Note to Players
From Fellaor
There are some variations in the nature of this campaign from what is nominally lain down in the players guide, particularly with regards to languages and religion.
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Languages
Several languages are now extinct or not spoken on the continent, Halfling has been extinct for at least a couple hundred years and all Halflings speak only common as their racial language. There is no substantial gnomish population on the island, however, any gnomes are assumed to hail from one of the cities of Aragana and therefore speak elven instead gnome as their secondary language, sylvan is not an available language. Generally, all players are assumed to start in the riverlands, and therefore speak common unless otherwise specified, however if the party desires, the common knowledge of common may be substituted for Sorthish or Tolfien.
Religion
There are no hard and fast rules on religious significance, however the following is worth noting, Pelor and Saint Cuthbert are worshipped as the chief deity of the empire and is their clerical orders are (particularly that of Pelor) somewhat more militaristic and less pacifistic than the version set forth in the players handbook. Wee Jas is worshipped in the Northern Islands and Boccob operates several shrines in Aragana. Heironius is worshiped in the Riverlands along with some other deities. Gennearlly speaking, clerics whose background is local to the continent should not take Correllon Latherion, Garl Glittergold or Nerull as dieties.
Races
Since Wild Elves are common to the continent, they may be played as player characters in addition to the normal races. Although their precise attribute set is disputable, I'll use the one outlined in the dungeon-masters guide, which gives them +2 to dexterity, -2 to intelligence and a favored class of sorcerer instead of wizard. Wild Elves also are restricted in their class choices, and cannot take Monk, Fighter, Paladin, Rogue, or Wizard as available classes.
Paladins
All Paladins are loyal to the Paladainic Order of the Holy Citadel, and cannot refuse order issued by the Chief Watchman, however indirectly issued. Insubordination results in a paladin being stripped of his powers at least temporarily.