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Voidrunner Military Water Vehicles

Voidrunner Military Water Vehicles

VEHICLE

SIZE

AC

HIT POINTS

SPEED

CREW

COST

SUPPLY

WEIGHT

                 
Fast Attack Vessel Garga-ntuan 19 900 50 ft/ 50 mph 5 55k cr 80 30 tons
PROPERTIES Armed (GPMG ×4, Kinetic Cannon ×1, Smart Torpedo ×2), Heavy Armor, Long-Range Sensor Array
 
Submarine Flagship Titanic 23 7,000 70 ft/ 70 mph 30 190k cr 10,000 20k tons
PROPERTIES Armed, (Devastator Torpedo ×1, Cruise Missile Launcher ×4, Heavy Electrolaser ×10, Smart Torpedo ×20), Long-Range Sensor Array; Mobile Facilities (Holding Cell ×10, Kitchen ×2, Medical Bay, Operations Center, Residence ×40, Science Bay), Pressurized, Sealed, Submersible, Ultra-Heavy Armor
 
Swimmer Delivery Vehicle Medium 15 60 40 ft/ 40 mph 1 40 cr - 80 lbs.
PROPERTIES High-Performance, Miniature, Open Frame, Personal, Submersible
 

Voidrunner Military Air Vehicles

Voidrunner Military Air Vehicles

VEHICLE

SIZE

AC

HIT POINTS

SPEED

CREW

COST

SUPPLY

 

Gunship

Huge

17

175

250 ft/ 250 mph

2

30k cr

20

PROPERTIES Armed (HMG ×1, Heavy Missile Launcher ×4, Ground Attack Rockets ×2), Long-Range Sensor Array, Medium Armor, Pressurized, Sealed, VTOL
 

MedEvac VTOL

Huge

19

250

175 ft/ 175 mph

4

14k cr

40

PROPERTIES Armed (GPMG ×2), Heavy Armor, Long-Range Sensor Array, Mobile Facility (Med Bay), Integrated Equipment (Floodlight ×2), Pressurized, Sealed, VTOL
 

Orbital Drop Pod

Large

19

95

10 ft/ 10 mph

1

900 cr

10

PROPERTIES Drop, Heavy Armor, Personal, Pressurized, Sealed, VTOL

Voidrunner Military Land Vehicles

Voidrunner Military Land Vehicles

VEHICLE

SIZE

AC

HIT POINTS

SPEED

CREW

COST

SUPPLY

WEIGHT

                 
APC, "Streetfighter" Huge 19 500 60 ft/ 60 mph 2 20k cr 200 16 tons
PROPERTIES Armed (HMG ×2, Plasma Cannon ×2, 1× Light Missile Pod ×1), Heavy Armor, Sealed, Sensor Array
 
Armored Landing Vehicle, "Percival" Huge 18 600 50 ft/ 50 mph (land),
30 ft/ 30 mph (water)
3 25k cr 80 8 tons
PROPERTIES Armed (HMG x2, GPMG x1) All-Terrain, Amphibious, Medium Armor, Sealed, Sensor Array, Transport (10)
 
Assault Mech, "Grave Digger" Huge 21 1,500 40 ft/ 40 mph 2 100k cr 40 12 tons
PROPERTIES Armed (Heavy Blaster ×2, Heavy Missile Launcher x1, Infantry Mech Missile ×2, Kinetic Cannon x1), Legged, Long-Range Sensor Array, Pressurized, Sealed, Ultra-Heavy Armor
 
Battle Wheel Large 19 250 80 ft/ 80 mph 1 2k cr 15 1.5 tons
PROPERTIES Armed (GPMG ×1, Heavy Blaster ×1, Ground Attack Rockets ×1), All-Terrain, Heavy Armor, Personal, Sealed, Sensor Array
 
Exploration APC, "Magellan" Huge 19 450 40 ft/ 40 mph 2 10k cr 80 10 tons
PROPERTIES Armed (HMG ×1, Kinetic Cannon ×1), All-Terrain, Medium Armor, Pressurized, Sealed, Sensor Array
 
