Races: Difference between revisions

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In ''[[The Domains of Dread]],'' race describes a character's genealogical ancestry, likened to that of a species. It does not describe groups on ethnic lines; indeed, ethnicity as a concept is elastic in the Realms of Terror for from the Mists any kind of looking person may emerge be they native or Outlander.
In vanilla Third Edition and ''[[The Domains of Dread]]'' race describes a character’s genealogical ancestry, likened to that of a species. It does not describe ethnicity—ethnicity is an elastic concept in the Realms of Terror as the Mists may reveal any kind of looking person belonging to a domain be they native or Outlander.


No subraces are supported at this time. Races from [[homebrew or unsupported settings]] must be identical to one of the following, even if they are fictionally called something else or differ in origin.
No subraces are supported at this time. Races from [[Homebrew or Unsupported Settings|homebrew or unsupported settings]] must be identical to one of the following even if they are fictionally called something else or differ in origin.


== Playable Races ==
== Playable Races ==


=== Human ===
=== Human ===
The most common race on the Misty Plane, and for good reason - the Mists focus their interest and challenges on humanity foremost to any other. It is from them, then, that the axis of Ravenloft must spin. Taken statistically, 95% of all humanoids not otherwise corrupted or altered are humans or abhumans with human halves.
The most common race beyond the Misty Border—it is said from a human the Mists first sprung, and around humans they endure. Taken another way, 95% of all humanoids in the Realms of Terror who are not otherwise altered represent humans or nonhumans with human halves. Two variants of human may be selected during [[Character Creation|character creation]]:
  Humans begin play with a bonus [[Feats|feat]], unless opted into the variant rules at [[character creation]]. A variant human forfeits their bonus feat in exchange for +2 to an [[Attributes|attribute]] of their choice and -2 to another, unique attribute of choice. A variant human cannot set two attributes below 10 this way, or their Intelligence score to 6.
  - Gains bonus [[Feats|feat]].
- Unadjusted [[Notoriety|NR]] is Neutral in [[Barovia]], [[Borca]] and [[Cordova]].
'''''OR'''''
- +2 to an [[Attributes|attribute]] of choice, and -2 to another attribute of choice. Cannot set 2 attributes below 10 or INT to 6, per [[Build Restrictions]].
- Unadjusted NR is Neutral in Barovia, Borca and Cordova.


=== Elves ===
=== Elves ===
These sylvan abhumans are the only humanoid race with a dominant population within a domain, in [[Sithicus]]. They are not known for travel as those who do face widespread denigration by human populations due to identification with the reviled, dangerous whimsies of Fey. Outlander elves are uncommon and are taken by the Mists consistent with human friends, allies, fellow adventurers or enemies.
These sylvan humanoids are the only nonhuman race with a dominant population somewhere in the Core, in the mirthless glades of [[Sithicus]]. Though metropolitan populations exist, the Ruination of [[Necropolis (Darkon)|Darkon]] has forced these so-called city elves to spread across regions where they face denigration by humans due to identification with the Fey.
  Elves begin play with +2 to their Dexterity and -2 to Constitution. They are immune to magical sleep. Elves receive a +2 racial bonus against mind-affecting [[spells]] and spell-like effects. This does not benefit [[Fear, Horror and Delirium|Fear, Horror or Delirium]] checks. They are naturally proficient with longswords, rapiers, shortbows and longbows regardless of chosen [[Classes and archetypes|class]]. Elves receive a +2 racial bonus to [[Skills|Listen, Search and Spot]]. They always count as being in Detect Mode for purposes of Search checks. Elves receive low-light vision, the softer variant of darkvision.
  - +2 to DEX and -2 to CON.
- Immune to being put to sleep. Elves have a greater passive rest quality, representing their lack of sleep during rest cycles.
- +2 to saves against mind-affecting spells and spell-like effects. Does not affect Fear, Horror or Delirium checks.
- Innate [[Weapons|weapon]] proficiency with longswords, rapiers, shortbows and longbows.
- +2 to [[Perception]] and [[Search]].
- Has low-light vision.
- Unless forfeited, has Elven as a bonus [[Languages|language]].
- Unadjusted NR is Disfavored in Barovia, Borca and Cordova.


