Races of Faerûn
Converting Core D&D Characters to Forgotten Realms Characters
If you created a character with the Player's Handbook and would like to bring that character into the Forgotten Realms campaign setting, the biggest point of conversion lies in the differences between the pantheons. The table below shows which FORGOTTEN REALMS deities correspond to the Player's Handbook deities.
|Player's Handbook Deity||Forgotten Realms Deity|
|Boccob||Azuth, Mystra, Savras, Velsharoon|
|Corellon Larethian||No change|
|Erythnul||Cyric, Garagos, Malar|
|Garl Glittergold||No change|
|Kord||Lathander, Tempus, Uthgar|
|Nerull||Cyric, Malar, Talona|
|Olidammara||Oghma, Sune, Tymora|
|Pelor||Ilmater, Lathander, Torm|
|St. Cuthbert||Helm, Hoar, Tyr|
|Wee Jas||Azuth, Kelemvor|
Subraces of Faerûn
The subraces of Faerûn also vary from those presented in the Player's Handbook and the Monster Manual. For simplicity, standard elves become moon elves, standard dwarves become shield dwarves, standard gnomes become rock gnomes, and standard halflings become lightfoot halflings. (See More on Faerûnian Races.)
Compared to most of the nonhuman races, whose members tend to get along reasonably well with others of their own kind, the humans of Faerûn are divided into innumerable competing nations, states, sects, religions, bandit kingdoms, and tribes. Humans argue about anything, fight about whatever they argue about, and hold dear among their many deities quite a few who actively encourage that type of behavior.
The longer-lived elves and dwarves respect individual humans, but they do not necessarily respect the entire race. The elves have difficulty forgetting that the first human empires of Netheril, Raumathar, Narfell, and other ancient lands were built upon magical secrets borrowed or looted from their ancestors. The fact that those early human empires invariably corrupted themselves with evil magic does not reassure the elves. The dwarves - particularly the shield dwarves of northern Faerûn - respect humans as fierce warriors but fear that there would be little room for dwarves in a world dominated by humankind.
Humans don't see it that way. Their greatest heroes outshine the deities themselves and sometimes become deities in their own right. Unfortunately, the same could be said of humanity's greatest villains - and therein lies the challenge facing any human adventurer. As with anything of value, power comes at a cost.
Racial Abilities: Human characters, regardless of region, have all the human racial traits described in the Player's Handbook 3.5.
Unlike the other humanoid races, humans are not divided into easily identifiable subraces with distinct traits, though they do vary greatly in appearance and cultural heritage. Any distinctions among human ethnicities are inevitably muddled because centuries of settlement and conquest have ensured that no division is absolute. Nevertheless, seven major human ethnic groups are widely recognized: Calishites, Chondathans, Damarans, Illuskans, Mulan, Rashemis, and Tethyrians.
Calishite: These humans, descended from the slaves of Calimshan's ancient genie lords, form the primary racial stock of the Border Kingdoms, the Lake of Steam cities, the Nelanther Isles, and Calimshan. Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They regard themselves as the rightful rulers of all lands south and west of the Sea of Fallen Stars, and they look upon northern cultures as short-lived barbarian kingdoms barely worthy of notice. Most Calishites seek nothing more than a lifestyle of comfort and the respect of their peers.
Chondathans: Descended from the natives of the Vilhon Reach, these hardy folk have spread to settle most of the western and central Inner Sea region and much of the Western Heartlands. Chondathans form the primary racial stock of Altumbel, Cormyr, the southern Dalelands, the Dragon Coast, the Great Dale, Hlondeth and both shores of the Vilhon Reach, the Pirate Isles of the Inner Sea, Sembia, and Sespech. They are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. The Chondathan domination of central Faerûn came about largely by virtue of extensive trade and settlement rather than by force of arms. Many Chondathans are merchants of one sort or another, and they are not afraid to take risks, travel, or settle new lands.
Damarans: Proud and stubborn, these humans were born from some scattered remnants of Narfell's fall - primarily groups of Nars, Rashemis, and Sossrims who struggled to survive, while waves of Chondathan emigrants settled in the lands of the Easting Reach. These four populations gradually coalesced into a new ethnic group that now makes up the primary racial stock of Damara, Impiltur, Thesk, and the Vast. Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. Damarans see the world in stark contrasts - unspeakable evil (often stemming from the hubris of long-fallen empires) opposed by indomitable and uncompromising good. Most Damarans are farmers; loggers, or miners in a harsh and unforgiving land.
Illuskans: The seagoing, warlike people of the Sword Coast North, the Trackless Sea, and the Dessarin river valley, Illuskans are tall, fair skinned folk with blue or steely gray eyes. Among the islands of the Trackless Sea and Icewind Dale, their hair color tends toward blond, red, or light brown. On the mainland south of the Spine of the World, however, raven-black hair is most common. Illuskans are proud, particularly of their ability to survive in the harsh environment of their northern homelands, and they regard most southerners as weak and decadent. Illuskans make their livings as farmers, fishers, miners, sailors, raiders, skalds, and runecasters.