Forward Defensive Vehicle Huge 17 400 60 ft/ 60 mph 4 8.5k cr 80 15 tons
PROPERTIES Armed (HMG ×1, GPMG ×2), All-Terrain, Integrated Equipment (Plow, Floodlight), Construction Foam Dispenser, Medium Armor
 
Grav Fighting Vehicle, "Patton" Huge 19 350 100 ft/ 100 mph 2 17k cr 60 5 tons
PROPERTIES Armed (Kinetic Cannon ×1, Light Missile Pod ×1), Hover, Medium Armor, Pressurized, Sealed, Sensor Array
 
Grav Tank, "Bastion" Huge 22 800 100 ft/ 100 mph 6 25k cr 40 45 tons
PROPERTIES Armed (Heavy Missile Launcher ×1, Heavy Blaster ×1, Kinetic Cannon ×1, Light Blaster ×3, Tank Cannon ×1), Hover, Long-Range Sensor Array, Pressurized, Sealed, Ultra-Heavy Armor
 
Heavy Transport Truck Huge 15 450 50 ft/ 50 mph 1 1.5k cr 400 11 tons
PROPERTIES All-Terrain, Light Armor, Transport
 
Heavy Transport Walker Garga-ntuan 19 800 30 ft/ 30 mph 4 10k cr 400 40 tons
PROPERTIES Armed (Heavy Blaster ×4), Heavy Armor, Legged, Sealed, Transport (20)
 
Hover APC Huge 19 700 60 ft/ 60 mph 3 27k cr 80 9 tons
PROPERTIES Armed (Heavy Blaster ×2, Kinetic Cannon ×1), Heavy Armor, Hover, Pressurized, Sealed, Sensor Array, Transport (14)
 
Infantry Fighting Vehicle, "Galahad" Huge 19 650 50 ft/ 50 mph 3 22k cr 80 10 tons
PROPERTIES Armed (HMG ×1, Kinetic Cannon ×1), All-Terrain, Heavy Armor, Sealed, Sensor Array, Transport (12)
 
Infantry Mech, "Draugr" Large 19 115 20 ft/ 20 mph 1 15k cr 5 1000 lbs.
PROPERTIES Armed (HMG ×1, Infantry Mech Missiles ×1) Heavy Armor, Legged, Personal, Pressurized, Sensor Array, Sealed
 
MedEvac Hover Truck Huge 15 400 80 ft/ 80 mph 6 8.5k cr 80 4 tons
PROPERTIES Hover, Light Armor, Mobile Facility (Med Bay)
 
Mobile Command Center, "Gawain" Huge 17 450 60 ft/ 60 mph 2 4k cr 40 4.5 tons
PROPERTIES All-Terrain, Light Armor, Long-Range Sensor Array, Mobile Facility (Operations Center)
 
Police Interceptor Hovercar Large 16 250 120 ft/ 120 mph 1 2k cr 40 2 tons
PROPERTIES Hover, Integrated Equipment (Floodlight ×2), Light Armor, Mobile Facility (Holding Cell ×2), Self-Propelled
 
Recon Speeder Large 15 80 135 ft/ 135 mph 1 500 cr 8 400 lbs.
PROPERTIES Armed (Light Blaster x2), Hover, Open-Frame, Personal
 
Scout Vehicle, "Wild Boar" Large 16 250 80 ft/ 80 mph 2 1.1k cr 40 3 tons
PROPERTIES All-Terrain, Armed (GPMG x1), Light Armor, Open-Frame
 
Scout Vehicle, "Vaulter" Large 19 350 100 ft/ 100 mph 1 22.5k cr 40 2.5 tons
PROPERTIES Armed (HMG x2, Light Missile Pod x1), All-Terrain, Heavy Armor, Long-Range Sensor Array, Sealed
 
Scout Walker, "Gruhnka" Huge 17 250 40 ft/ 40 mph 2 7.5k cr 40 12 tons
PROPERTIES Armed (Heavy Blaster x2), Legged, Medium Armor
 
