The Stuff You Should Know First - Character Creation p. 1
- No Evil Characters. Just don’t do it. Also don’t build a character with the intention of disrupting the group or ruining other players’ fun. Session 0 should alleviate these problems, as making characters as a team will help avoid incompatible character types.
- Unlike most fantasy settings, mortal magic is relatively new in this world. It has only been usable by mortal races for about 700 years. As a result, the politics and general technologies involving magic are still in development and change periodically. Right now, the laws concerning magic (as they relate to character creation) are:
- Raising of the dead and manipulating spirits is prohibited (even if the dead in question desires it) by the main governing body of this world. Basically, no necromancy. The spell school in combat and for utility is fine, but raising/controlling the dead is not.
- Similarly, mind-altering spells are prohibited. Again, the Enchantment school of magic is still allowed at the table, but not in the world. It’s very possible, but illegal. Illusions are perfectly okay, but those in power that feel they have been manipulated will be quick to cry foul. Proverbial witch hunts may occur. Be careful who you swindle.
- Magic is somewhat rare. A farmer can live and die without ever seeing a magic spell in person. The fact that it exists is common knowledge, but the extent of which is unknown to the general populace. There are still magical universities for wizards and bardic colleges and druidic circles, but these organizations are few and far between.
- As a result of magic being new in the world, the lifespans of fantasy races are not any longer than a typical human. Elves do not live to be a thousand years old. Dwarves do not live to be 400. With the rise of magic, these races have begun living longer and longer, though it is on a much more manageable scale. An elder elf might live to be 100 -120 years old, for example.
Got it? Good. Now, on to the next step!