Mulan: Members of this ethnic group have dominated the eastern shores of the Sea of Fallen Stars since the fall of ancient Imaskar. At various times in their long history, they have made up at least the ruling elite of Ashanath, Chessenta, the Eastern Shaar, Murghôm, Rashemen, Semphar, Thay, Thesk, and the Wizards' Reach cities south of the Yuirwood. Mulan are generally tall, slim, and sallow-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but all nobles and many other Mulan routinely shave off all their hair. As a race, Mulans are arrogant, conservative, and convinced of their cultural superiority over the rest of Faerûn.
Rashemis: These humans are tough, sturdy, and well adapted to life in the harsh and dangerous northeastern reaches of Faerûn. They are descended from the nomadic tribes that won the Oregate Wars and built the empire of Raumathar. Not only do Rashemis dominate Rashemen and Thay, they also form significant minorities in Aglarond, the Endless Wastes, Thesk, and the Wizards' Reach region. Rashemis tend to be short, stout, and muscular, and they usually have dusky skin, dark eyes, and thick, black hair. They cherish their strong ties to their land, appreciating its beauty while respecting its harshness. They display little of the arrogance that marks other groups whose ancestors once ruled empires.
Tethyrians: The Tethyrian culture is a melting pot of Calishite, Chondathan, Illuskan, and Low Netherese elements. This unique background makes Tethyrians among the most tolerant, though fiercely independent, ethnic groups in Faerûn. They inhabit a vast territory stretching from Calimshan to Silverymoon, and from the Sea of Swords to the Sea of Fallen Stars. Tethyrians are of medium build and height, with dusky skin that grows fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians are proud of their diverse heritage and protective of their freedom, so they tend to distrust powerful kingdoms and empires.
Other Human Ethnicities: Other human groups in Faerûn include the Bedine nomads of Anauroch, the tall tribes of Chult, the Durpari of the Shining South, the Ffolk of the Moonshae Isles, the Gur nomads of the Western Heartlands, the Halruaans, the ancient Imaskari, the Lantanna people of the southern islands in the Sea of Swords, the Maztican peoples, the Nar descendants of ancient Narfell, the ancient Netherese peoples, the Raumvirans of the Lake of Mists region, the Shaaran nomads of Shaar, the Shou and other peoples of Kara Tur, the Sossrims of the far northeast, the lost Talfir of the Western Heartlands, the Tashalan people of the Tashtan Coast, the Tuigan nomads of the Endless Wastes, the Turami of Turmish, the Ulutiuns of the farthest northern reaches, the Vaasans of the Moonsea and Vaasa, and the native people of Zakhara.
A character in the Forgotten Realms campaign is more than just a class and race. Your homeland determines in part your personality, your outlook, and what sort of abilities you have. In game terms, character regions encourage you to take a class relevant to that region's culture, allow you to learn special feats appropriate to your region, and enable you to start out with some extra equipment based on the way people in that region live. Every character has the opportunity to choose a region during the character creation process.
"Region" is a broad term. In most cases, it refers to a political entity, such as the wizard-ruled nation of Thay. It may also refer to a geographical area that lacks a central government or well-defined borders, such as the barbarian lands of Narfell. Finally, a region can be defined as a racial cultural identity such as that of the gold dwarves or half-orcs.
A character can only have one homeland, so you cannot get the regional benefits of both Amn and its neighboring nation, Tethyr. However, nonhuman characters are free to designate either their physical homeland or their racial culture as their character region, although they must be a member of a class listed for their race or homeland to select the corresponding regional feats and receive the bonus starting equipment. For example, Vartok the gold dwarf might be from the Smoking Mountains of Unther, but he can choose either gold dwarf or Unther as his native region, and he gains the benefits for the region of his choice if he selects a character class listing the region he chooses as a preferred region.
Character Regions lists regions available to Faerûnian characters and describes automatic languages, bonus languages, regional feats, and bonus starting equipment available in each region.
Automatic Languages: The languages automatically known by all characters from this region, regardless of Intelligence score. Common, though not listed on the table, is always an automatic language unless Undercommon is listed as an automatic language.
In addition, characters can learn any language spoken in Faerûn by spending skill points on the Speak Language skill, regardless of whether the language appears on this list.
Regional Feats: If you choose a home region preferred by your character class, you may select regional feats appropriate to that region. These feats represent the common sorts of talents that people from that region learn.
If you did not choose a character class preferred in your home region, you cannot begin play with one of those regional feats. You are still limited by the number of feats available to your character based on class and race.
You can acquire regional feats later in your adventuring career. With a few exceptions, any regional feats appropriate to your race or homeland that you don't select at 1st level are still available the next time you gain the ability to select a feat.
You may even learn feats from a new region altogether, whether or not you belong to an encouraged class for that region. After 1st level, each 2 ranks in Knowledge (local) you have allow you to select feats from a single region (other than your home region, if applicable).