Special Forces Mech, "Void Ghost" Large 19 125 25 ft/ 25 mph 1 30k cr 5 850 lbs.
PROPERTIES Armed (Heavy Blaster ×1, HMG ×1, Infantry Mech Missiles ×1), Heavy Armor, Legged, Personal, Pressurized, Long-Range Sensor Array, Stealth, Sealed
 
Spy Car Large 17 550 150 ft/ 150 mph 2 17.5k cr 30 4 tons
PROPERTIES Armed (Flamethrower ×2, GPMG ×2), Medium Armor, Sensor Array, Sprayer
 
Superheavy Tank, "Imperitrix" Garga-ntuan 23 4000 30 ft/ 30 mph 10 400k cr 60 350 tons
PROPERTIES Armed (Heavy Flamethrower ×2, Kinetic Cannon ×2, HMG ×7, Tank Cannon ×4), All-Terrain, Long-Range Sensor Array, Pressurized, Sealed, Ultra-Heavy Armor
 
SWAT Transport Huge 17 300 60 ft/ 60 mph 2 4k cr 40 5 tons
PROPERTIES Medium Armor, Sensor Array, Integrated Equipment (Floodlight x2), Transport
 

 

Voidrunner Vehicles

Voidrunner Vehicles

Even in a spacefaring age there will always be a need for planetside vehicles. The following vehicles are distinct from spacecraft and follow the basic rules for vehicles as presented in the Adventurer’s Guide, with new additions as we advance from sailing ships and wagons to helicopters and hover cars.

 


SIZE

Technological advancement brings a host of new vehicular possibilities. Small vehicles like scooters, and truly massive vehicles like shuttle crawlers and mining machines exist alongside cars, trucks, boats, and planes.

Small. A Small vehicle has Strength and Constitution scores of 10 (+0), can carry 1 passenger along with the driver, up to 10 Supply, and up to 2 bulky items in addition to 300 lbs. of carrying capacity.

Medium. A Medium vehicle has Strength and Constitution scores of 12 (+1), can carry up to 2 passengers along with the driver, up to 15 Supply, and up to 5 bulky items in addition to 500 lbs. of carrying capacity.

Large. A Large vehicle has a Strength and Constitution score of 14 (+2), can carry up to 3 passengers along with the driver, up to 40 Supply, and up to 10 bulky items in addition to 2,000 lbs. of carrying capacity.

Huge. A Huge vehicle has a Strength and Constitution score of 18 (+4), can carry up to 6 passengers along with the driver, up to 80 Supply, and up to 20 bulky items in addition to 4,000 lbs. of carrying capacity.

Gargantuan. A Gargantuan vehicle has a Strength and Constitution score of 22 (+6), can carry a number of additional passengers equal to the minimum required crew, up to 800 Supply, and up to 200 bulky items in addition to 40,000 lbs. of carrying capacity.

Titanic. A Titanic vehicle has a Strength and Constitution score of 26 (+8,) can carry a number of additional passengers equal to the quadruple the minimum required crew, up to 4,000 supply, and up to 1,000 bulky items in addition to 200,000 lbs. of carrying capacity.

 


COLLISIONS

If a vehicle enters the space occupied by a creature or another object, a collision occurs. Both the vehicle and whatever it impacts take bludgeoning damage according to the other’s size:

Table: Vehicle Collisions

SIZE DAMAGE
Small 1d6
Medium 2d6
Large 4d6
Huge 8d6
Gargantuan 12d6
Titanic 16d6

If the object or creature impacted is the same size as the vehicle or larger, the vehicle immediately stops and loses momentum. If the object or creature impacted is smaller than the vehicle, it is shunted into the closest unoccupied space that allows the vehicle to complete its movement unimpeded.

 


MALFUNCTIONS

When a vehicle is reduced to half its total hit points or less, it is damaged and suffers a malfunction. Roll 1d6 on Table: Malfunctions to determine the nature of the malfunction. Vehicle malfunctions can usually be fully repaired during a short rest by a proficient user with an engineering toolkit.

