Character Creation in Lanyir | World Anvil
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Character Creation

A Step Away from Classic Fantasy

  In this adventure path, your characters serve in the Royal Homeland Constabulary of the nation of Risur , protecting the country and its citizens from foreign threats lurking within its borders. During missions of investigation, espionage, and assassination, your duty will be to root out hostile spies and pursue international conspiracies. As you learn more of your homeland’s own secrets, however, your loyalties may be tested, may even be turned, and you may find that it is you whose hand controls the gears of the turning age.   Be sure to check out the Setting Primer for a few ideas on the differences between this world and others, as well as changes in how treasure will work.   For any new items below, I will be adding them to D&D Beyond on an as-needed basis. The information provided here is detailed enough to provide you with what you need to sketch out your character; I'll add any missing items once they are selected.  

Ancestries

By default, the full gamut of character creation options from the PHB are available in the setting. Note that the nature of the world makes creatures from other planes effectively unknown; Tieflings are the exception, being not descended from a profane bloodline but from a centuries-old curse. In addition, there’s no drow race or underworld on the continent of Lanyir … but perhaps a dark-skinned race of elves lurks in the mountains of the Bleak Gate. Added to the setting are the Eladrin , a sub-type of elves, and the Deva , unique mortals that reincarnate after each death.  

Classes.

Every class has a place in the world, though the RHC is unlikely to admit a savage barbarian who hasn’t at least learned Risuri manners. Due to its druidic traditions, clerics from Risur tend to have the Nature domain, paladins favor the Oath of the Ancients, and warlocks favor Archfey patrons. However, as long as a person is loyal to Risur, they can be a constable regardless of nation of origin.  

Religion.

Gods do not make themselves regularly known in this world, and it is impossible to visit the planes where they reside, so it’s even possible to doubt whether they exist at all. Indeed, some strong-willed people have drawn divine power from the shared will of others who share their same philosophy. A few deities played a prominent role in history — like the dead eladrin goddess Srasama and the fisherman-turned-god Triegenes — but otherwise we can work together to decide which gods your characters worship, if any.  

Magic.

Only two types of magic are wholly off-limits: long-duration flight, and long-duration planar travel.   The nature of the elemental planes that feed energy into the world makes it impossible for magic to create permanent flight. Powers that grant flight for never last more than five minutes, though flight with wings is fine, as long as the creature is Medium sized or smaller. There are no flying carpets or airships. Since the reported extinction of dragons, flying creatures do not grow any larger than an eagle or condor.   Likewise, despite theories that suggest it should be possible to travel to distant planets via mighty rituals, all attempts to visit any foreign world never last longer than a few rounds before the traveler is shunted back to this plane. It is possible to wander into the Dreaming or the Bleak Gate and return, but even these trips are usually only possible when the moon and stars align properly, and getting back can be even more difficult than going in the first place.   Mechanically, this means that no creature can ever leave its home plane for more than five minutes, barring unique circumstances that are beyond the control of player characters. Simply put, traveling to another world in this setting is never as simple as casting a single spell.  

Teleportation.

In addition to its value as a precious metal for jewelry and currency, gold can be fashioned into a barrier against teleportation. While characters can teleport freely while carrying gold, but they cannot teleport through an opening framed in gold. Certain buildings thus often have thin strips of gold inlaid around doors and windows; typically, this gold is concealed by additional masonry or some other artistry. Prison cells meant to hold eladrin and others thought to be capable of teleportation are often surrounded by rings of gold.   Similarly, a creature wearing a gold ring — or bracelet, or even a thin thread of gold wire — cannot teleport or be teleported, so those wary of abduction might wear hidden gold toe rings to stymie would-be kidnappers. Simply carrying or wearing gold is not a problem unless it forms a full loop. Even with full circles of gold, the protection can be bypassed by simply removing part of the ring. This, combined with the temptation for thieves, keeps gold warding circles from being in common use.  

Technology.

While the city of Flint sits under a haze of coal soot, its streets illuminated at night by gaslight lanterns and its ferries powered by steam boilers, the majority of Risur remains at roughly a Renaissance level of technology. Soldiers carry alchemical pistols as back-up weapons, and elite fusilier units carry muskets and carbines, but aside from the occasional new rail line splitting the countryside, most citizens of Risur never see any of the new technology that is changing the world around them.   To be clear, though, there are no automobiles, electric lights, or flying vehicles. Most firearms still are muzzle-loaders, and rifles and revolvers only exist as custom creations of innovative gunsmiths. See Campaign-Specific Adventuring Gear for more information.  

Heroic Themes and Deeds.

Each PC will belong to one of nine Character Themes  that reinforce the heroic archetypes of the world, such as eschatologists, gunsmiths, and technologists. Each player should choose one of these themes, which grant a bonus feat and suggest ways to hook your character into the setting.   Moreover, because constables of the RHC are only chosen from among those with talent and experience, player characters start the campaign at 3rd level.

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