Equipment: Finally, the table lists equipment your character starts with if he chooses a region preferred for his character class or race. This equipment is in addition to any equipment you get with your starting package or whatever you might buy with your starting money.
You may choose to sell your bonus equipment at 50% of its listed cost, if you would rather have extra cash instead. (Some particularly wealthy areas offer gold pieces as one of the options. You don't want to sell them.)
Regions for Characters Above 1st Level
A character from a powerful race may be the equivalent of a 2nd-, 3rd-, or 4th-level character, even with only one class level. If the character has racial Hit Dice before adding her first level of a character class, she can still choose a region, and if she meets the preferred class requirement, she gains access to its regional feats, automatic and bonus languages, and bonus equipment just like any other character. Generally, a beginning character higher than 1st level should be equipped as a character of her effective character level (ECL), so the bonus equipment is often less important to her than it is to a 1st-level character.
A character with racial Hit Dice can choose a regional feat instead of the one she would normally gain with her first monster Hit Die, or whenever her total character level would permit her a new feat. For example, a grimlock character begins with 2 Hit Dice. She may use her 1st-level grimlock feat or her 3rd-level character feat (achieved when she becomes a grimlock with 1 level in any character class) to choose a regional feat, provided that she meets the preferred class requirement for her region and any other prerequisites for the feat.
Aglarond - Human: The humans of Aglarond dwell along the northern shores of the peninsula, leaving the green Yuirwood to the elves and half-elves.
Altumbel - Human: Populated by clannish humans and merchant-pirates, Altumbel lies near the center of the Sea of Fallen Stars. Knowledge (Aglarond local).
Amn - Human: The northernmost realm of the Lands of Intrigue, Amn is a populous and powerful mercantile country that is currently (Kythorn 1373) dealing with an infestation of monsters.
Anauroch: The great desert Anauroch is home to the wild nomads known as the Bedine.
Calimshan - Human: One of the oldest and most heavily populated human kingdoms, Calimshan is a land of mighty wizards and humans with djinni bloodlines.
Chessenta - Human: Westernmost of the Old Empires, Chessenta is a divided land of feuding city-states.
Chult - Human: The folk of Chult inhabit the trackless and treacherous jungles of southern Faerûn.
Cormyr - Human: Also known as the Forest Kingdom, Cormyr is a strong land of noble knights and great lords.
The Dalelands - Human: Scattered beneath the branches of the ancient forest of Cormanthor, the Dales are a series of small cantons with a tradition of fierce independence.
Damara - Human: North of Impiltur lies Damara, now a young and prosperous kingdom after decades of war against the Witch-King of Vaasa.
Dambrath - Human: Settled centuries ago by Nars and a small number of Illuskans who wandered through portals in the Council Hills, Dambrath fell under the rule of the drow city of T'lindhet and the cult of Loviatar. Humans with no drow blood are considered servants at best.
The Dragon Coast - Human: Home to a handful of wealthy and sophisticated city-states, such as Starmantle and Westgate, the Dragon Coast is the crossroads of Faerûn.
The Golden Water - Human: The eastern lands of Estagund, Durpar, Var the Golden, and Ulgrath lie on the shores of the Golden Water, far to the south.
The Great Dale - Human: Stretching for hundreds of miles between the Forest of Lethyr and the Rawlinswood, the Great Dale is home to reclusive clanfolk and mighty druids.
The Great Glacier - Human: This fierce land is the home of the Ulutiuns, skillful hunters and nomads who survive where few others can. To the east lies the isolated nation of Sossal, home to the cold-loving Sossrim.
Halruaa - Human: A land where it seems that everyone knows something of the wizard's art, Halruaa lies on the southern coast of Faerûn.
The Hordelands - Human: Also known as the Endless Wastes, the Hordelands are home to the fierce Tuigan tribes.
Impiltur - Human: prosperous kingdom on the northern shore of the Inner Sea, Impiltur has a history of conflict with the warlike humanoids of the nearby mountains and the forgotten demons of ancient empires.
The Lake of Steam - Human: The bustling city-states of the Lake of Steam are wealthy and strong, but the shadow of evil gods lies over them.
Lapaliiya - Human: The inhabitants of the Lapal League dwell along the southeastern shore of the Shining Sea between Sammaresh and Ormpur. Their territory reaches as far inland as the Mhair Jungles, the Bandit Wastes, and the Dun Hills.
Lantan - Human: Fabled as a land of mechanical wonders, Lantan lies north of the Chultan peninsula.
The Moonsea - Human: A grim land of smelters, foundries, and mining camps, the Moonsea is home to the sinister cities of Zhentil Keep and Mulmaster.
The Moonshae Isles - Human: West of Faerûn lie the Moonshae Isles, whose population is divided between the native Ffolk and the invading Illuskans.