Table: Malfunctions

D6 MALFUNCTION
1 Movement. Movement has been compromised, such as losing the sails, losing the animal team drawing the vehicle, or destroying an engine. The vehicle’s Speed is reduced to half its normal value.
2 Integrity. Some key component holding everything together has been lost and the vehicle immediately loses additional hit points equal to 25% of its hit point maximum.
3 Brakes. The ability to stop has been lost. The vehicle moves at its Speed each round until it collides with an obstacle of its size or larger.
4 Steering. The driver’s ability to fully control the vehicle has been compromised. The vehicle cannot turn.
5 Cargo. Half of any Supply currently carried by the vehicle are destroyed.
6 Superficial. The damage looks bad but doesn’t cause any further issues.

 

Hotwiring a Vehicle

Unlike the humble wagon, technological vehicles can be hotwired, allowing a voidrunner to go for a ride—for a time, at least. In a futuristic setting, this calls for a hacking check, as these vehicles are operated by computers. Civilian vehicles typically have a hacking DC of 12, while military vehicles have a hacking DC of 18. See Contested Hacks in Chapter 4: Hacking for more information.


Military Vehicles

Civilian Vehicles


Vehicle Properties

Vehicle Weapons

Additional Options

Additional Options

At the Narrator’s discretion, the following additional rules may be added to the system described above, either individually or all together.


Dialects and Coded Speech

When a character encounters a dialect other than their native dialect (or the dialect they predominantly studied), they treat their language rank and associated language bonus as one rank lower than usual, or two ranks lower if the dialect is particularly unfamiliar, even if they are fluent in the language. Coded speech such as Thieves’ Cant can be mechanically treated as an unfamiliar dialect.

A character can learn a new dialect (or treat an unfamiliar dialect as a standard dialect) for 1 language point, or learn an unfamiliar dialect for 3 language points. What dialects exist within each language depends on the Narrator and the setting, but in general, different cultures use different dialects.


Low-Complexity Languages

Some languages (such as pidgins used primarily for trade) are not capable of expressing the same range of nuance and complexity as others. It is not possible to use low-complexity languages beyond the rank of advanced, or possibly even intermediate. To increase the importance of languages in your setting, consider making Common and Undercommon low-complexity languages.


Distant Relatives

A character that learns a language to the rank of Fluent only considers unfamiliar languages to be standard (instead of familiar) if they are distant relatives.


Further Granularity

At the Narrator’s discretion, characters who are interested in learning a language in such a way that significantly restricts the extent to which they can use that language may treat an unfamiliar language as standard or treat a standard language as familiar for the purposes of determining point costs. Examples include only learning to read a language but not how to speak it, or only learning to sign a language. Discounts should only be given if the restriction imposed is narratively significant; e.g., characters learning a language with no writing system don’t receive a discount for not learning how to read.

Reaching the fluent rank in a language in which a character has such a restriction only affects the classification of related languages if a character learns the related languages with the same restrictions. A character may remove such restrictions by investing a number of language points equal to 1 + 1/2 their current language points in the relevant language, rounded up.

Putting It All Together

Putting It All Together

Let’s apply this system to Varia, the elven berserker from Chapter 1 of the Freelinking: Node title Adventurer’s Guide does not exist . We need one language from Varia’s culture to be her native language, so we’ll chose Orc. She could also become fluent in Common, but we’ve spoken to our Narrator and the other players about Varia not being as comfortable in Common and obtained their approval, so instead we’ll roll 4d4 for language points. We get 14, and we’ll invest 6 into Common to bring Varia to the Advanced rank. That leaves us with 8 points, which we’ll hold on to for now.

Varia also gets a language of her choice from the Soldier background, so we’ll roll 4d4 again, getting 9 new points for a total of 17. We want Varia to be fluent in Sylvan, which is an unfamiliar language in her setting, so it will cost 15 points. However, if we have her learn Elvish first for 10 points, we can treat Sylvan as familiar instead, and it will then only cost us 6 points to achieve the fluent rank. We will therefore spend 16 points to learn both Elvish and Sylvan.

