MAP
I have updated the map due to the adventure and new character decision by Hammer. Hammer, I'm going to allow you to name a clan in my world after yourself, only because I'm a nice guy like that.
Here's a bit of background:
It's an exciting time for most of the world (at least, those who communicate think so, though much of the world still doesn't interact). There has been a messenger sent from the southern islands of Sylvania. The elves are, for the first time in hundreds of years, opening up trade to the rest of the world. They boast the strongest blades, the finest arrows, and impressive magic items that have never before been seen. The entire world is headed south...and so are you.
The party will be headed to the elven islands of Sylvania (They are depicted on the map as ovals as no scholars have even been permitted in to properly map them). This storyline, unfortunately, means that it will be VERY difficult to play an elf in this campaign. Any elves not on the islands are outcast from elven society, and justifying your return will be difficult. Half-elves, are not in quite as rough of shape, but will be treated VERY harshly by almost EVERY NPC in this game, so don't think the DM is picking on you.
LOCATIONS:
Tershland is the largest population center on this side of the continent. It is the most likely place for most types of people to exist.
The NW mountain chain is where our dwarf friend MUST be from, as your clan has largely kept to itself up there in the Blister Mountains (named by the Hammer clan as such). They have been seen and interacted with in normal society, but dwarves are still a RARITY by all standards. Still, given the setting, it's more than reasonable that you would seek out society to travel with to the south. I'm going to need a HELL of a background to justify a wizard btw.
Orcs are NOT accepted by normal society and are killed on site. Half-Orcs can be accepted (with time and patience on the part of the half-orc) but (obviously) barbarians will be right out, as they act just like their orcish cousins. It's not that I don't like that class, but just that's how the world has been built (what's disturbing is how much of it was designed by those who adventured in it).
Special note on casters. As I said before, casters are accepted in this part of the world, but are slaughtered on site (if they can) most other places. Most casters may want to keep their abilities under wraps just in case. Still, I do recommend at least one caster in this party, given the campaign ahead.