=== Dwarves ===
=== Dwarves ===
Almost all dwarves are Outlanders, save for a minority population in the domain formerly known as [[Necropolis (Darkon)|Darkon]]. Many humans would therefore sooner be confused rather than fearful of these stout humanoids, allowing them to eke out livings as miners or stonemasons on the fringe of society.
Dwarves are most commonly Outlanders, save for a minority population now displaced by the Ruination of Darkon. As humans would sooner be confused than fearful of these stout humanoids, they are allowed to eke out livings as minors and stonemasons on the fringes of society. Clannish behavior and an affinity for mountains has let some enclaves of Dwarves establish themselves from this diaspora where humans would not care to look.
  Dwarves begin play with +2 to their Constitution and -2 to Charisma. They receive a +2 racial bonus to Search in subterranean environments. Dwarves receive a +2 racial bonus to saving throws made against spells or to resist the effects of poison. They receive a +1 racial bonus to attack rolls made against goblinoids, including goblyns. Dwarves receive a +4 dodge bonus to their [[Armor|Armor Class]] against attacks made by giants. They receive darkvision, the more powerful variant of low-light vision.
  - +2 to CON and -2 to PRS.
- +2 to Perception checks in subterranean environments.
- +2 to saves against spells, spell-like effects, and to resist poison.
- Innate weapon proficiency with war picks, war hammers and heavy flails.
- +1 to attack rolls made against goblinoids, including goblyns.
- +4 to dodge AC against attacks from Huge creatures or giants.
- Has darkvision.
- Unless forfeited, has Dwarven as a bonus language.
- Unadjusted NR is Disfavored in Barovia, Borca and Cordova.


=== Halfling ===
=== Halfling ===
Halflings, or ''hin,'' are found around cosmopolitan locations in tight-knit family groups. They benefit from a childlike appearance that allows them some matter of autonomy even in these human-dominated places as they are not considered much threat. Their origins from the Prime Material and into the Realms of Terror are uncertain though it could be assumed that most Outlander halflings, like elves, were led into the Misty Plane following human friends or enemies.
Halflings or hin are found around cosmopolitan areas in tight-knit family groups. Benefiting from a childlike appearance which permits some autonomy even in these human-dominated places, halflings are widely believed to be innocent and nonthreatening, a falsehood most do not care to argue with.
  Halflings begin play with +2 to their Dexterity and -2 to Strength. They receive a +2 racial bonus to Stealth and Listen. Halflings receive a +1 luck bonus to all saving throws. They receive a +2 morale bonus to Fear, Horror or Delirium checks. Halflings receive a +1 racial bonus to attack roles made with throwing [[weapons]]. They count as Small creatures for purposes of determining equippable weapon types and armor. Halflings do not receive bonuses to skills based on their size in ''The Domains of Dread.''
  - +2 to DEX and -2 to STR.
- +2 to Stealth and Perception.
- +1 to universal saves.
- +2 to saves against [[Fear, Horror and Delirium]].
- Innate weapon proficiency with slings and bolas.
- +1 to attack rolls made with throwing weapons.
- Are Small creatures for purposes of equipment, but receive no bonuses based on their size.
- Unless forfeited, has Halfling as a bonus language.
- Unadjusted NR is Neutral in Barovia and Borca, Disfavored in Cordova.