This leaves us with 1 point. Looking through the list, we note that Goblin and Gnoll are familiar languages for Varia. If we invest 1 point into Gnoll, we can bring it to an intermediate rank, making our final list of languages as follows:

Beginner: Goblin (0 points, +0 bonus)

Intermediate: Gnoll (1 point, +5 bonus)

Advanced: Common (6 points, +15 bonus)

Fluent: Elvish, Orc, Sylvan

Later in her travels, Varia enters a tavern where another patron attempts to speak with her in Gnoll. Varia is of intermediate rank in Gnoll, and mostly holds her own in the conversation, often leaning on Orc to fill in the gaps. Once the patron asks Varia for directions to the next town however, the Narrator decides that there’s an interesting chance for failure in this interaction and calls for a Survival check using Gnoll. We would like to use Varia’s Survival proficiency on this check, but we can’t do so reliably with intermediate rank, so we choose to make a language check first. Gnoll is a familiar language for us, so we only need to meet a DC of 15 to be able to use our proficiency bonus while speaking it.

We roll and the d20 shows an 8. We add Varia’s –1 Intelligence modifier and her +5 language bonus for Gnoll for a total of 12—below what we hoped for. Not only can we not use our proficiency bonus for the upcoming check, but we can’t even use our +1 Wisdom modifier! Bracing ourselves, we roll the Survival check. We breathe a sigh of relief when we see a 19. Although Varia would have gotten a 22 if she’d been fluent in Gnoll, the 19 is sufficient. Varia knows the route well, and so even though she realizes she doesn’t know the Gnoll words she would want to use in this situation, she gets the main points across to the traveler.

Language Checks

Language Checks

Whenever you want to make an ability check, the Narrator decides whether the activity described requires the use of a particular language. Examples include rousing a crowd to action with a speech, researching in a library, or eavesdropping on a conversation. If so, you can choose to either make a language check or rely on their language rank. If the latter, you simply find your rank for the given language on the Language Modifications table below and apply the corresponding modifications to any ability checks you make using that language.

At any point, however, you can choose to push their abilities by making an active language check. In this case you add your Intelligence modifier + your language bonus for the language in question, then compare the results to the DC column of the Language Modifications table. Until the end of the scene, encounter, interaction, or until the Narrator decides circumstances have changed sufficiently, the character applies the modification corresponding to the highest DC they met to any checks using the relevant language, even if doing so would be worse than relying on their rank.

Neither skill specialties nor proficiency bonuses apply to language checks. If multiple languages apply to a check (such as when translating), characters make the check using the language in which they have the lowest rank.

Table: Language Modifications

DC* Rank Modifications
30 Fluent Checks proceed normally
25 Advanced Checks do not include expertise dice**
20 Intermediate As above, and checks do not include proficiencies
15 Beinner As above, and checks do not include positive ability score modifiers
10 Non-Proficient Checks cannot be attempted


* Add +5 to the DC for unfamiliar languages and -5 for familiar languages.

** Checks may still benefit from temporary expertise dice , such as from a sage follower or the guidance cantrip.


Alternative Communication

Methods In place of using language, you can attempt a skill check to try to communicate in other ways. Typically, a Culture check is used to convey information without using language, while a Insight check is used to understand the gist of what a creature using language is saying without actually understanding their words. Narrators might also allow other skills and abilities, such as Performance to sing a song in another language without knowing what it means, or Religion to identify common prayers in a holy text. You do not add your language bonus to skill checks.


Adjusting Existing Rules

Although it is impossible to anticipate every language-related feature which may be added to the game in the future, the following adjustments to existing features can guide Narrators toward reasonable equivalents when using these advanced rules.

  • Features that allow rudimentary conversation or basic language skills allow a character to temporarily advance one rank and add +5 to their character’s language bonus for a given language. Examples include the ranger’s Studied Adversary feature or the Vox savant’s Ear for Languages (see Adventures in Zeitgeist ).
  • The herald’s Bestowed Understanding divine lesson allows a character to treat any language as familiar.
  • When using these rules, the bonus to Insight checks granted by the comprehend languages and fey tongue spells also applies to language checks.
  • The Forgotten Language result on the Facts and Discoveries Critical Success table (see Chapter 6: Ability Scores in Adventurer's Guide ) instead grants 5 language points.
  • The Archaeologist savant’s Philologist feature from “Exemplars of the Academy 2: Seekers of Secrets” in Gate Pass Gazette Issue #18 allows them to make a History check in place of a language check.
  • Certain items may allow a character artificial skill in a language. For example, the phrasebook from “Well-Equipped: Cultural Gear” in Gate Pass Gazette Issue #19 , allows a qualified user to be considered a beginner in the translated language as long as as they are able to consult it, at the cost of taking additional time to communicate.

