The main points are:
Details below.
We'll use D&D 5e 2024.
Use any player options from the Player's Handbook and the expansions (e.g., Xanathar's Guide to Everything, Tasha's Cauldron of Everything).
If you want a concise summary of the changes from 5e 2014 to 5e 2024, here's one from Google Gemini.
The setting is the city of Hollin, which is inspired by Elizabethan London. Here is an overview of Hollin, and here are a few notes about the wider world, Balaal.
Please use a 27 point buy or the standard array, instead of rolling.
Hollin PCs are human.
Choose any class.
Hollin is an urban metropolis. Wilderness classes (Barbarian, Druid, and Ranger) are more conspicuous in the city, but there are Hollin locations, factions, and adventures that play to them. So, pick any class you want to play.
Choose any alignment.
Please send me your alignment privately and keep it private during the campaign. Don't put it on your character sheet or tell the other players.
Hollin is part Elizabethan London, and Hollin names are often like old English names. The Hollin overview will give you a feel for Hollin people and places names. Silas, Gregor, and Chambers are some typical names for men there, or maybe Ella or Alisandre for women.
Characters from the Caliphate often have Arabic-sounding names.
Write a short backstory for your character. One or two paragraphs is probably the sweet spot.
You can work from the Hollin and Balaal overviews if you want. Those descriptions are everyday public knowledge. If you'd like something more secretive or sinister, send me your character idea or class and I might be able to help with something that's not public (e.g. a faction).
In 5e, your character's class and background determine their starting money and equipment.
Money isn't very important in Hollin, or in 5e generally. For instance, we won't track your character's daily expenses. For magic items, you'll usually get them as adventure rewards, not buy them.
Hollin adventures are investigative adventures, and it could be helpful if the party has some skills and spells covered.
Skills: Half of the 5e skills can be useful in investigation.
Note that:
Spells: Charm Person, Detect Magic, Detect Thoughts, Friends, Identify, or Invisibility could be helpful during investigation.