Knot of Thorns
Languages, Skills, and Traits
At least one player should have the languages in blue. Languages in green, will be very useful in at least one encounter. Languages in black may be helpful, but are not necessary. Languages in red, will never be needed and rarely be known to creatures in this adventure.
|Standard Language||Typical Speakers|
|Exotic/Foreign Language||Typical Speaker|
|Aklo||Aberrations, Evil fey|
|Aquan||Aquatic, and Water-based creatures|
|Auran||Flying, and Air-based creatures|
|Norspik||Foreigners (think Norse)|
|Old Talirean||Dead Language|
|Yutak||Foreigners (think Eskimo)|
This campaign lends itself more than most to a house rule that gives everyone two more skill points per level. The PCs will be on their own for much of the campaign and will have dificulty relying on others for skills. This house rule will make them more self-reliant.
Besides, villains should be more competent than the average man.
Each villain must choose one crime, which counts as one of their two traits (specifically functions as a Campaign trait).