Character Creation
Guidelines for shaping your existence within the corpse-world of Outworld. Designed for clarity, compliance, and creative grounding within the canonical setting.
Selecting Your Origin
Deciding where your character originates can be a daunting task, especially when the entire cosmology is relevant in Outworld.
For that reason, the standard — and recommended — origin is Toril.
What is Toril?
Toril is the main planet within Realmspace, the crystal sphere that houses the Forgotten Realms. Known for its rich magic, diverse cultures, and countless adventures, Toril includes continents like Faerûn, Kara-Tur, and Zakhara, each with its own unique history and significance.
- Faerûn: The most famous continent, home to iconic cities such as Waterdeep, Baldur’s Gate, and Neverwinter.
- Kara-Tur: An eastern continent with vast empires, mystical landscapes, and martial traditions.
- Zakhara: Known as the Land of Fate — a southern realm of deserts, faith, and elemental magic.
If you wish to create a character originating outside of Toril, please liaise with staff directly to discuss and obtain approval.
Open Ticket
Selecting Your Race & Subrace
You are free to select any of the listed Toril races and subraces below. There are no mechanical changes, stat adjustments, or otherwise associated with subraces or non-standard races.
- Human
- Half-Orc
- Half-Elf
- ElfMoon, Sun, Wood, Wild
- HinStrongheart, Lightfoot
- DwarfShield, Gold
- GnomeRock
If you wish to use a race/subrace not included in the provided list, please liaise with staff directly to discuss and obtain approval.
Open Ticket
Frequently Asked Questions
Answers to the most common questions surrounding the Dead World and the scope of the Outworld Archive.
Q: What is the Greater Cosmology of D&D?
The Greater Cosmology refers to the full scope of the Dungeons & Dragons multiverse — every plane, world, and sourcebook across editions. Outworld draws inspiration and material from this entire breadth of lore.
This means the world you’re entering may reflect echoes of any D&D setting, entity, or planar concept, from the Astral Sea to the Far Realm, from forgotten gods to obscure magical laws. If it exists in D&D, it can find its way into Outworld.
Q: What is the Dead World, and what do I know about it?
Outworld takes place on the Dead World — a realm of ruin, rot, and forgotten echoes. You have no prior knowledge of the Dead World. To scholars and travelers of the multiverse, it is an anomaly: no charts, no legends. It is as if the world was wiped from memory, or deliberately hidden.
Q: How did I arrive on the Dead World?
Nobody truly arrives on Sanguis. Never on purpose. They simply stop being elsewhere. Some remember light before the red sun. Most remember nothing at all. Choose—or invent—whatever fragment feels right. Logic is optional.
- Portal Malfunction: The gate didn’t close—it bled, and you fell through the wound.
- Planeskipped: You walked the wrong path between worlds, and the space between swallowed you.
- Spelljammer Crash: The stars inverted, your vessel folded in on itself, and when the tearing stopped—you were here.
- Failed Spell: Whatever power you trusted didn’t open a path. It opened a mouth.
- The Blink: You blinked once, and the sky was wrong.
- The Floor Gave Way: You fell through solid ground, and it never ended.
- Through the Wall: You brushed against something that shouldn’t move, and it melted around you.
- The Dream: You woke up here. You keep trying to wake again, but it never works.
Q: I was powerful in my old world. Do I keep that power here?
No. Regardless of what you were before — archmage, chosen of a god, or warlord of a thousand realms — you arrive here as you are now: stripped down, hollowed out, and holding onto little more than memory.
Everyone starts at level 1. The Dead World doesn’t care who you were. Whatever power you once had was drained, severed, or left behind. All that matters here is what you become.
Character Outline Template
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