Source Materials:
We are using the Dungeons & Dragons 5th Edition core materials including:
A complete list of current classes and races, and the sourcebooks describing them as of late 2017, is available here. As a reminder, many of the class and race options produced by Wizards in the official sourcebooks are not allowed; only those described in the four books above are "legal" for this campaign.
Character Creation:
To adventure in Bastion, create a character using the process in the Player's Handbook (pg 11) and then follow these additional campaign-specific guidelines:
We've also created a summarized list of steps for Character Creation here.
Class and Race Rules
These are the approved Races and Classes for our campaign sourced from the PHB, DMG, MM, and XGE. The full list of race/classes are available here but please choose only from ones available in the four source books. Generally, deviating from those listed are not allowed, but work with your DM if you have a particularly interesting idea you'd like to explore.
Races:
Note: The Aasimar race is in the DMG, Page 286.
Classes:
Deities:
As Bastion and the surrounding wilds are a relatively new land, there isn't a notable prevailing faith. But there are also many other obscure sects and even undiscovered gods that you may happen upon in your travels. Any deity listed in the core rulebooks is permitted, as are non-deity sources of divine magic.
If you want to create a deity for your character to worship, run it by a DM. This choice is almost entirely for flavor; there are no restrictions on domain choice so long as the domain is from the approved sources. See the PHB, Appendix B for a lot more detail and inspiration.
Use this table for a quick list of mainstream deities that most common folk readily know of:
Firearms:
The Dungeon Master's Guide also includes the rules for using sidearms on pages 267-268; the Westlands universe has Renaissance-level firearms and explosives for those who spend a feat to learn proficiency with them. They are the weapons of choice for those who don't have extensive training in more martial arts; a skilled archer can usually do more damage than even an expert musketman, but musketmen are comparatively easy to train and equip for the kinds of massed combat now beginning to develop in the Old World. Similarly, it's often less bothersome to have a wizard blow something up rather than keep gunpowder dry, except in specific, niche instances. No PC character classes are built explicitly around firearms, so work with a DM while building your character if you want to incorporate this technology into your playstyle.
Alignment
Volumes have been written and discussed, and there are thousands of alignment charts on the internet that testify to how intricate a topic character alignment in Dungeons and Dragons (or any fantasy setting for that matter) can be. Simply put, alignment is the summary world-view of your character and dictates how they approach every situation. The easiest way to think about Alignment is a mixture of two qualities: Good v. Evil and Lawful v. Chaos where Good v. Evil corresponds to how selfless a character is while Lawful v. Chaos corresponds to their willingness to break the rules. In the middle ground between all four qualities is Neutral, where a character doesn't particularly fall on either side of the axes.
This framework leads to a possible nine types of alignment:
Lawful Good (LG):
Neutral Good (NG):
Chaotic Good (CG):
Lawful Neutral (LN):
True Neutral (N):
Chaotic Neutral (CN):
Lawful Evil (LE):
Neutral Evil (NE):
Chaotic Evil (CE):
Decent examples of alignment charts: