Allowed Races

For the purposes of this campaign all characters will be coming from the Northern Reaches. This region of the world represents the great wild lands. Formerly a part of the Empire, it is now a satellite state with its own King and Queen (Lord and Lady Weatherly) but still pledges fealty to the Empire in times of war and for the purposes of taxation. As such, the races you’ll be playing will reflect the nature of the campaign world.

That said, you may choose any base race (no level adjustment) from any of the Wizards of the Coast books. Keep in mind that the characters are from the Northern Reaches and should work with either The City of Saint Petersburg, the Empire, or the Empire of the Four Brothers as their home. For the most part this would eliminate cold blooded creatures and desert creatures from the campaign; but if you can come up with a logical reason for the creature to be present in the cold climate of the Northern Reaches then you can use it. Additionally, keep in mind that your party will be interacting with a good, human dominated society so if you choose an ork, goblin, or some other predominantly evil race you will inevitably deal with the social repercussions for doing so.

Also, please be aware that if you choose something that cannot easily interact with the society you’re playing in that it could become increasingly difficult and boring for you as you can’t enter certain buildings, have to pay more for basic necessities, and may be left completely out of the action as the other players enter dungeons, man-made buildings, and barter with mad wizards. After all, if you’re an armless, winged humanoid who can only communicate telepathically with other humanoids there is no way you’ll be able to open a door without a ridiculous amount of effort.

Allowed Races

Strangers in the Dungeon Popper