Mulhorand - Human: This ancient land lies at the eastern end of the Sea of Fallen Stars. For many centuries, undying god-kings have ruled as pharaohs here.
Narfell - Human: A cold and savage steppeland south of the Great Glacier, Narfell is renowned as the home of the best horsemen in Faerûn.
The Nelanther Isles - Human: Plagued by pirates and brigands, the Nelanther Isles lie west of Tethyr's Velen peninsula.
The North - Human: This region includes the humans who live in the upper vales of the Delimbiyr and Dessarin rivers, from Daggerford to Llorkh and from Red Larch to Mirabar. The folk of Neverwinter, Luskan, and Baldur's Gate are described by the Sword Coast region, Silverymoon describes the people of the Silver Marches, and Waterdeep includes the lower Dessarin Vale.
Nimbral: This mysterious land of Halruaan expatriates is cloaked in a veil of illusion. The Land of the Flying hunt is best known for its glass-armored, pegasus-mounted warriors.
Rashemen - Human: A wild and beautiful land of the distant east, Rashemen is home to fierce berserkers and mysterious masked spellcasters known as the Witches of Rashemen (eferred to as the wychlaran by the Rashemis themselves).
The Ride - Human: North of the Moonsea and south of the Tortured Land lies the broad green swale known as the Ride, which is home to numerous roaming barbarian tribes.
Samarach: In the Sanrach basin on the southern shore of the Chultan peninsula lies the xenophobic nation of Samarach, a vassal state of Nimbral.
Sembia - Human: Perhaps the wealthiest and most powerful kingdom west of the Inner Sea, Sembia is a sophisticated land of duelists, merchants, and thieves.
The Shaar - Human: This vast savanna stretches for more than 1,000 miles across southern Faerûn. The Shaar is home to numerous nomadic tribes, though it also supports a handful of more permanent settlements.
Shadovar - Human: The folk of the City of Shade are known as Shadovars. Their flying city is currently (Kythorn 1373) grounded on the shores of the Shadow Sea in the heart of Anauroch.
Shou Expatriate - Human: Many strange kingdoms and empires lie far to the east of Faerûn, at the end of the Golden Way. From these distant lands, a small number of merchants, settlers, and diplomats have come to Faeriin in search of new opportunities in the West. Knowledge (Thesk local).
Silverymoon - Human: Often called the Gem of the North, Silverymoon is a city of magic and learning on the Rauvin River in the far North. It is the leading city of the Silver Marches, a league of human cities and dwarf citadels.
The Sword Coast - Human: Stretching from Luskan in the north to Baldur's Gate in the south, the Sword Coast is a region of isolated city-states, fiercely competitive in commerce and prone to open brigandage.
Tashalar - Human: Located on the northern shores of the Chultan peninsula, Tashalar is a sun-soaked land of olive groves, vineyards, and powerful merchant houses. It is threatened by the insidious yuan-ti of the nearby jungles.
Tethyr - Human: This large kingdom of noble knights and great lords was recently reunited under the rule of a king and queen after a terrible civil war.
Tharsult: The island nation of Tharsult serves as a center for shipborne trade across the Shining Sea.
Thay - Human: A forbidding and mysterious realm of the Unapproachable East, Thay is the homeland of the widely feared Red Wizards.
Thesk - Human: A loose confederation of mercantile city-states strung out along the Golden Way, Thesk is plagued by the Shadowmasters of Telflamm, a powerful thieves' guild.
Thindol: On the southern coast of the Chultan peninsula lies this merchant nation populated by fleet-of-foot Tashalans and Chultans.
Turmish - Human: A prosperous land on the northern shores of the Vilhon Reach, Turmish is dominated by the Turami.
Underdark (Old Shanatar): Generations of humans from Calimshan and the Lake of Steam have been enslaved by the beholders of Zokir and the drow of Guallidurth. Many escaped into the Underdark wilds, led by Ibrandul the Skulking God. However they continue to make their homes in the lightless lands that have become their home.
Unther - Human: One of the three Old Empires of southeast Faerûn, Unther was ruled for centuries by the evil god-king Gilgeam, who perished in the Time of Troubles. Now Unther is disintegrating from the twin pressures of a Mulhorandi invasion and the squabbles of its own nobles and priests.
Uthgardt Tribesfolk - Human: The Uthgardt barbarians roam the forests and hills of the North. Knowledge (North local).
Vaasa - Human: A cold, hard land formerly ruled by the terrible Witch-King, Vaasa is no longer a bastion of evil - but neither is it a place for those who aren't ready to defend themselves with sword and spell.
The Vast - Human: Home to small, independent city-states such as Tantras and Raven's Bluff, the Vast is renowned as a land where adventurers can make names for themselves.
The Vilhon Reach - Human: Dominated by the old and decrepit realm of Chondath, the Vilhon Reach is a land of contradictions. A constant conflict simmers between sophisticated merchant-lords and a powerful druid circle that is determined to limit human expansion.
