Languages

Custom Language System
In the starter lobby we have a language selector,

Every character already knows common, then you can choose 1 + your int mod additional languages from the language vendor. The extra one is meant to be your racial or regional language.

If you want a racial language, such as elven this counts as 1 of the languages you have to choose, racial languages are not granted automatically. This is why there is 1+int.

We have a !lang command, in addition to activating the language item in your inventory.

Roleplaying Languages
Having a Language like Celestial or Abyssal does not mean the PC can fluently speak it and hold regular conversations in it; they know rote snippets and can comprehend it being spoken, but these languages aren't meant to be conversational. Furthermore, they may only be used for topics and subjects relevant to them, e.g., you may not cast Evil spells with Celestial, or discuss baking cookies in Infernal. A mundane example is Latin; it is used in ritualistic purposes, it is the root of many other things, but no one converses in it.

These planar or elemental languages are not meant to have banter or discourse in, nor does having the token denote fluency; in most cases fluency of these languages are reserved for planars, devils, demons, etc. There are even specific examples of how the languages are layered in intricacy such that more powerful planars convey more meaning and will than lesser ones.

In addition for something mundane: humans cannot perfectly emulate the Elven tongue. They may understand it and speak it perfectly understandably, but they will miss out on nuance and conveying emotions and subtleties through the language that elves rely on in their language.