Races
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 part to reveal any kind of looking person 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 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 Ravenloft must spin. Taken another way, 95% of humanoids across domains who are not otherwise corrupted or altered represent humans or abhumans with human halves. There are two variants of human which may be selected during character creation:
- Allocates additional feat. - Unadjusted NR is Neutral in Barovia, Borca and Cordova.
OR
- Allocates +2 to an attribute of choice, and -2 to another attribute of choice. Cannot set two attributes below 10 or Intelligence to 6. - Unadjusted NR is Neutral in Barovia, Borca and Cordova.
Elves
These sylvan abhumans are the only humanoid race with a dominant population somewhere in the Core, in Sithicus. It is unusual for them to travel beyond their forests for those that do face widespread denigration by humans due to identification with the dangerous whimsy of the Fey. Outlander elves are uncommon and tend to be taken by the Mists consistent with human friends, allies, fellow adventurers or enemies.
- +2 to Dexterity and -2 to Constitution. - Immune to being put to sleep. - +2 to saves against mind-affecting spells, spell-like effects. Does not affect Fear, Horror or Delirium checks. - Proficient in longswords, rapiers, shortbows and longbows. - +2 to Perception and Search checks. - Permanently counts as in Detect Mode for purposes of Perception and Search checks. - Has low-light vision. - Unless forfeited, has Elven as a bonus racial language. - Unadjusted NR is Disfavored in Barovia, Borca and Cordova.
Dwarves
Almost all dwarves are Outlanders, save for a minority population from the domain formerly known as Darkon. Many humans would sooner be confused rather than fearful of these stout humanoids, allowing them to eke out livings as miners or stonemasons on the fringes of society.
- +2 to Constitution and -2 to Charisma. - +2 to Perception checks in subterranean environments. - +2 to saves made against spells, spell-like effects, and to resist poison. - +1 to attack rolls made against goblinoids, including goblyns. - +4 to dodge AC against attacks from Huge creatures and giants. - Has darkvision. - Unless forfeited, has Dwarven as a bonus racial language. - Unadjusted NR is Disfavored in Barovia, Borca and Cordova.
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 or enemies.
- +2 to Dexterity and -2 to Strength. - +2 to Stealth and Perception checks. - +1 to saves. - +2 to saves against Fear, Horror or Delirium. - +1 to attack rolls with throwing weapons. - Are Small creatures for purposes of usable equipment, but receive no bonuses based on size. - Unless forfeited, has Halfling as a bonus racial 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 Kartakan humans and Sithican elves. Cursed to outlive their human family and to forever be 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.
- Allocates +1 to an attribute of choice, and -1 to another attribute of choice. Cannot set two attributes below 10, or Intelligence to 6. - Immune to being put to sleep. - +2 to saves against mind-affecting spells, spell-like effects. Does not affect Fear, Horror or Delirium checks. - +1 to Perception and Search checks. - Has low-light vision. - Unadjusted NR is Disfavored in Barovia, Borca and Cordova.
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 treat them as little more than intelligent monsters or cannibals. Most caliban must spend their lives hidden or in wilderness's solitary embrace. Despite these difficulties, a caliban is not guaranteed to be or perpetuate evil - cruel as their circumstances may be, they are born innocent..
- Allocates +2 to an attribute of choice, except Charisma, and -2 to Charisma. - Immune to effects of Delirium which would be suffered in unenclosed, dark areas or nighttime. - Unadjusted NR is Hostile in Barovia, Borca and Cordova unless appropriately covered, where unadjusted NR is instead Disfavored.