Waterdeep - Human: Known as the greatest city of the Sword Coast, Waterdeep is a cosmopolitan metropolis of bustling commerce, skulking rogues, and mighty wizards. It sits above the dreadful maze known as the Undermountain, which has long been a destination of interest for adventurers.
The Western Heartlands - Human: Stretching from the Dragon Coast to the lower reaches of the Chionthar Vale, the Western Heartlands is home to scattered settlements and homesteads as well as caravan cities such as Iriaebor and Scornubel.
The Wizards' Reach - Human: Along the southern coast of the Aglarondan peninsula lie the cities of the Wizards' Reach, a group of independent city-states long coveted (and contested) by Chessenta, Unther, and Thay.
Most of Faerûn's dwarves hail from one of the following areas.
Chult - Dwarf: The wild dwarves reside in the Jungles of Chult, as well as in the nearby Mhair jungle.
The Galena Mountains - Dwarf: Flanked by Impiltur, Damara, and the Vast, the Galena Mountains (and the nearby Earthspur Mountains) are home to numerous shield dwarf delvings. Knowledge (Damara local).
The Great Glacier - Dwarf: The fabled Inugaakalikurit, or arctic dwarves, dwell in the icebound mountain ranges of the Great Glacier.
The Great Rift - Dwarf: Mightiest of all dwarf realms, the Great Rift is the ancestral homeland of the gold dwarves. Knowledge (Shaar local).
Oldonnar - Dwarf: The fabled kingdom of Oldonnar, home of the rare urdunnir (or orecutter) dwarves, lies beneath the Alamir Mountains. Knowledge (Underdark (Old Shanatar] local).
The Smoking Mountains - Dwarf: The gold dwarves of the Great Rift have established strongholds, foundries, and smelters near the volcanic fires of the Smoking Mountains and the Black Ash Plain of Unther.
The Spine of the World - Dwarf: Home to some of the most famous shield dwarf kingdoms of the North, this region includes strongholds such as Citadel Adbar, Citadel Felbarr, and Mithral Hall. Knowledge (Silver Marches local).
The Sword Coast - Dwarf: Many shield dwarf merchants, smiths, and weaponmakers live in human cities such as Mirabar and Neverwinter along the Sword Coast.
Turmish - Dwarf: The Aphrunn Mountains and Orsraun Mountains are home to many shield dwarves.
Underdark (Darklands) - Dwarf: Dunspeirrin, a powerful duergar city below the Orsraun Mountains, is one of the oldest and strongest gray dwarf realms. A gray dwarf from any city revering Deep Duerra could choose this region, particularly if he is interested in the study of psionics.
Underdark (Earthroot): Deep beneath the Earthspur Mountains lie the remnants of the shield dwarf kingdom called Earthfast.
Underdark (Northdark) - Dwarf: Gracklstugh, the Deepkingdom of the duergar, lies below the Evermoors. Any gray dwarf native to a city where Laduguer is worshiped in preference to Deep Duerra could select this region.
Underdark (Old Shanatar) - Dwarf: Ancient Shanatar, once the homeland of the shield dwarves, fell many centuries ago. But Iltkazar, the Mithral Kingdom, still remains.
Waterdeep - Dwarf: Several large and prosperous shield dwarf clans inhabit Waterdeep and its immediate environs, including the Forlorn Hills and the Sword Mountains.
Countless elves have retreated to the seclusion of Evermeet, but many others still remain in Faerûn.
FR Elven Dictionary
The Chondalwood - Elf: Once home to the green elf realm of Nikerymath, the Chondalwood is now the home of several roving tribes of wild elves.
Cormanthor Drow - Elf: Drawn by the promise of ancient surface elf magic, the drow of House Jaelre and the Auzkovyn Clan have occupied old strongholds deep in the forest. Knowledge (Dalelands local).
Elven Court - Elf: Not all of Cormanthyr's surface elves have abandoned their ancient home. Many moon elves, wood elves, and wild elves still remain in places such as Semberholme, Tangled Trees, and the old Elven Court itself. Knowledge (Dalelands local).
Evereska - Elf: Laid waste by the onslaught of Anauroch's phaerimms, this realm of moon and sun elves is slowly recovering from the furious battles of the last year (1372). Knowledge (Western Heartlands local).
Evermeet - Elf: Far over the western ocean lies the fabulous isle of Evermeet, final refuge and stronghold of the gold, silver, and green elves.
The Forest of Lethyr - Elf: Tribes of wood elves hide deep in the forests of the Unapproachable East. Knowledge (Great Vale local).
The High Forest - Elf: Once divided among the ancient elf kingdoms of Eaerlann, Siluvanede, and Sharrven; the High Forest is now home to the most numerous and vigorous populations of moon and wood elves remaining in northern Faerûn.
The Inner Sea - Elf: Dozens of aquatic elf settlements, including the great city of Myth Nantar, lie scattered through the waters of the western and central Sea of Fallen Stars.
