Character Creation - The 4th Age
Building A Character
Character creation in Illicid is very similar to regular D&D character creation, but there are a few differences. Some races function slightly differently due to the conditions of the world, and some races may be limited to only being playable in certain areas, such as races that hail from different planes in regular D&D mythology.
Races & Cultures
While certain campaigns within the world of Illicid will have more specific rules regarding races, any races from the Dungeons & Dragons Player's Handbook, Tasha's Cauldron, or Xanathar's Guide are legal for use within the world.
Illicid also has its own subset of prominent cultures. While most cultures can have members of all races common to Dungeons & Dragons, this isn't always the case and will be mentioned in the articles specific to those cultures. Along with the major cultures, there are a myriad of other cultures, so feel free to create your own custom culture for your character! Cultures within the world are intended to be used as a roleplay device rather than having a mechanical use.
Choosing a Religion
If your character is god(s) fearing, which god(s) do they fear? This article here lists the most common gods, along with their domains if your class relies on that information, and their respective cultures. However, this list is not exhaustive. Does your character hail from a small community that worships a demi-god? Or perhaps your cult has focussed on a very specific demon? Players looking to create their own religion are encouraged to!
From Where do you Hail, Traveller?
Your hometown is an integral part of who your character is! While the map already lists a number of towns and cities, it's neither exhaustive or accurate. In honesty, most of the names are randomly generated and ready to be changed up and personalized.
Along with that, sometimes knowing where your character and their home would fit in the world can be a daunting task if the lore is all you have to look through, so feel free to check in and ask if you have any questions, or just need a little direction.
Magical Items
As of the Fourth Age of Illicid, which is the current age, the ability to magically enchant items of any kind has been lost. As such, players are not able to simply walk into a store and purchase a magical item, be it a weapon, armour, or a sack of potatoes. However, history tells of many great warriors who wielded such wondrous items. While many of these legends are simply that, but there is always the possibility that within the legend is some truth.
It's also not uncommon for family heirlooms to be passed down that seem to carry the soul of the family within them. There have been adventurers in the past who have found that an heirloom they once held dear simply for being their inheritance has suddenly shown that it has more power than its appearance once suggested.
As a player, I've always had a difficult time getting attached to my gear as usually I'd be cycling through it as improved gear was offered. While heirlooms may not fit with every backstory they can really be character-defining, especially when they grow alongside you!
Magically Imbuing Items
While the ability to enchant items to hold a permanent effects is lost, there are many people that are able to temporarily imbue items with magical potency for some desired task. Among the most common of these are the Artificers, and Rune Knights would also fall into this category. Its worth noting that playing classes like this will mean that the character is regulated by some sort of guild or government as their abilities will be in high demand, however you'll never be short of work!
Firearms, Gunpowder, and Gunslingers
As of the Fourth Age of Illicid, firearms and gunpowder have not yet been invented and as such gunslingers are an illegal class/subclass to play within campaigns set in this time period. This includes magically enchanted firearms as the ability to enchant items has been lost.
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