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 ethnicity; indeed, ethnicity as a concept is elastic in the Realms of Terror as the Mists may reveal any kind of looking person 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 [[Glossary|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 challenges on humanity foremost to any other. It is from them, then, that the axis of the demiplane must spin. Taken another way, 95% of humanoids across domains who are not otherwise altered represent humans or nonhumans with human halves. There are two variants of human which may be selected during [[Character Creation|character creation]]:
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]]:
  - Allocates additional [[Feats|feat]].
  - Gains bonus [[Feats|feat]].
  - Unadjusted [[Notoriety|NR]] is Neutral in [[Barovia]], [[Borca]] and [[Cordova]].
  - Unadjusted [[Notoriety|NR]] is Neutral in [[Barovia]], [[Borca]] and [[Cordova]].
OR
'''''OR'''''
  - Allocates +2 to an [[Attributes|attribute]] of choice, and -2 to another attribute of choice. Cannot set two attributes below 10 or Intelligence to 6.
  - +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.
  - Unadjusted NR is Neutral in Barovia, Borca and Cordova.


=== Elves ===
=== Elves ===
These sylvan humanoids are the only nonhuman race with a dominant population somewhere in the Core, in [[Sithicus]]. It remains unusual for an elf to travel beyond their glades as those who do face denigration by most humans due to identification with the Fey. Outlander elves are uncommon and tend to be taken by the Mists consistent with human friends, allies 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.
  - +2 to Dexterity and -2 to Constitution.
  - +2 to DEX and -2 to CON.
  - Immune to being put to sleep.
  - 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]], spell-like effects. Does not affect [[Fear, Horror or Delirium]] checks.
  - +2 to saves against mind-affecting spells and spell-like effects. Does not affect Fear, Horror or Delirium checks.
  - Proficient in longswords, rapiers, shortbows and longbows.
  - Innate [[Weapons|weapon]] proficiency with longswords, rapiers, shortbows and longbows.
  - +2 to [[Perception]] and [[Search]] checks.
  - +2 to [[Perception]] and [[Search]].
- Permanently counts as in Detect Mode for purposes of Perception and Search checks.
  - Has low-light vision.
  - Has low-light vision.
  - Unless forfeited, has [[Languages|Elven]] as a bonus racial language.
  - Unless forfeited, has Elven as a bonus [[Languages|language]].
  - Unadjusted NR is Disfavored in Barovia, Borca and Cordova.
  - Unadjusted NR is Disfavored in Barovia, Borca and Cordova.


=== Dwarves ===
=== Dwarves ===
Almost all dwarves are Outlanders, save for a minority population from the domain formerly known as [[Necropolis (Darkon)|Darkon]]. Many humans would sooner be confused than fearful of these stout humanoids, allowing them to eke out livings as miners or stonemasons on the fringes 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.
  - +2 to Constitution and -2 to Presence.
  - +2 to CON and -2 to PRS.
  - +2 to Perception checks in subterranean environments.
  - +2 to Perception checks in subterranean environments.
  - +2 to saves made against all spells, spell-like effects, and to resist poison.
  - +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.
  - +1 to attack rolls made against goblinoids, including goblyns.
  - +4 to dodge AC against attacks from Huge creatures and giants.
  - +4 to dodge AC against attacks from Huge creatures or giants.
  - Has darkvision.
  - Has darkvision.
  - Unless forfeited, has Dwarven as a bonus racial language.
  - Unless forfeited, has Dwarven as a bonus language.
  - Unadjusted NR is Disfavored in Barovia, Borca and Cordova.
  - 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 which allows them some autonomy even in these human-dominated places as they are believed to be innocent and unthreatening. Their origins from the Prime Material and into the Realms of Terror are uncertain, though it may be assumed that most Outlander halflings, like elves, are led into the Misty Plane following human friends, allies 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.
  - +2 to Dexterity and -2 to Strength.
  - +2 to DEX and -2 to STR.
  - +2 to Stealth and Perception checks.
  - +2 to Stealth and Perception.
  - +1 to saves.
  - +1 to universal saves.
  - +2 to saves against Fear, Horror or Delirium.
  - +2 to saves against [[Fear, Horror and Delirium]].
  - +1 to attack rolls with throwing weapons.
- Innate weapon proficiency with slings and bolas.
  - Are Small creatures for purposes of equipment, but receive no bonuses based on size.
  - +1 to attack rolls made with throwing weapons.
  - Unless forfeited, has Halfling as a bonus racial language.
  - 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.
  - Unadjusted NR is Neutral in Barovia and Borca, Disfavored in Cordova.


=== Half-Elves ===
=== Half-Elves ===
Half-elves native to the Realms of Terror are likely the byproduct of [[Kartakass|Kartakan]] humans and Sithican elves. Cursed to outlive their human family and to be forever a child in the eyes of the elven community, most are treated identically to an elf by human society - that is to say, agents of the Fey. Nevertheless those capable of proving some amount of humanity may be able to intermingle in cosmopolitan locations, albeit 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.
  - Allocates +1 to an attribute of choice, and -1 to another attribute of choice. Cannot set two attributes below 10, or Intelligence to 6.
  - +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.
  - 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 or Delirium checks.
  - +2 to saves against mind-affecting spells, spell-like effects. Does not affect Fear, Horror and Delirium checks.
  - +1 to Perception and Search checks.
  - +1 to Perception and Search.
  - Has low-light vision.
  - Has low-light vision.
  - Unadjusted NR is Disfavored in Barovia, Borca and Cordova.
  - Unadjusted NR is Disfavored in Barovia, Borca and Cordova.


=== Caliban ===
=== Caliban ===
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, unique to the individual 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 spread across the Misty Plane. Despite these difficulties, a caliban is not guaranteed to be or perpetuate this evil - cruel as their circumstances may be, they are born innocent.
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.
  - Allocates +2 to an attribute of choice, except Presence, and -2 to Presence.
  - +2 to an attribute of choice except PRS, -2 to PRS.
  - Immune to effects of Delirium which would be suffered in unenclosed, dark areas or during nighttime.
  - Immune to effects of Delirium suffered from being in unenclosed, dark areas or during nighttime.
  - Unadjusted NR is Hostile in Barovia, Borca and Cordova unless appropriately covered, where unadjusted NR is instead Disfavored.
  - 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.