This is a step by step process for creating characters in the Telmourn Campaign Setting.
Ability Score Generation
All Character’s start with the same base ability scores, racial modifiers never get added to these base scores.
You have 15 points to spend on raising Ability Scores
Races that have a bonus to an ability score, can have that ability as high as 18
Races that have a penalty to an ability score, can have that ability score as high as 14
All ability scores with no bonus or penalty can be as high as 16
Humans & Half-Elves can have one ability score as high as 18
On page 169 Table 7-1 (Random Starting Ages) all races use the Human variables
On page 170 Table 7-3 (Random Height and Weight) Human and Elf use the Human variables
Starting Money & Bonus Equipment
Every class begins with some money and a few pieces of equipment
Starting Money: 175 Gold Pieces
Travel Outfit x3
Belt Pouch x1
Water Skin x1
Trail Ration x3
Bards can swap out all or some of their Travel Outfits for Entertainers Outfits
Clerics can swap out all or some of their Travel Outfits for Cleric Vestments
These alignments are the only ones available for players to choose from, they help unify the group without causing much disruption based on moral outlooks.