Dev Update: Rebuilding How Languages Work on Adamah
A member of our community sent us a long, careful piece of feedback about how languages work in Einsol's Razor. It was the best kind of feedback: specific, well-informed, and right about more than we wanted to admit. So we sat down and rebuilt the language system from the ground up. Here is what changed, and why.
Languages belong to the ground, not the blood
The old approach leaned on flavor that did not always hold up. We have reframed every language around three questions a player actually cares about: who speaks it, where, and what knowing it signals. On Adamah, a language tells you where someone has lived, not what they are.
Every language now has a Function
On top of the Modern and Ancient split, every language carries one or more Function tags: Trade/Common, National/Official, Regional/Vernacular, Sacred/Liturgical, Prestige/Scholarly, Cant/Sociolect, or Constructed/Built. At a glance you can tell whether a tongue is a merchant's lingua franca, a sacred liturgy, a guild cant, or a dead scholar's language. You will see these in the character creator and on the wiki.
We stopped pretending languages have a personality
Some old entries described tongues as "cold and crystalline" or called them "the language of technology." A language is not cold, and its speakers would never describe it that way. We rewrote those to describe how outsiders perceive a tongue and who actually uses it. Cogtongue and Gearscript are no longer "technical languages." They are the working speech of inventive gnome communities, jargon and all.
Sign language and braille, done right
This was the heart of the feedback, and the change we are proudest of.
Braille is a script, not a language. It is a way to read a tongue you already know by touch. So it is now a modality you attach to a language you already have, not a separate language slot.
Sign language is not universal. Real signed languages are full languages, with their own grammar and history, and they are not mutually intelligible. So instead of one catch-all "Sign Language," every living spoken language now has its own signed form. You learn to sign a language the same way you learn to read its raised-text: as a modality of a tongue you already know.
In the character creator you can now spend a language pick on a raised-text or sign modality instead of a new spoken language. It is a small thing mechanically and a big thing for the world to get right.
Learn whatever you want
Backgrounds used to lock you into a specific era of language. The scholar who wanted nothing but dead tongues, and the trader who only cared about living ones, were both out of luck. Not anymore. Every background now grants its languages from any era. Want to play the recluse with their nose in three ancient texts and no patience for small talk? Go ahead.
Franterra finally has a story
Franterra, the Common tongue, was always just "the default," with no explanation for how it earned that place. Now it has one. It grew in the crossroads markets after the Sundering War, a merchant's pidgin that thickened into a language over generations. It spread because it belongs to no nation, so anyone can speak it without bowing to anyone else. The free-land speech, the tongue of the road rather than the blood.
Thank you
None of this happens without players who care enough to send us a wall of text about linguistics. The new language system is live in the character creator now. Go build someone who reads raised-text, signs three languages, and refuses to learn a single living tongue. We would love to meet them.