Carnir: After the War
Step 1: Race
Humans are the most common race in Carnir, followed by half-elf, dwarf, half-orc, and Catfolk. Elves are less common outside of Ranheid, and halflings and gnomes are also uncommon. Carnir is also home to a sizable population of tieflings thanks to pacts made and curses laid during Zalam’s oppressive rule, but there are also an unusual number of aasimar.
Dragonborn do not exist in this setting.
Step 2: Class
Core classes and class options only, unless approved by the DM. A class determines your skill, weapon, and armor proficiencies as well.
Step 3: Ability Scores
Ability scores are bought using 30 point buy with the costs detailed in the Player’s Handbook, or you can choose from one of the following ability spreads:
Elite: 15, 14, 13, 12, 11, 10
Specialist: 15, 15, 15, 10, 9, 8
Generalist 13, 13, 13, 13, 13, 13
I recommend the Elite ability spread.
Step 4: Description
Alignment: Most people are neutral, but unaligned is also an option. The only evil alignment allowed is Lawful Evil.
Background: Decide on your background and use the information in the PHB for inspiration to construct a personality, ideals, bonds, and flaws for your character. Your background also determines some starting equipment and proficiencies.
Languages: Languages are expanded in this game. You get your normal languages from your race and background, but you also choose a home nation and can speak that country’s languages (Old Zalamese, Siwalese, Wasaian, etc.), and gain a number of bonus languages equal to your Intelligence bonus (minimum 0).
Step 5: Equipment
All classes and backgrounds provide equipment options for your character as well as a small amount of starting gold. Once you’ve chosen your equipment, you can determine your combat statistics, such as attack bonuses, damage, and AC.