Record of Saegareth
Errata and Notes on the World of Saegareth
Notes on the Geography of Saegareth
Saegareth is sectioned off into six regions that share dominant physical characteristics, for example most of Merseyr is desert, but there are sections towards the borders of Kaeheer and the borders of Sulyll where Merseyr gains plain land. So while the various regions are dominated by a particular feature, there are variations to the landscape to maintain a healthy ecosystem.
Saegareth is an entire world too. So there are bound to be breaks and variations in the landscape. The only section of Saegareth that is actually off limits – and yes, I realize this is a large chunk of the world, but in the grand scale of things it’s not that big – is the Wastelands. That’s my playground.
So don’t be afraid to have you character hail from Kielael and be from a village in a forest, have fun with it, be creative when coming up with your backstory. I ask that all of you come up with a city that you’re from or that’s in proximity to where you’re form, just to make my life slightly easier.
Note on the languages of Saegareth:
Saegareth is a diverse world where the primary language is common; however certain regions of the world are dominated by a particular language. I haven’t worked the nuances out yet, unfortunately, so I won’t penalize you for this in game, in fact I’ll likely be working the languages of the regions out as we play. All languages in the DnD verse are up for grabs.
Taking Celestial, Infernal or Abyssal will require a decent backstory or roleplay reason for why your character can speak it, since these languages tend to be used by gods or creatures on the levels of gods. PCs can only learn Low Celestial, Low Infernal and Low Abyssal.
Elven is split into High and Low Elven. High Elven can only be taught by an elf that speaks High Elven, so if you are any race but Elf you will need a decent reason for why you can speak High Elven.
Common does not have to be the primary language of any character but it is an automatic language for all characters. (For example, Aria Cesare’s primary language is Infernal because it’s the language she’s spend most of her life speaking. Common is her second language. She also speaks Gnomish, Low Elvish, and Thief’s Cant. Her intelligence Mod is a 3)
There are also a few additional languages I want to introduce into the world, some of them are sort of languages that have been used in the DnD verse before, but just aren’t listed under the speak language skill.
The following can be learned via the speak language skill:
*Undercommon Sign:Undercommon sign is a finger language that is designed to be used for communication in the dark and dangerous networks of the Underdark, unlike standard sign languages, like Common Sign, it does not use elaborate hand movements, instead the language is based entirely on rapid finger movements and hand position, N.B Those that speak Undercommon sign can also speak a verbal language while signing, as well as comprehend Undercommon Sign while listening to a verbal language
*Common Sign: Common sign is very similar to American Sign Language; hand, finger and arm movements as well as facial expression communicate verbal ideas. This is typically something that mute and deaf individuals learn as well as those who have to regularly communicate with mute and deaf individuals N.B Common sign is an automatic language for characters who are deaf or mute.
The following can be taken through spending the standard two skill points as well as back story or roleplay reasons)
*Thief’s sign:Thief’s sign is very similar to Undercommon sign, except that it uses full hand and arm movements. It is not as elaborate as Common Sign though, instead the movements are kept very close to the body and generally executed discretely. (It is very similar to the sign language taught by the Bene Gesserit in Frank Herbert’s Dune series) N.B Thief’s sign is something only a scoundrel would know and learn. Characters who are Rogues, Assassins, Thieves etc would be able to learn it. Again, there would need to be a decent role play reason for knowing this language. Those that known Thief’s sign can also speak a verbal language while signing as well as comprehend Thief’s sign while listening to a verbal language.
*Thief’s Cant: Thief’s cant is a spoken language that sounds a lot like broken, ranting gibberish. In reality, it’s a combination of little bits and pieces of multiple languages that have become so warped overtime that it’s developed into a very inelegant method of spoken and written communication. Generally, translating Thief’s Cant is a two part process, the first part is translating the actual words into Common, the second is extracting the meaning from the strange phrases and word combinations. N.B Thief’s Cant is an automatic language to any character who’s a member of a Thief guild, Assassin Guild and most guilds related to criminal activities. A decent role play reason is needed to take this as a language.
The following is an automatic language after attaining alignment to a favoured plane:
*SurCommon: This is the common language of the Planeswalking culture lost to time. It sounds much more melodic and lilting than common.
Note on the Underdark:
As with any other campaign setting based on the standard D&D verse, the Underdark does exist, however it’s generally not a place that creatures from the surface, especially humans venture often. It’s a dark, vast network of tunnels located underground filled with many dangerous creatures that would sooner kill you than look at you. There are other dangers as well, such as cave in, very thin air, food located in the Underdark is often poisonous and water is very difficult to come by. There is no light in the Underdark except for the occaisional phosphorous moss. Creatures from the Underdark generally develop either dark vision or their senses become highly attuned so they can function in the darkness.
Generally the Underdark functions very much like the standard DnD Module.
Note on books and homebrew
If it is a Wizard’s of the Coast 3.0 or 3.5 edition book, if it has been published under the Open Gaming License (OGL) or is in the SRD (System Reference Document) it is viable in this campaign. There are no limits to what you can use as long as it’s official content. The only exception to this rule is the Manual of the Planes, which is not eliminated, per se, but a lot of the information in it is moot for the purposes of this campaign.
Homebrew content is allowed as long as it has met DM approval, this includes content you develop, content on the DnD wiki or content found from other sources. I encourage you to come up with your own content, as inventing your content can really only be beneficial to you as a group in the long run.