Menzoberranyr - Elf: The city of Menzoberranzan, located miles below the upper Surbrin Vale, is perhaps the most notorious of Faerûn's drow realms. A drow from any Lolth-dominated city could choose this region. Knowledge (Underdark (Northdark] local).
The Outer Sea: West of Faerûn lies the Trackless Sea, and south of Faerûn lies the Great Sea. Both are home to many aquatic elves.
Sildêyuir - Elf: The extraplanar realm of Sildêyuir, located in the depths of the Yuirwood, is home to the reclusive star elves. Knowledge (Aglarond local).
Silverymoon - Elf: Also known as the Gem of the North, the city of Silverymoon is a beacon of hope, safety, and learning amid the wilds of the North. It is home to a large number of moon elves. Knowledge (Silver Marches local).
Snow Eagle Aerie - Elf: The hidden refuge of the avariels lies beyond the frozen peaks of the Icerim Mountains in northeast Faerûn. Knowledge (Sossal local).
Waterdeep - Elf: Many moon elves reside in the forests and hills of the lower Delimibiyr and Dessarin Vales. They frequent the bustling human city of Waterdeep.
The Wealdath - Elf: Home to wild elves and wood elves, the Wealdath makes up a large part of the human country of Tethyr.
The Yuirwood - Elf: Though many of the Yuirwood's elves are star elves who shelter in Sildêyuir, the Yuirwood itself is home to a number of wild elves. Knowledge (Aglarond local).
Sometimes referred to as the Forgotten Folk, gnomes are found in many places across Faerûn, though their population is significant in only a handful of spots.
The Great Dale - Gnome: Forest gnomes and rock gnomes are common in the Unapproachable East.
Lantan - Gnome: Home to the largest population of gnomes in Faerûn, Lantan is an island nation of wondrous invention and bustling commerce that lies north of the Chultan peninsula.
Thesk - Gnome: The city-state of Milvarune and the surrounding Dragonjaw Mountains are home to many large clans of rock gnomes.
Underdark (Northdark) - Gnome: A svirfneblin city now in ruins, Blingdenstone lies beneath the lower Rauvin Vale in the North. Smaller deep gnome settlements are scattered throughout the northern Underdark. A deep gnome from any city similar to what Blingdenstone was before its ruin could choose this region.
The Western Heartlands - Gnome: Scattered gnome villages and settlements exist throughout the vales of the River Chionthar and the Winding Water.
A half-elf raised by one parent or the other could reasonably call any elf or human region home. However, the following regions are known for their half-elf populations.
Aglarond - Half-Elf: The Yuirwood is home to the largest population of half-star elves and half-wild elves in Faerûn.
The Dalelands - Half-Elf: While half-elves are common in many of the Dales, the land of Deepingdale is home to more half-moon elves and half-wood elves than any other place for hundreds of miles around.
Dambrath - Half-Elf: A human nation conquered by drow centuries ago, Dambrath is now home to a large number of half-drow.
The Dragon Coast - Half-Elf: Small numbers of half-aquatic elves can be found in almost any of the lands around the Sea of Fallen Stars, but more of them dwell-off the shorelands of Cormyr, the Dragon Coast, and Sembia than elsewhere.
The High Forest: The High Forest and the city of Loudwater are home to many half-moon elves and half-wood elves descended from citizens of the ancient elf kingdoms of Eaerlann, Siluvanede, and Sharrven. A handful of half-drow dwell in the High Forest in the ruined city of Karse.
Silverymoon - Half-Elf: Heir to the long-lost elf kingdoms of the North, Silverymoon is home to many who have both moon elf and human blood. Knowledge (Silver Marches local).
Waterdeep - Half-Elf: Elves and humans have lived side by side on the Sword Coast for many centuries, so half-moon elves are fairly common in the City of Splendors.
Halflings roam throughout Faerûn, settling in various human-dominated lands for short periods before moving on. True halfling homelands include the following regions.
Amn: The halfling realm of Mieritin once stood on the eastern shore of Lake Esmel. Many lightfoot halflings still inhabit this region.
Calimshan: Lightfoot halflings were brought to Calimshan millennia ago as slaves of the djinn, and many still inhabit this region.
Channath Vale - Halfling: Between the western Shaar and the mysterious land of Halruaa lies the valley of the River Channath and the Forest of Amtar. Ghostwise and strongheart halflings are common in the small villages of this region. Knowledge (Shaar local).
The Chondalwood - Halfling: Homeland of the ghostwise halflings for more than a thousand years, the Chondalwood is a large, warm woodland south of Chondath and Chessenta.
Luiren - Halfling: The southerly nation of Luiren is the home of the strongheart halflings and the origin of all of Faerûn's hin.
The North: Lightfoot halflings settlements dot the banks of the lower Delimbiyr Vale, though they are most concentrated around the village of Secomber.
The Western Heartlands - Halfling: Halfling settlers can be found throughout the Western Heartlands, primarily in the vale west of the Far Hills.
