scholar | Draconic and appropriate planar languages |
Learning Languages
Characters can learn languages through normal Pathfinder options, including the Multilingual feat.
Within the story, learning a language normally requires:
- a teacher;
- a community;
- regular exposure;
- texts or recordings;
- professional training;
- magical assistance;
- direct planar contact.
Language Teachers
Teachers are easiest to find in:
- Selvarin;
- Windrider Freeport;
- Far-Treaty;
- Crownward;
- Highharbor;
- Grand Temple Precincts;
- Aelora Guest Platforms;
- major Veyrskoldic work camps;
- large Vorrakian subject towns.
Rare Language Teachers
Rare-language instruction may require:
- community sponsorship;
- archive access;
- rescue of a speaker;
- recovery of texts;
- temple permission;
- planar contact;
- a specific adventure.
Heritage and Ancestry Access
An ancestry or heritage may grant access to an associated language.
Access allows the character to select the language through the normal rules. It does not always grant the language automatically.
Regional Access
A character raised in a region normally has access to that region’s language.
Diaspora upbringing may grant access to:
- host language;
- household language;
- older homeland language;
- community trade language.
Translation and Magical Communication
Ordinary Interpretation
Interpretation can fail because of:
- unfamiliar dialect;
- technical vocabulary;
- poor sound or visibility;
- several people speaking at once;
- cultural references;
- incomplete language knowledge;
- deliberate ambiguity;
- lack of an equivalent concept.
Literal and Practical Translation
A literal translation reproduces words and structure.
A practical interpretation communicates the intended function.
Legal, religious, magical, and diplomatic situations may require both.
Magical Translation
Magic that allows creatures to understand language does not necessarily provide:
- cultural knowledge;
- legal context;
- hidden implications;
- forgotten history;
- correct interpretation of metaphor;
- authority to speak for a community;
- access to secret codes.
Written Translation
Translating a written document may require:
- knowledge of the language;
- knowledge of the script;
- familiarity with the historical period;
- professional terminology;
- recognition of seals and abbreviations;
- understanding of damaged or altered records.
Planar Languages
Planar speech may communicate emotional, moral, spatial, or metaphysical concepts that mortal translation simplifies.
Underwater Communication
A spell that permits breathing or movement underwater does not automatically solve:
- distorted speech;
- inability to hear;
- incompatible vocal anatomy;
- lack of a shared language.
Choosing Languages for a Character
Step 1: Record Languages Granted by Ancestry
Use the character’s Pathfinder ancestry entry.
Where an entry grants Common, use Maritime Common for the Marithel campaign.
Step 2: Choose the Household Language
What language was used at home?
It might be:
- a regional language;
- an ancestry-associated language;
- a ship language;
- a diaspora language;
- a temple language.
Step 3: Choose the Community Language
What language did neighbors, schools, markets, or local authorities use?
Step 4: Choose the Professional Language
Did the character learn a language through:
- shipping;
- temple service;
- military duty;
- trade;
- stewardship;
- scholarship;
- captivity;
- diplomacy;
- healing?
Step 5: Check Access
Uncommon languages need a plausible source of access.
Rare languages require a specific origin and GM approval.
Step 6: Define Fluency
Consider whether the character:
- speaks and reads fluently;
- speaks but reads poorly;
- reads an older form;
- understands but rarely speaks;
- uses a signed form;
- knows only a professional register.
Rules normally treat the character as knowing the language fully. These distinctions are narrative unless the table decides otherwise.
Starting Languages in Windrider Freeport
Windrider is one of the most multilingual settlements in Thesalon.
Most Useful Choices
- Maritime Common;
- Maritheli;
- Caerlish;
- Vorraki;
- Suthrani;
- Tidespeech;
- Tengu;
- Ysoki;
- Harbor Sign;
- Ilyric.
Useful by Campaign Focus
Harbor and Ship Campaign
- Maritheli;
- Tengu;
- Tidespeech;
- Harbor Sign.
Refugee and Political Campaign
- Caerlish;
- Vorraki;
- Suthrani;
- Selvarin.
Reef and Undersea Campaign
- Tidespeech;
- Thalassic;
- Athamaru;
- Azarketi;
- Iruxi.
Sirenward and Shadow Campaign
- Wayang;
- Shadowtongue;
- Aklo;
- Maritheli.
Vorrak and Broken Chain Campaign
- Vorraki;
- Orcish;
- Goblin;
- Strix;
- Necril;
- relevant court languages.
Planar Campaign
- Draconic;
- Empyrean;
- Requian;
- Protean;
- Utopian;
- appropriate elemental language.
Windrider Language Services
Characters can usually find:
- ordinary interpreters;
- harbor signers;
- Caerlish and Vorraki translators;
- Suthrani temple interpreters;
- aquatic-language speakers;
- document translators;
- foreign envoy staff.
Rare planar, ancient, and secret languages still require specialized contacts.
Golarion Languages and Thesalon Replacements
Pathfinder sources contain many regional languages tied to Golarion’s nations, regions, and historical cultures.
Those setting identities do not exist in Thesalon.
The following principles apply:
- Common becomes Maritime Common for the Marithel campaign.
- Golarion regional languages are replaced by Caerlish, Maritheli, Suthrani, Veyrsk, Ilyric, Vorraki, or Selvarin as appropriate.
- Ancestry-associated languages remain available when the associated people exist in Thesalon.
- Planar and elemental languages remain mechanically usable but are interpreted through Thesalon’s cosmology.
- Ancient or rare Golarion-specific languages are not automatically available. A mechanically equivalent language may appear only when connected to a specific Thesalon ruin, people, or campaign discovery.
Examples of Golarion regional languages that should not be selected under their original setting meaning include:
- Taldane;
- Varisian;
- Osiriani;
- Kelish;
- Tien;
- Vudrani;
- Garundi;
- Hallit;
- Skald;
- Shoanti;
- Minkaian;
- Erutaki;
- Varki;
- Azlanti;
- Thassilonian.
A character option that would grant one of these should instead grant an appropriate Thesalon regional language chosen with the GM.
What Most People Know
Most travelers know that Maritime Common is useful but insufficient.
A person who speaks only Maritime Common can usually:
- buy food;
- find lodging;
- ask directions;
- negotiate ordinary passage;
- understand basic ship commands;
- request help.
They may struggle with:
- local legal hearings;
- family obligations;
- sacred rites;
- technical work;
- old records;
- subtle insults;
- jokes;
- poetry;
- political speeches;
- ancestry-specific community discussions.
Most people also know that ancestry does not guarantee language.
A person may speak an ancestry-associated language without belonging to that ancestry. A person may belong to an ancestry without knowing its associated language.
Regional languages remain the strongest markers of upbringing. Professional registers reveal training. Ship and caravan speech reveal repeated routes. Refuge and diaspora dialects preserve movement. Planar languages reveal study, heritage, faith, or direct contact.
Language is not only a character-sheet selection.
It determines:
- who can speak privately;
- which records can be read;
- where a character can work;
- who trusts their interpretation;
- what histories they can access;
- which communities recognize them;
- what parts of a message survive translation.
Related Pages
- Culture Is Not Ancestry
- Ancestries and Species
- Peoples and Cultural Identity
- Diaspora and Mixed Communities
- Refugees, Exiles, and Displaced Peoples
- Names, Identity, and Belonging
- Regional Languages and Dialects
- Trade Languages
- Signs, Codes, Cants, and Nonverbal Communication
- Literacy, Records, and Scribes
- Planes, Demiplanes, and Planar Powers
- Temples, Saints, Cults, and Religious Law