
Character creation in my game follows, for the most part, the steps outlined in the player's handbook page 6. I recommend that you make use of the Heroforge application to create your character, which we should be adding to the downloads section of the website if it's not already there.
The main areas where my rules differ are as follows:
We are currently using the Point Buy method to generate ability scores, as opposed to the rolling method described in the PHB. This is subject to change, depending on feedback from players', but as of right now any character entering the game will use this method. You are allotted 28 points to purchase your scores with. All ability scores start at 8 and can be bought up from there. Each point you allot to an ability score increases that score by one, up until the score reaches 14. After that point, it costs 2 points to purchase a score up to 15 and two more to purchase 16. From there it costs 3 points to raise the score to 17, then 3 more to raise it to 18.
This chart is available for easier reference:
Cost Score
0 8
1 9
2 10
3 11
4 12
5 13
6 14
8 15
10 16
13 17
16 18
For example, using the full 28 points, a characters attributes might be:
Strength 15 (8 points),
Dexterity 13 (5 points),
Constitution 14 (6 points),
Intelligence 10 (2 points),
Wisdom 11 (3 points),
Charisma 12 (4 points).
Basically any race is okay as long as you give me a heads-up and I approve it. If you play something out of the PHB, of course there won't be a problem. Basic races like human, elf, half-elf, dwarf, half-orc and halfling, etc. If you want something a little more exotic that has level adjustment, racial hit die and things like that, then the character will have to be done one of two ways. Either A: The character's ECL would have to equal the average party level, or failing that, B: The character could use the Savage Species rules for monstrous/more powerful races. Essentially you would be multiclassing your race with whatever class or classes you take. For instance, if the party level is 5, you could play an Aasimar (level adjustment +1) with 4 class levels just fine. On the other hand, if you wanted to play a doppelganger, that's a level adjustment +4, with 4 racial hit die. Adding those together +1 for a class level you have ECL 9. For this character, you'd have to use the Savage Species rules and take, for instance, 3 "levels" of doppelganger and two levels of a class, or any combination you desire as long as you have at least one level in a character class. Once you reach the total level adjustment + hit die in "levels" for that race, you have all the full stats and abilities of that race (in this case, it'd be level 8 doppelganger). This would give you the option to play something that would otherwise be too powerful to fit with the rest of the party.
I'll probably cover this under my house rules section as well, but it bears mentioning here; I don't allow classes from any 3rd party sourcebooks, as a general rule. I'll go into more detail about third party sourcebooks in my house rules.
I like playing an evil character as much as the next guy from time to time...heck, that's the great thing about DMing; I get to be the bad guy all the time. Be that as it may, I prefer that all players in the group stick to the same general alignment on the good/evil axis. I think every seasoned player knows that if there are opposing alignments in the group then the inevitable happens and the group collapses upon itself with treachery and infighting. Entertaining usually, but ultimately self-defeating when it comes to building a story and accomplishing long-term goals.

That said, the group is currently playing on the good side of the axis, so therefore, only non-evil PCs will be allowed.
This game is set in the region of Nyrond and your character will most likely be from Nyrond. However, if you wish to play a character that is from somewhere else and has ended up in Nyrond for one reason or another (as long as you can provide some backstory) that's fine too. As long as your starting region is Nyrond, you will gain Nyrondese for free. It is the primary language of the area and I automatically assume it is being spoken unless stated otherwise.
If you choose human as your race you will be required to pick an ethnicity.
The Baklunish have skin of golden tones, and straight, fine-textured hair that is universally dark, ranging from dusky brown to bluish black. Their eyes are usually green or gray-green; hazel and gray eyes are rare. They tend to be long of limb and facial feature with high cheekbones. The bakluni are descendants of the human inhabitants of the ancient Baklunish Empire, and today are confined chiefly in the northwest Flanaess, in that region known as the Baklunish Basin and other nearby regions, including Zeif, Ekbir, Tusmit, Ull, Ket, the Dry Steppes, the Plains of the Paynims, the Tiger Nomads, and the Wolf Nomads. In some cases, the Baklunish mirror the real life Arabian people. Many similarities can be drawn between the two, including appearance and the influence of genies and other magical forces.