Orc and Half-Orc
Like half-elves, half-orcs can be found in small numbers almost anywhere. Half-orcs don't have any realms they can truly call their own, but large and stable populations of this fierce folk can be found throughout central and northern Faerûn.
Amn - Orc and Half-Orc: Amn has long been plagued by humanoid raiders who lair in the mountain ranges surrounding the country.
Chessenta - Orc and Half-Orc: The cities of Airspur and Reth, as well as the nearby mountains, are home to many orc tribes that have warred and traded with the humans of Chessenta for centuries.
The Hordelands - Orc and Half-Orc: The gray orcs of the east can be found in roving bands from the Great Glacier to the borderlands of Murghôm.
The Moonsea - Orc and Half-Orc: The Great Gray Land of Thar, north of the Moonsea, is well known for its population of fierce mountain orc tribes.
The North - Orc and Half-Orc: King Obould's Dark Arrow Keep is only one of many orc strongholds located in the foothills and high valleys of the Spine of the World.
Thesk - Orc and Half-Orc: Twelve years ago, a Zhentish legion of mountain ore warriors disbanded in Thesk after helping to defend the land from the Lhorde of Yamun Kahan.
Underdark (Northdark) - Orc and Half-Orc: Beneath the upper Delimbiyr Vale lie the ruins of the aticient shield dwarf kingdom of Ammarindar. Now occupied by the infernal legions of Kaanyr Vhok, the Sceptered One, Ammarindar is home to many tanarruks.
Vaasa - Orc and Half-Orc: Once the soldiers of the Witch King, the half-orcs of Vaasa are a strong and sturdy folk who manage to carve out a living from this forbidding land.
Small numbers of aasimars, tieflings, and genasi can be found throughout Faerûn, but the planetouched are especially common in only a handful of lands.
Calimshan: The bloodlines of the djinn and efreet run strong in the deserts of Calimshan.
Chessenta: Long contested between Chessenta and Unther, the lonely coasts of Threskel are home to many water genasi.
Impiltur: Nar demonbinders brought many demons to the Easting Reach, and the tiefling progeny of those visitors can now be found in the hinterlands of Impiltur.
Mulhorand: Ruled by incarnations of their deities for thousands of years, many of the folk of Mulhorand have a trace of the divine in their heritage.
The Silver Marches: Demons ruled Hellgate Keep for centuries, and their tiefling descendants can now be found across the Silver Marches and upper Delimbiyr Vale.
Thay: For centuries, the powerful, wizards of Thay have bred their slaves with outsiders of various types in an effort to create the perfect servitors.
Unther: Like the folk of Mulhorand, the people of Unther were ruled by incarnate gods who often took mortals as spouses.
The Western Heartlands: Since the opening of a portal to the Nine Hells in the Year of the Worm, increasing numbers of devil-spawned tieflings have been encountered in the vicinity of Dragonspear Castle.
Other Races and Regions
Ashane: Many spirit folk dwell along the cold shores of Lake Ashane in the Unapproachable East. Knowledge (Rashemen local).
Cormanthyr: Roaming tribes of centaurs call the Elven Woods home.
The Earthfast Mountains: Goblins, hobgoblins, and bugbears plague the Earthfast Mountains between the Vast and Damara. Knowledge (Vast local).
The Far Hills: Hidden lairs of kir-lanans can be found throughout the Western Heartlands, but the Far Hills and Sunset Mountains are home to several rookeries. Knowledge (Western Heartlands local).
The Forest of Lethyr: Centaurs and the volodni, or pinefolk, are found in most forests of the Unapproachable East. Knowledge (Great Vale local).
The High Forest: Centaurs roam throughout the High Forest.
The Plateau of Thay: Many of Thay's gnolls come from the wild northwestern frontiers of that forbidding land. Centaurs once freely roamed the plateau of Thay, but now most of them serve the Red Wizards. Knowledge (Thay local).
The Shaar: The noble wemics claim the Shaar as their hunting ground. Knowledge (Shaar local).
The Stormhorns: Driven from their home in the Star Mounts by a dragon, many aarakocras founded new aeries in the Stormhorns of Cormyr. Knowledge (Cormyr local).
Surkh: While the lizardfolk hunt in many marshlands, the city of Surkh on the shores of the Deepwash is home to a great number of civilized scaly warriors. Knowledge (Vilhon Reach local).
Regions of the Shining South
Forest of Amtar: Deep in the heart of the hot, humid woods north of Dambrath, the wild elves try to preserve their way of life and prohibit incursions from all sides. They use guerrilla tactics to thwart the Crinti logging that is slowly destroying their homeland, drive off bandits to the north, and deter the gnolls and other dark things that lurk beneath the Gate of the Iron Fangs to the west.
Loxo: The loxos of the Shaar have wandered the grasslands for generations, surviving off the bounty of the earth, sparse as it may be at times. Though they are not aggressive, they do not hesitate to charge into battle to protect their herd.