Effects Requiring Shared Languages

Features and effects that require two creatures to share a language, like the modify memory spell, work if both creatures are at least beginners in the language. However, saving throws against such effects are made at advantage if both creatures are not of intermediate rank or higher.

Language Families and Classifications

Language Families and Classifications

Languages are classified as familiar, standard, or unfamiliar based on a character’s existing language proficiencies and the setting. Familiar languages are closely related to one a character knows, while unfamiliar languages have very little in common with any languages a character knows. Any language that does not meet either of these qualifications is considered standard. A language’s classification influences how difficult it is to learn, and a single language can be classified differently for different characters at the same time.

The Narrator decides which languages have which classification, but the following table of relationships is appropriate for many settings and may either be used wholesale or as a starting point for a setting-specific language tree.

Only the entries listed in the Languages sidebar of Chapter 2: Origins in Adventurer’s Guide have been included in this table. Other languages in Level Up you may wish to incorporate into your system include Boggard, Druidic, Giant Eagle, Giant Elk, Giant Owl, Jabber, Minotaur, Mycelial, Shahuagin, Scorpionfolk, Troglodyte, Winter Wolf, Worg, and Yeti. While some of these languages may be closely related to each other, without an appropriate feature or background, it is likely that they are unfamiliar to most adventurers. There is also the Khalkos language, but as it is scent-based, it is considered unfamiliar to all non-Khalkoi and is nearly impossible to learn without intensive study with a fluent speaker.

Table: Language Relationships

Language Family

Related Languages

Calyptic

Dwarvish, Gnomish, Halfling

Celestial

Celestial*

Chthonic

Deep Speech*

Common

Common, Undercommon

Fae

Elvish, Sylvan*

Fiendish

Abyssal*, Infernal*

Goblinoid

Goblin, Orc, Gnoll

Primordial

Aquan,* Auran,* Ignan,* Primordial,* Terran*

Titanic

Draconic*, Giant


Reclassifying Languages

When a character reaches the fluent rank in a language, that language and any other languages it is related to are reclassified as familiar. When this happens, a character retains their language rank in any related languages, but their language bonuses and points for those languages are adjusted to match their current rank in the familiar classification according to the Levels of Language Proficiency Table.


Learning Languages

During character creation, choose any number (but at least one) of the languages from your culture for your character to be fluent in. In the case of each you do not choose to be fluent in and each time a feature grants a language proficiency, you may instead receive either 10 or 4d4 language points and invest them into as many languages as desired. If a feature names a specific language, like Celestial from the aasimar Planetouched gift, you should first consult your Narrator before exchanging it for language points.

The number of language points you invest in a given language determines both your language rank and your language bonus (see Language Checks below). Points invested in a language in excess of what is required for a given rank have no effect until you can invest enough additional points to reach the next rank. Note that all characters are at least beginners in any familiar languages, as the rank has a 0 point requirement.

Note: While this article mostly references “speaking” in terms of communication, learning a language is assumed to allow a creature to also read, write, and sign at the same level of proficiency. Those wishing for a more technical approach should consult Further Granularity under Additional Options below.


Training

You can also gain language points by training during downtime. To gain 1 language point, you must study for a number of days equal to 25 – twice your Intelligence modifier (minimum 1). Doing so means paying 2 gold and 5 silver per day of study for a tutor. The Narrator may also rule that an ally fluent in the language is able teach you for a negotiated (or perhaps no) fee. The Narrator can also give out language points as adventuring rewards to characters who extensively practice their skills in an appropriate region.

