Pre-Campaign Checklist

"Who are you..?" - Dream Guardian
Every journey starts by taking a single first step. This guide is designed to help you in your first steps of understanding how to craft a character that best fits the setting and the mood of the campaign.

If you have further questions about what may be a good fit, what can be implimented in the narrative, or an idea that may not directly be available reach out to your Gamemaster for additional guidance.

First Steps:

Building Your Character:

  When crafting a character for a Thirewyn campaign setting, consider the following:
  • What is your character's tie to the world? Do they have family, friends, or a profession? What does day-to-day life look like for your character?
  • What are your character's goals and ambitions? What are their fears? What will never dissuade them to reach their goals; What always will dissuade them and prevent those goals?
  • What is your character's species? Where are they from? Does your character's species or upbringing cause conflict in the world around them, or do they blend in with a crowd?
  • How does your character handle conflict? Are they diplomatic, deceptive, or do they go straight for their sword?
  • Does your character work well with a party, or are they an independent soul who prefers to be alone?
 

Character Options:

Thirewyn was crafted with specific species and histories in mind, so not all species or customizations available in D&D content are allowed for playable characters; Nor are all species' general theming and relations a 1:1 ratio with those found in D&D content or traditional fantasy worlds.

Below are some notable restrictions in this campaign setting that are generally not accepted, but the Gamemaster holds the right to allow exceptions if they are thematically appropriate, can be utilized within the narrative, or a character-pitch is accepted. Sorry, no Dragonborns walking into a tavern in Crossview, unless you want to be mounted over the fireplace.

Accepted:
  • 'Common-Fantasy' Species:
  • -Humans
    -Elves
    -Dwarves
    -Halflings
    -Gnomes
    -Orcs
    -Half-Species (Parents of two different species, inherent traits from both parents per the Gamemaster and player's discression)
    *New: Tieflings, see Species page

  • *Characters with traits, backstories, or other defining features that may be subject to discrimination, hardship, or adnormal cultural norms WITH the acknowledgement that the world will react to them accordingly.

    For Example: City-Orcs still often receive unwarranted hardship by townsfolk because of their percieved nature; Elves are highly discouraged in the Reach due to past wars, etc. These are not to bring additional hardship to the party by the Gamemaster, and are worldbuilding elements that should be treated respectfully by all parties if/when they cause a reaction in-game due to character's choices or existing world notions.

Not Accepted:
  • 'Beast Races', such as Dragonborns, Bugbears, Goblins, Kobolds, Genasi, etc. (For thematic reasons, entering a city as such a species would be quite a frightening site; Maybe fate can change these perceptions over time, though!)
  • Articifer Disclaimer: 'Guns' and cannons are not currently invented in their traditional form in this campaign setting, with magic and practical weaponry being the primary tools for combat. While more mundane gadgets are being created in the world, this campaign setting will not contain rifles, ship cannons, or other such weaponry at this time.
  • Unearthed Arcana and other Homebrew content is subject to denial per Gamemaster discression.
 

Further Inspiration:

  If you are having trouble creating a character, it's recommended that you learn more about the world and how different cultures, species, and factions react to one another for inspiration. Below are some direct resources to help explore the wider world and better understand what type of character would best fit your adventure.   Common Knowledge - Thirewyn  
  • Explore some general entry-level information about the world, including it's government structure, how faith and religion are intigrated, and what daily life is like for the average citizen.
  Imperial Pantheon  
  • Learn about the officially recgonized pantheon of the Empire, how it was formed, and the most recgonizable deities of the Thirewynian Empire: Ellinor, the Goddess of Life, Volaris, the God of Magic, Zepha, the Goddess of Destiny, and many more.
  Species  
  • Discover the history, quirks, and traits of the 'civilized species' found within the Empire to choose one that you think would be the most fun to play, bring a unique narrative, or just the best fit for the thing you want to be good at.
  Regions and Locations  
  • Explore the regions of Thirewyn, the main campaign setting, as well as brief bits of information about cities, landscapes, and cultures. Could one of them be home to your adventurer?
  Organizations  
  • No setting is complete without a slew of organizations you either love, hate, or hope don't tax you. Learn more about some of the world's organizations, how they interact with the wider world, and how they may interact with you.
 

Character Customization:

 

Birth Sign Constellations:

  In Thirewyn, cultures often take inspiration from the world around them, including the twin moons, Hexus and Tranquil, or the stars themselves in order to foretell events yet to come. Your character, aware or not, is also molded by the world around them. The people of Thirewyn use these supernatural and divine creations as a way to make sense of the world and characterize others around them.   Once you have created your character concept, or even before then, select one of the available Birth Sign Constellations. This signifies the 'Birth Sign Constellation' that shined the brightest the day your character was born. These signs provide small additional buffs and cons to your character. Some 'Birth Signs' are more commonplace, adding small buffs to your characters abilities, or specific traits to them that do not require a class as in D&D 5e rules; Others are more specified, and can be more powerful, with the appropriate character.   You may choose a Birth Sign Constellation that best fits your character, or perhaphs goes against who your character wishes to be for narrative purposes. Alternatively, you may remove two random Birth Signs and roll a d12, should you choose to do so.