
Languages
Structured Languages & Comprehension adds a complete catalog of 37 spoken, signed, and secret languages, with scripts, dialects, registers, cultural context, learning guidance, sample phrases, and common misunderstandings. It also provides a four-stage fluency system—Words Only, Meager, Conversational, and Fluent—and rules for handling partial comprehension, interpreters, language learning, signed communication, and player input such as `[Elvish]`. The package does not install characters or replace an existing Character type. After installation, connect it to your world’s existing Character, actor, or creature records using the supplied AI integration instructions. Local species, regions, and classes can then be linked to the installed languages where appropriate. Tell Orbit the following to make it work for your existing characters: Integrate the installed Structured Languages & Comprehension package into this world. Do not import characters, create a duplicate Character type, create numbered types such as `character-1`, or overwrite the world’s existing Character schema. Inspect the current project first and adapt the language system to its existing Character, actor, NPC, or creature structure. Add one structured Language Proficiencies collection to the appropriate existing actor type. Each entry must contain: - `language`: a reference to an installed Language record - `fluency`: exactly one of `Words Only`, `Meager`, `Conversational`, or `Fluent` - `useNotes`: optional short notes about native use, dialect, teacher, reliable phrases, practice, accent, access limitations, or recent evidence of learning Add an editable Language Fluency section to the actor’s layout. Do not add any Character records. If the existing actor type is package-managed or cannot safely be edited, create a separate Language Profile type linked to the actor instead of duplicating or replacing that actor type. Apply these rules during play: 1. Untagged dialogue is normally Common. 2. A player may prefix intended speech with a real installed Language name, such as `[Elvish]`. 3. The bracket is an instruction to the GM. Remove it from the response. 4. Player input describes what the character intends to say; it is not an automatic perfect translation. 5. Check both the speaker’s and listener’s fluency. 6. Use the lower rating to determine what meaning reaches that listener. 7. A language without a structured proficiency entry is not understood. 8. Sign languages are separate full languages unless a record explicitly establishes a bridge. 9. Limited fluency must never be portrayed as low intelligence or automatic comic incompetence. 10. Translation magic, interpreters, telepathy, or devices provide only the access their established effect describes. Temporary translation does not teach a language. 11. Learning normally advances one stage at a meaningful review after established use, teaching, travel, study, or practice—not after one roll or one phrase. Reconnect the installed languages only to this world’s appropriate species, cultures, classes, and regions. Do not invent those links solely to fill fields. Finally, validate all references and test: - two Fluent speakers; - a Fluent speaker with a Words Only listener; - a Words Only speaker with a Fluent listener; - two characters with no shared language; - spoken language versus sign language; - an interpreter or temporary translation effect.