Misty Vale: Hidden away in the deepest part of the Misty Vale, the wild elves do everything in their power to keep other races out of their lands. Their viciousness is legendary, and their determination unwavering. They make no exceptions.
Rathgaunt Hills: Tucked away in their stout fortress-temple in the western half of the Rathgaunt Hills, the gnomes who follow Gaerdal Ironhand tirelessly patrol the land, working to keep the caravan traffic safe from marauders and monsters.
Rethild: The lizardfolk who live in the Great Swamp west of Dambrath have mastered the art of surviving in a bug-infested, foul-smelling wetland while competing for prestige and pecking order. They are immune to the irritations of the swamp and think only of the power they can attain by defeating their rivals.
Swagdar: On the outskirts of the lands of Dambrath, some folk choose to endure the harshest wilderness rather than submission to the Crinti. These people are ready to fight for what they need, hide from those who would subdue them, and die before they surrender their freedom. They might not be honorable, but at least they answer to no one but themselves.
Thri-Kreen: The thri-kreen roam the open grasslands of the Shaar, unremittingly hunting the plains. They care little for the other races that share their territory, so long as those species do not encroach on their resources. When that happens, the thri-kreen attack without pity or remorse.
Regions of the Unapproachable East
Altumbel Region: An isolated nation of human fisherfolk and pirates at the westernmost tip of the Aglarondan peninsula, the folk of Altumbel distrust nonhumans - especially elves. Altumbel is viewed as an insular, almost backward, land by most of its neighbors, but roguish merchants from Spandeliyon roam the Inner Sea in search of profits.
Gnoll Region: Most of the gnolls found in the East are denizens of Thay and serve the Red Wizards of that land. This region describes a gnoll from Thay.
Shou Expatriate Region: The trade cities of Thesk are home to thousands of human Shou immigrants, refugees, and expatriates who have come to the western end of the Golden Way in search of a new beginning in new lands. Most of these folk are commoners and artisans, but more than a few Shou adventurers have joined in the exodus to the west, curious about the distant and barbaric land of Faerûn.
Star Elf Region: Most star elves live in Sildëyuir, a secret demiplane accessed through the menhir circles of the Yuirwood. This region describes a character raised in this extraplanar refuge.
Taer Region: Taers live in the cold mountains of the Unapproachable East, principally the Giantspire Mountains of Narfell and the Icerim Mountains of the North Country. This region reflects a taer driven into exile by his clan.
Volodni Region: Volodnis live in several of the forests of the East, including the Forest of Lethyr, the Rawlinswood, and the woodlands of Rashemen. Volodni characters rarely interact enough with the human lands around them to take other regions. The volodni region describes a pine folk native to the Forest of Lethyr.
Wizard's Reach Region: The stretch of the Inner Sea lying between the Aglarondan peninsula and Chessenta is known as the Wizards' Reach. Unther, Chessenta, and most recently Thay have long contested the independent cities along the southern shore of Aglarond.
Regions of the Underdark
Chitine Region: Chitines live here and there in the Underdark, but their principle enclave is Yathchol, a collection of villages located beneath the Far Forest southeast of Hellgate Keep. This region describes a chitine from Yathchol.
Gloaming Region: Gloamings do not have a specific home territory within the Underdark, since they tend to travel restlessly throughout the Realms Below and even the planes. Even so, however, they have their own culture and traditions, which are transmitted from their parents and reinforced by other gloamings.
Grimlock Region: Grimlocks native to the Underdark who are not slaves of others live in large clans or tribes consisting of hundreds of individuals, usually based in the cavern complex known as Fingerhome. This region describes a grimlock from such a free grimlock hold.
Kuo-Toa Region: The kuo-toas do not mix well with other races, so they prefer to live in settlements of their own. This region represents a kuo-toa from a typical kuo-toa temple-city.
Slyth Region: Slyths do not often gather in great numbers; they much prefer to live quietly in small bands. This region represents a slyth raised in a small family group.
Underdark (Deep Imaskar): A hidden vault buried deep below the Endless Wastes, Deep Imaskar is the home of the Deep Imaskari, people whose very flesh has been steeped in the magic of the deepearth. Knowledge (Underdark [Earthroot] local).
Underdark (Fluvenilstra): Known as the Garden City of the Underdark, Fluvenilstra lies below the Shaar. This beautiful area is home to the mysterious race known as the slyths. Knowledge (Underdark [Great Bhaerynden] local).
Underdark (Reeshov): Deep below the Serpent Hills lies the grimlock city of Reeshov. Knowledge (Underdark [Northdark] local).
Underdark (Sloopdilmonpolop): Reputed to be the greatest kuo-toa city in the Underdark, Sloopdilmonpolop lies beneath Firedrake Bay, off the coast of Tethyr. Knowledge (Underdark [Old Shanatar] local).
Underdark (Yathchol): Beneath the Graypeak Mountains lies the chitine realm of Yathehol. Knowledge (Underdark [Northdark] local)