The playable races of the setting are (sub-races are included unless specifically excluded):

  • Humans (including Variant)
    • Most common race by far.
    • Major populations exist in all nations except the Remnant Dynasty.
  • Dwarves
    • Common in the Council Lands.
    • Rare otherwise.
  • Elves (except drow)
    • Wood elves are common on the outskirts
    • High elves are rarer and tend toward aristocracy
    •  Languages are separated.
    • Wood elves are common in the Council Lands and in Byssia. High elves are only found in any numbers in the Council Lands.
  • Halflings
    • Common in the Council Lands, especially in agricultural areas. Rare (but not unknown) elsewhere.
    • Matriarchal society
  • Half-elves
    • Uncommon, except in Byssia where they're common.
    • Social split (not mechanical) between those who are human-dominant, wood elf dominant, or high elf dominant
  • Half-orcs
    • Uncommon except in the Remnant Dynasty where they're common. 
    • Distrusted and feared in the Council Lands. Unknown in Byssia and the Stone Throne.
  • Dragonborn (all colors)
    • Rare but more common as adventurers. Very common (dominant, in fact) in the Remnant Dynasty.
    • Mostly related to one another.
    • Add Darkvision (60 ft) and can choose either +2 DEX or +2 STR.
  • Tieflings
    • Rare, skips generations. They occur everywhere humans are found.
    • Mostly raised by the government as inquisitors
    • Distrusted by the populace
  • Aasimar
    • Rare, skips generations. They occur everywhere humans are found.
    • Mostly raised by the Temple as acolytes
  • Genasi
    • Rare and only found in Byssia.
  • Hobgoblins (Volo's Guide)
    • Either from the Remnant Dynasty or the Wind-Walker Collective.
    • Mistrusted by populations where they're not native.
    • Ignore the fluff presented in the book.
  • Yuan-ti Pureblood (Volo's Guide)
    • Only present in the Stone Throne.
    • Ignore the fluff presented in the book.
    • 2nd-class citizens in their homeland.

Classes and Archetypes

All PHB or Sword Coast classes and archetypes are allowed. Non-elf bladesingers are fine. Note that necromancy (specifically creation of undead) is frowned on strongly. The UA Revised Ranger (pdf) is encouraged oveer the PHB Ranger. Other UA or homebrew requires permission. Spells from Elemental Evil (pdf) and the UA Starter Spells (pdf) are allowed.

Technology and Magic Levels

Magic is common, but permanent magic items are rare. There is no ability to purchase most permanent magical items. Potions and other consumable magical items are purchasable in the larger cities. Crossbows exist but are rare and expensive.

House Rules, Variants and Expectations

  • Formal alignment is not in force—this goes for NPCs as well. Not all orcs are evil; neither are chromatic dragons (by default anyway).
  • Don’t be a jerk. Repeated evil behavior will get your character exiled or killed.
  • Build characters that have a reason to be with the group. This is a group game and there is no room for unhelpful loners.
  • Keep things PG. Profanity is discouraged. Sexual content will never be explicit (fade-to-black). Violence should never be graphically described.
  • PvP actions are forbidden and will not be allowed. This includes passive-aggressive actions and (non-consensual) theft from party members.
  • Standard encumbrance rules (15xSTR mod) are in effect.
  • Custom backgrounds are encouraged.
  • Variable resting rules. Generally, in town uses normal rates. In dungeons, short rests take 5 minutes; long rests take 8 hours or may be impossible. In the wilderness, short rests take 8 hours and long rests require stable shelter (such as an inn or safe cave).
  • Dual-wielding (Two Weapon Fighting) changes:
    • Anyone can draw two light weapons as part of the same action used to attack with them.
    • Dual wielding fighting style allows a second attack with the offhand at level 8 if you have the Extra Attack class feature.


Most citizens of the FNC area speak Common of one dialect or another. This does not include most goblins or orcs not from the Remnant Dynasty. All characters start with proficiency in Common.

Other languages of note:

  • Elven--subdivided into Wood Elven and High Elf. Elven characters know the one corresponding to their sub-race; half-elves must choose.
  • Goblin--the language of goblins, hobgoblins, and bugbears (although they don't speak much). This is a genetic language and varies very little between tribes.
  • Dwarven--heavily used for ancient technical writings and blueprints.
  • Old Imperial--the ancestor of modern Common, this is commonly found in books and writings antedating the Cataclysm.
  • Ssi'sa--the language of the ancient eladrin that ruled the Stone Throne area. The language of Stone Throne rituals.
  • Orcish--a creole of goblin and old imperial. Varies by area and tribe.
  • Primordial--the root elemental language. Used as a trade language by elemental creatures.
  • Draconic--often also used as a language of written magic.

Backgrounds by Area

See Backgrounds by Starting Culture.

 Quick Cosmology Guide:

See Quick Planar Cosmology Guide

Gods and Religions Guide:

See Player\'s Guide--Nations and Cultures.

Area Map

See Area Map 210 AC