Starting
Here is some information to help you create a character for play in Mundus.
We will be using the materials from the D&D Adventurers League. The following is a summary; see the Player’s Guide for more details.
Step 0: Choose Your Campaign
This one is easy, we’re playing in Mundus.
Step 1: Choose a Species or Lineage
A rather large list of playable races are available, generally grouped into Barbaria, Fey, Old Ones, and Populi, though some Dragon and Giant lineages exist.
Step 2: Choose a Background
Choose a background that reflects who your character was before adventuring. Backgrounds provide skills, proficiencies, starting equipment, and an Origin Feat under the 2024 rules. Origin Feats represent foundational training or experience and are chosen as part of your background, not your class.
Step 3: Choose a Class
Available classes are mostly standard, with the addition of the Gunslinger and Artificer. You may also wish to review the Class Summary to understand combat roles and primary attributes.
- No multi-classing allowed
Step 4: Determine Ability Scores
- Standard set (15, 14, 13, 12, 10, 9)
There are two additional Ability Scores, Honor and Sanity. They are based off of Charisma and Wisdom respectively, and are thereafter independent. See Mana and Consequences of Magic Use for how spellcasting interacts with rest, exhaustion, and collapse.
Step 5: Describe Your Character
- Alignment: Choose a non-evil alignment.
- Background: Confirm your chosen background. If it does not grant an Origin Feat, you may choose Skilled or Tough.
- Deity: Clerics are members of the Apostolic See.
- Faction: Factions (factions.md) are listed for reference; characters are not required to belong to any faction.
Step 6: Choosing Equipment
Step 7: Come Together
Figure out why your particular group of miscreants form a band. This may be the subject of a Session Zero. This step often benefits from reviewing Factions, Populi, and the current state of Blight and Collapse.
Additional Rules
Timekeeping
Time in Mundus is measured in cycles. Daytime (Summerday) and nighttime (Winternight) each last about 60 cycles. Each cycle includes one Long Rest and two Short Rests.
The transition periods between these seasons are extended twilight cycles: Autumnset (between Summerday and Winternight) and Springrise (between Winternight and Summerday).
- Missing a Long Rest during a cycle causes Exhaustion.