Character Creation and Lore Directory in Lorewick | World Anvil
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Character Creation and Lore Directory

Classes

Lore for every kind of character:   Artificer: With the rise of gunpowder in the world, many have flocked to its uses. Artificers are students of the arcane and seek to bring together the two together in perfect destructive harmony. Some regressive or traditionalist groups may call you an affront to nature but that's part of the fun now, isn't it? If your character find comfort in the saints they would be most comfortable with Hildendrumb, saint of the forge and ingenuity.   Barbarian: Rage. Something all creatures can agree upon. Whether Cendites totem warriors and barbarians, to the Aravat ancestral guardians. Zealot barbarians channel the power of Roku and forge their own path.   Bard: Bards have many roles in the world. Lore and Valor bards tell the stories of what came before. Eloquent bards serve their days as ambassadors, holding together fragile political alliances. Keep in mind your audience, if you're an Ankriech nationalist are you going to spew propaganda to the Mordesent king. This is by far the most political class.   Cleric: Clerics are priests who follow the rules of a greater Saints of Power. They uphold different aspects of the community depending on their saint as outlined in the saint's personal information page. Please think understand your duties as a cleric you must uphold. You will notice that there are two domains on there that do not exist in any official rule book: Ocean and Passage. They are homebrew subclasses that I'll be making eventually.   Druid: The Natural world is a powerful thing, druids are beings who've made themselves not entirely human, not entirely spirit, but something in between. The @Nauc people have star singers, a form of druid who serve as navigators and the historians of their people. Exorcist: Exorcist for stat block Exorcists deal with monsters. That is there very definition. Some, like the militant Abend Exorcists, seek to eliminate all of them. Others seek to simply keep them at bay like any other creature.   Fighter: The fighter is one of the most versatile classes in the game and can fit any background without any fuss. If you want to pair it with a Nobel background I'd suggest playing a Rowjin.   Homebrew: You are free to use to the gunslinger as done by Matt Mercer on Critical Role. A link to it can be found here   Monk: Warriors trained in the old ways, secrets of the universe spelled out to them and seeking personal perfection. These are the three goals that define a monk in lorewick. A monk may know about some ancient secrets that they may seek out during the campaign that will provide great boons. Some of which are only available to the monk class.   Paladin: The divine quest is a defining trait of the paladin. Look through the available Domains and choose one. The article about its patron saint will include a list of related quests and challenges for you to work with.   Ranger: A ranger is one who travels the wilds, connecting with them. Look through the geography and choose an island of origin. If you choose the regular ranger rule 'natural explorer' you will choose an island of origin and some surrounding areas.   Rogue: Clever theives, swashbuckling pirates (see Piracy), Lorewick is full of loot. Ripe for the taking. Many rogues have a specific score they want to get in their life times for whatever reason. whether it be for fame, riches, or vengeance. Work with the DM to determine what your score is, any enemies you've made so far.   Sorcerer: Sorcerers are born with some kind of connection to the spirit realm and magic, they're not common. Probably around one in a million and tend to have some kind of prophecy surrounding them.   Warlock: As a warlock you are given powers from an extra planar entity and bound by a pact. Don't think you can get away from writing out this pact with me. As a warlock you'll be attached to a minor saint of power and have much more direct contact as opposed to clerics and paladins. You may be an Intelligence based warlock if you wish.   Wizard: Academics who spend their lives studying and paying it forward. Many wizards are adventurers or odd jobsmen who earn their keep that way. Think about what technique of learning your wizard prefers and supports, are they an institutionalist (Insititionalism - political movement) or do they prefer the traditional master and apprentice style? If they went to an official school, where did they go? Examples include Zolkmeth and Tozermind Wizardry and Military School   Subclass prohibitions:  
  • the wizard subclasses from Explorer's Guide to Wildemount are prohibited, I've had issues with them in use before.
  • Phantom Rogue and soul knife, it's cool and all but doesn't feel quite right with the setting.
  • GOOlock, Undead, and Undying warlocks don't quite work. If you want to play these we're going to need to talk about your patron quite a bit.
  • there are some terrains attached to the circle of land druid. This is because these terrains do not exist in any place that your character would know about. desert, arctic, underdark for example
  • Way of the 4 elements monk doesn't really work with this setting and is in general, useless.
  • Races

    *Only races listed here are able to be used. Some of which I only have a few spry ideas with in which I may ask your help in developing.*  

    Mortal Races

    Mortal races are those who are born naturally and have little magic holding them together (dwarves are an exception but still qualify)   Humans and variants (VHumans are allowed)
    • Hexblood: Hexbloods have been attached to the spirit realm in some way. They could have been kidnapped as a child by a monster, a Shibazni, or cursed by someone or an ancient artifact.
    • Reborn: things happen, people die. Some times you come back. Saint's have brought you back, a powerful mage needed a servant, or some other way of coming back to life. You don't remember much of your past.
    Dwarves when playing a dwarf resurrection works differently. Instead of casting spells another person must take 48 hours and materials costing 100gp to make you a new body. When this happens you're personality can be slightly changed. Choose a personality trait, flaw, or bond and either add or take one away. This should be done by the player.   Elf and Half Elf:   Halfling:   Goblin:   Pah (modified Goliath): A race of panda people who use goliath stats. They're always born as twins or triplets.

    Supernatural Races

    *Supernatural races are directly connected to wonders and the saints. They have a rarity score attached to them signifying how many in every 10000 there are along with some extra information. Supernatural races as listed*   warforged (you are a construct): a new kind of dwarf that's been in the making for quite some time now. They're more sleek and have working parts with additional features added on. (rarity: .5)   aasimar and tieflings: some kind of decedent of a saint of power. You won't be descendant of one of the greater saints but a lesser one, maybe two. Their alignment effects of which your are. There is no specific stigma towards these people and I will not play up that angle. (rarity: 10)   Jellies (Plasmoids stat block) a rare people created in the bowels of a mage's laboratory. They are rare but in some places becoming a normal event with many taking jobs in city santitation. (Rarity 1)
    Cultural Heratige    When you create a character choose a culture that they came from alongside your background. Look through them and choose what fits your goal best. This will give you certain advantages in dealing with you own people.   Naucts   Cendites   Batlock   Aravat

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