Pure Flan have bronze skin, varying from a light copper hue to a dark, deep brown. Flan eyes are usually dark brown, black, brown, or amber. Hair is wavy or curly and typically black or brown (or any shade in between). The Flan have broad, strong faces and sturdy builds. The Flan peoples were the first humans known to have settled the eastern portion of the continent of Oerik, the Flanaess, which is named for them. Regions of the Flanaess that contain a significant number of Flan peoples include Geoff, Sterich, the Rovers of the Barrens, Tenh, and the Wolf Nomads.
Oeridian skin ranges from tan to olive. Their hair ranges the whole spectrum from honey blond to black, although brown and reddish brown predominate. Eye coloration varies, but brown and gray are most common. Having once inhabited the plains of Central Oerik, they moved into what is now known as Ull starting 1,235 years ago; the Oeridians were driven eastward into the Flanaess by orcs and goblins used as mercenaries by the Baklunish Empire and the Suel Imperium. The Oeridians settled in much of the Flanaess, often conquering and assimilating the Flan natives and Suel settlers, though some lands, such as the Sheldomar Valley and Vale of Luna, were settled more peacefully. The Flanaess' most powerful modern empire, the Great Kingdom of Aerdy, was founded by a warlike Oeridian tribe known as the Aerdi. Other notable Oeridian tribes include the Vollar of modern Veluna and the Nyrondal of Nyrond."Unmixed" Oeridians are most commonly found in Furyondy, Perrenland, the Shield Lands, North Kingdom of Aerdy, the See of Medegia, Onnwal, and Sunndi.
The Olman have skin of a rich red-brown or dark brown color. Their hair is always straight and black, and their eyes are dark, from medium brown to nearly black. Olman have high cheekbones and high-bridges noses, a trait less strong in those of common birth. Some nobles still flatten the foreheads of their young, for high, sloping shape is considered beautiful. Their culture most closely resembles that of the Aztecs or Incans.
The Rhennee are not natives of Oerth, but rather immigrants from a land called Rhop on another world or plane of existence. Believed to have first arrived on Oerth in the Adri Forest, they were driven out by its hostile inhabitants and now inhabit the rivers and lakes of the Flanaess. The skin tones of the Rhennee range form olive to tan, their hair is usually curley and brown or black, with grey, blue, hazel and sometimes green eyes. The Rhennee are short and wiry but strong, men averaging 5 feet 6 inches and women shorter.
Purebred Suel typically have pale skin, with albinism being far more common than among other races. Violet and pale blue eyes are common, with gray and deep blue less common. Hair color is fair, from several shades of blond to light red, and is often kinky in texture. Suloise fashion favors solid colors, with parti-colored garments marking higher social station. Emblems, tokens, or similar affectations (typically in hues contrasting their clothes), often mark status or affiliation with ancient Suel houses and traditions. The ancient Suel often wore loose-fitting pantaloons covered by a baggy blouse, but their fashion has adapted to various climes in the centuries following the Great Migrations. The Suel began migrating to the Flanaess in large numbers circa -447 CY, from the Suel Imperium. The numbers of the Suloise Migration increased dramatically after the Invoked Devastation and the Rain of Colorless Fire in -422 CY. The Suel settled in many regions of the Flanaess, often competing with the native Flan and migrant Oeridians, as well as non-human inhabitants such as the elves and dwarves. Though people of Suel descent can be found nearly anywhere in the Flanaess, notable lands that contain a significant number of Suel include the Thillonrian Peninsula, the Scarlet Brotherhood, the Lordship of the Isles, the Sea Barons, the Sheldomar Valley, and the Urnst States. The Lendore Isles was once home to a large contingent of Suel, but most humans have been expelled from that land since the cult of Sehanine Moonbow gained control after the Greyhawk Wars.