=== Half-Elves ===
=== Half-Elves ===
Half-elves native to the Realms of Terror are the likely byproduct of [[Kartakass|Kartakan]] humans and Sithican elves. Cursed to outlive their human parent and to forever be a child whelp in the eyes of their elven sire, most are treated identically to an elf by society - that is to say, agents of Fey. Nevertheless those capable of proving some amount of human heritage may be able to intermingle in cosmopolitan locations, albeit much between the margins.
Half-elves native to the Realms of Terror are the likely byproduct of unions between [[Kartakass|Kartakan]] humans and Sithican elves. Cursed to outlive their human family and be forever a child in the eyes of elvenkind, most are treated identically to an elf by societies beyond the forests of Kartakass—that is to say, agents of the Fey. Nevertheless those capable of proving some amount of humanity may be able to intermingle in cosmopolitan areas, albeit closer to the margins.
  Half-elves begin play with a +1 and -1 to unique attributes of their choice. They cannot set two attributes below 10 this way, or their Intelligence score to 6. Half-elves are immune to magical sleep. They receive a +2 racial bonus to saving throws made against mind-affecting spells and spell-like effects. Half-elves receive a +1 racial bonus to Listen, Search and Spot. They receive low-light vision, the softer variant of darkvision.
  - +1 to an attribute of choice, and -1 to another attribute of choice. Cannot set 2 attributes below 10 or INT to 6, per Build Restrictions.
- Immune to being put to sleep. Half-elves have a greater passive rest quality, but not as significant as full elves.
- +2 to saves against mind-affecting spells, spell-like effects. Does not affect Fear, Horror and Delirium checks.
- +1 to Perception and Search.
- Has low-light vision.
- Unadjusted NR is Disfavored in Barovia, Borca and Cordova.


=== Caliban ===
=== Caliban ===
Also known euphemistically as "twists", caliban are humans mutated in the womb from the intervention of a curse or dark magic, always native to the Realms of Terror. The palette of their deformity is vast and often unique to the individual caliban - but no matter the exact detail of their appearance, it is always a frightful thing to other humans who treat them as little better than intelligent monsters or cannibals. Most caliban must spend their lives hidden either in spurious places or in wilderness's solitary embrace. Despite these difficulties, a caliban is not by themselves guaranteed to be or perpetuate evil - cruel as their circumstances may be, their hearts could be as pure as the kindest soul.
Known euphemistically as “twists”, caliban are humans who were mutated before birth by the intervention of a curse or dark magic, always native to the Realms of Terror. The palette of possible deformities is vast, unique to the caliban—but no matter the exact nature of their appearance, they are always frightful to other humans who see them as symptoms of the evil which pervades the Misty Plane. Despite these difficulties, caliban are not guaranteed to be or perpetuate this evil—cruel as their circumstances may be, they are born innocent.
  Caliban begin play with +2 to an attribute of their choice, except Charisma, and -2 to Charisma. They are immune to Delirium checks from being in unenclosed, dark areas or during nighttime. They receive an [[Outcast rating|OR]] malus of 8, making any OR observing non-player character potentially hostile. Even if a Caliban manages to lower their OR to lose this hostile status, it should be assumed that they are unwelcome in polite society, needing to behave accordingly and cover themselves.
  - +2 to an attribute of choice except PRS, -2 to PRS.
- Immune to effects of Delirium suffered from being in unenclosed, dark areas or during nighttime.
- NR is always Hostile in Barovia, Borca and Cordova unless appropriately covered. Unadjusted NR when covered is instead Disfavored in Barovia, Borca and Cordova.

Revision as of 02:56, 8 June 2025

In vanilla Third Edition and The Domains of Dread race describes a character’s genealogical ancestry, likened to that of a species. It does not describe ethnicity—ethnicity is an elastic concept in the Realms of Terror as the Mists may reveal any kind of looking person belonging to a domain be they native or Outlander.

No subraces are supported at this time. Races from homebrew or unsupported settings must be identical to one of the following even if they are fictionally called something else or differ in origin.

Playable Races

Human

The most common race beyond the Misty Border—it is said from a human the Mists first sprung, and around humans they endure. Taken another way, 95% of all humanoids in the Realms of Terror who are not otherwise altered represent humans or nonhumans with human halves. Two variants of human may be selected during character creation:

- Gains bonus feat.
- Unadjusted NR is Neutral in Barovia, Borca and Cordova.

OR

- +2 to an attribute of choice, and -2 to another attribute of choice. Cannot set 2 attributes below 10 or INT to 6, per Build Restrictions.
- Unadjusted NR is Neutral in Barovia, Borca and Cordova.

