When creating a character, please run ideas past the GMs. We’ll allow or disallow anything not covered in the wiki on a case by case basis. For example, ask first before using splatbook character options, as we only have the core books & free online stuff at this time. We also want to be sure your character will be a good fit for the existing group & meshes well with the tone of the campaign. This is not to say that we don’t have houserules, only that character creation has some leeway at GM discretion.
IMPORTANT: Races and classes with an asterisk (*) require GM dispensation to play.
- Mariner Fighting Style available
- Open Hand or Shadow subclasses only
- Mariner Fighting Style available
- Mariner Fighting Style available.
- Experimental homebrew, will definitely need mechanical tinkering and re-balancing during the course of the game.
- Swashbuckler subclass available
- If anyone wants to play a wild mage, let us know and I’ll build a homebrew class that works with NT’s wild magic system.
- Storm subclass available.
- Draconic origin is exclusive to Dragonborn characters.
Races allowed: (check the links, all races have been tweaked)
- Feats are allowed with GM approval.
- PC’s should have a basic family tree with last known state & location of a few relatives.
- The vast majority of people and creatures in this campaign are Neutral. You should only pick a different alignment if your character has strong convictions which significantly affect their actions.
- New Tortuga is only a few generations old (New Tortugan PC’s are second or third generation). As such it has little in the way of organized religion, no monasteries, etc. If your PC has special training of the type that requires a large organizational structure or long established tradition (monk, cleric or paladin of a major religion, bard trained in the classical tradition of a nonhuman race, etc.) then you probably learned those skills elsewhere.
- Nonexistent in this campaign (incomplete list): Elves, surface dwarves, half-anythings, dragons, gnomes, halflings, tieflings.
- Humans are either slaves, escaped slaves, or immediate descendents of same. They were driven out of their homeland on the Eastern continent by Dragonborn millennia ago.
- Orc culture in New Tortuga is very different from that found in most D&D worlds.
- Dark magic (necromancy, mind control, warlock magicks) is a seductive, corrupting influence which saps a person’s empathy, slowly turning them evil. Examples here: Morality of Negative Energy. We’re using The Crawling Darkness; note that spell examples are from an earlier edition and might have changed since. Divine necromancers tend to belong to smallish cults in which necromancy is central to their philosophy.
- Humans are third class citizens in Dragonborn and Orc territory. New Tortuga was founded by slaves who escaped in transit between the two territories.
- Slavery is very common in this world, and takes multiple forms. See article for details.
- Magic is extraordinarily rare; people with magical ability only make up about 1% of the population, and full casters are only about 10% of that. Training in any magical art requires a high price: gold, forced adherence to an ideology, loyalty to an individual or organization, sacrifice of material comfort, etc.
- Due to the rarity of magical talent, overt casting will make many people suspicious or hostile. Casters should tread carefully.
- Literacy is not free. You may gain literacy in two languages for the cost of a single optional language pick. You do not have to speak a language in order to become literate in it or vice versa. You also do not need to speak a language to learn music in that language.
- Magical long distance communication has limited the mutation of languages. While a given language will vary from region to region, they should be considered mutually intelligible if categorized as the same language. Related languages (Lexri and Silit-Lexri, Reptilian dialects from different regions) are roughly as similar as Romance languages, ranging from Spanish vs. Portuguese to Italian vs. French.
- Common is a trade pidgin, not a complete language. Unlike the other languages on this list, Common can be easily pronounced by all the major races.
- Lexri can only be pronounced by lizardfolk and dragonborn due to their unusual vocal anatomy. Similarly, only Dar can speak Darfelon. Non-dragonborn who have frequent dealings with dragonborn typically learn Silit-Lexri.
- Abyssal (Merrow, Sahuagin)
- Common (Spoken by most races)
- Darfelon (Dar) &
- Lexri (Dragonborn, Humans) &
- Silit-Lexri (Humans, Dragonborn)
- Reptilian (Lizardfolk) #&
- Tala (Duergar) %
- Uruk-hai (Orcs)
- Clan tongues (Orcs) #@
- # Multiple dialects; each counts as an individual language.
- & Only Lizardfolk and dragonborn can pronounce Reptilian or Lexri. Only Dar can speak Darfelon.
- % Tala is very rarely spoken by non-Duergar, especially the written form.
- @Clan tongues are spoken exclusively by the orcs of the clan in question.