Table: Levels of Language Proficiency

Points

Bonus

Familiar Standard Unfamiliar

0

+0

Beginner Non-Proficient Non-Proficient

1

+5

Intermediate Beginner Non-Proficient

3

+10

Advanced Intermediate Beginner

6

+15

Fluent Advanced Intermediate

10

+20

- Fluent Advanced

15

+25

- - Fluent

Language Ranks

Language Ranks

A character using these advanced rules can have one of five language ranks for any given language: non-proficient, beginning, intermediate, advanced, and fluent. See Learning Languages below for details on how to determine your language rank. Whenever a character attempts to use a language, players and Narrators can refer to the following descriptions of language ranks to guide roleplay.


Non-Proficient

Creatures without a given language proficiency do not speak the language, although they may still use a language to a limited extent. Trained animals, for instance, can comprehend a few words, and characters may learn basic phrases like “Thank you”, “Where is the privy?”, or “Excuse me, do you speak [language]?” through cultural osmosis or a brief crash course.


Beginner

Beginner speakers use short and simple present tense phrases about very common subjects. They have a limited vocabulary, make frequent mistakes, and often have heavy accents, which makes it almost impossible for them to blend in with native speakers. Although they struggle to comprehend those who don’t speak slowly or simplify their language, they can still manage to meet their basic needs in a foreign environment.


Intermediate

Intermediate speakers can use longer phrases and are comfortable with different tenses. They can speak about a wider range of subjects than beginners but still usually know only generic, common words. Although their mistakes and accents are still noticeable, they may receive compliments on their language skills from native speakers. They usually understand others well enough to get their general meaning, although they may miss significant details and be overwhelmed by particularly fast speakers or highly informal or technical speech.


Advanced

Advanced speakers can usually pass as fluent speakers, except when they encounter jargon, slang, or unfamiliar idioms. They may still have an accent, but they can hide it with effort, and their errors are usually subtle and infrequent. Advanced speakers are comfortable enough to start playing with how they express themselves, but they sometimes misjudge how well they can do so and occasionally fail to pick up on puns and nuances that would be obvious to native speakers.


Fluent

Those who are fluent in a language are either native speakers or not meaningfully distinct from native speakers.

Local Organizations

Local Organizations

There are three main factions in Shalehold, two of which are specialized organizations detailed here.


Notable Organization: Fisherfolk

Made up of some of the founding merchant families of Shalehold, the Fisherfolk have a strong grasp on any shipping or transportation via the river.

Structure: Oligarchy of two representatives from each of the five founding families, led by an annually elected leader.

Symbol: A fish caught in a net on a blue field

Base of Operations: Grade 4 House, a building of understated opulence called The Kelpie Lodge.

Beliefs: The old order (and its power structure) should be maintained.

Goals: Preserve the prosperity and influence of the five families.

While the name reveals their humble origins, the families of the Fisherfolk have become the economic leaders of Shalehold. However, no matter how much wealth lines their pockets, the five families and their client families can’t break the glass ceiling of social status to be truly accepted by the nobility. This has led to some quietly paying off lawmakers at best, and others planning an eventual bloody revolt at worst.


Notable Organization: The Knotmakers

Officially this group is known as the Honorable Guild of Shalehold Ropemakers, but the legitimate business has long ago given way to criminal enterprise.

Structure: Authoritarian. Multiple smaller gangs led by a single boss

Symbol: A rope tied into a complex knot on a black field

Base of Operations: Grade 3 Guildhouse, ostensibly for Honorable Guild of Shalehold Ropemakers, located in the labyrinthine slum known as The Knot.

The Knotmakers have no united beliefs or goals beyond survival and personal gain. Currently led by Mariam “Shark Tooth” White, the one-time guild has something in common with its parent organization: they put a great deal of emphasis on membership. While there are some boroughs far from the docks that are outside their reach, every criminal working in Knotmaker territory pays a portion of their haul to the Knotmakers or (if they’re lucky) lives to regret it. Previous leadership exempted children under 12 from this rule, leading to ringleaders recruiting young urchins to their numbers in droves. Shark Tooth White is planning a crackdown on such activities, including a sure-to-be unpopular “tax” on a group for each child they have as a member.

Pagination