Elves

These sylvan humanoids are the only nonhuman race with a dominant population somewhere in the Core, in the mirthless glades of Sithicus. Though metropolitan populations exist, the Ruination of Darkon has forced these so-called city elves to spread across regions where they face denigration by humans due to identification with the Fey.

- +2 to DEX and -2 to CON.
- Immune to being put to sleep. Elves have a greater passive rest quality, representing their lack of sleep during rest cycles.
- +2 to saves against mind-affecting spells and spell-like effects. Does not affect Fear, Horror or Delirium checks.
- Innate weapon proficiency with longswords, rapiers, shortbows and longbows.
- +2 to Perception and Search.
- Has low-light vision.
- Unless forfeited, has Elven as a bonus language.
- Unadjusted NR is Disfavored in Barovia, Borca and Cordova.

Dwarves

Dwarves are most commonly Outlanders, save for a minority population now displaced by the Ruination of Darkon. As humans would sooner be confused than fearful of these stout humanoids, they are allowed to eke out livings as minors and stonemasons on the fringes of society. Clannish behavior and an affinity for mountains has let some enclaves of Dwarves establish themselves from this diaspora where humans would not care to look.

- +2 to CON and -2 to PRS.
- +2 to Perception checks in subterranean environments.
- +2 to saves against spells, spell-like effects, and to resist poison.
- Innate weapon proficiency with war picks, war hammers and heavy flails.
- +1 to attack rolls made against goblinoids, including goblyns.
- +4 to dodge AC against attacks from Huge creatures or giants.
- Has darkvision.
- Unless forfeited, has Dwarven as a bonus language.
- Unadjusted NR is Disfavored in Barovia, Borca and Cordova.

Halfling

Halflings or hin are found around cosmopolitan areas in tight-knit family groups. Benefiting from a childlike appearance which permits some autonomy even in these human-dominated places, halflings are widely believed to be innocent and nonthreatening, a falsehood most do not care to argue with.

- +2 to DEX and -2 to STR.
- +2 to Stealth and Perception.
- +1 to universal saves.
- +2 to saves against Fear, Horror and Delirium.
- Innate weapon proficiency with slings and bolas.
- +1 to attack rolls made with throwing weapons.
- Are Small creatures for purposes of equipment, but receive no bonuses based on their size.
- Unless forfeited, has Halfling as a bonus language.
- Unadjusted NR is Neutral in Barovia and Borca, Disfavored in Cordova.

Half-Elves

Half-elves native to the Realms of Terror are the likely byproduct of unions between Kartakan humans and Sithican elves. Cursed to outlive their human family and be forever a child in the eyes of elvenkind, most are treated identically to an elf by societies beyond the forests of Kartakass—that is to say, agents of the Fey. Nevertheless those capable of proving some amount of humanity may be able to intermingle in cosmopolitan areas, albeit closer to the margins.

- +1 to an attribute of choice, and -1 to another attribute of choice. Cannot set 2 attributes below 10 or INT to 6, per Build Restrictions.
- Immune to being put to sleep. Half-elves have a greater passive rest quality, but not as significant as full elves.
- +2 to saves against mind-affecting spells, spell-like effects. Does not affect Fear, Horror and Delirium checks.
- +1 to Perception and Search.
- Has low-light vision.
- Unadjusted NR is Disfavored in Barovia, Borca and Cordova.

Caliban

Known euphemistically as “twists”, caliban are humans who were mutated before birth by the intervention of a curse or dark magic, always native to the Realms of Terror. The palette of possible deformities is vast, unique to the caliban—but no matter the exact nature of their appearance, they are always frightful to other humans who see them as symptoms of the evil which pervades the Misty Plane. Despite these difficulties, caliban are not guaranteed to be or perpetuate this evil—cruel as their circumstances may be, they are born innocent.

- +2 to an attribute of choice except PRS, -2 to PRS.
- Immune to effects of Delirium suffered from being in unenclosed, dark areas or during nighttime.
- NR is always Hostile in Barovia, Borca and Cordova unless appropriately covered. Unadjusted NR when covered is instead Disfavored in Barovia, Borca and Cordova.