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Races: Difference between revisions

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<blockquote>TODO: Enumerate remaining races, create pages. </blockquote>
== Basic Races ==
== Basic Races ==
Basic races ''do no''t require a Character Creation ticket
<blockquote>Basic races ''do no''t require a Character Creation ticket</blockquote>Basic races in D&D require minimal knowledge of specific lore to play and are commonly found on the prime material plane. They originate from well-known locations like Toril or Krynn, but can also come from unknown backwaters. Technology levels are limited to those found in Forgotten Realms and must adhere to the rules of D&D. However, there is room for creativity in other areas. These races are easily playable for new or experienced D&D players alike, and do not require an application or notification to staff.
 
'''Humanoids'''


* [[Human]]
* [[Human]]
'''Elves'''
* [[High Elf]]
* [[High Elf]]
* [[Wood Elf]]
* [[Wood Elf]]
* [[Sea Elf]]
* [[Sea Elf]]
* [[Half-elf]]
* [[Half-orc]]
* [[Mountain Dwarf]]
* [[Hill Dwarf]]
* [[Rock Gnome]]
* [[Forest Gnome]]
* [[Stoutheart|Stoutheart Halfing]]
* [[Lightfoot|Lightfoot Halfling]]
* [[Aasimar]]
* [[Tiefling]]
* [[Dragonborn]]
* [[Kobold]]
* [[Tabaxi]]
* [[Goblin]]
* [[Orc]]


== Advanced Races ==
== Advanced Races ==
Advances races require a Character Creation Ticket to be approved by staff.  
<blockquote>Advances races require a Character Creation Ticket to be approved by staff. </blockquote>Advanced races require more lore knowledge and responsibility to play properly. Many have extremely alien cultures that are a big part of the feel of D&D's lore. They need to be played with awareness and respect of their context in the lore, due to the opportunity to enhance immersion. But, due to the potential to spoil that immersion and lore consistency, players are expected to research and know the lore themselves.
 
Applying for an advanced race will require a brief demonstration of knowledge to minimize jarring lore breaks and assure your character fits into the server's story and vision well. In case of some particularly powerful advanced races, the DM team may require more detail on what you plan to do with the character. If you desire to play a more formidable than the average character, you should focus on providing enjoyable RP and storytelling for people along with that increase in power.  


'''Elves'''
Advanced races may be subject to alignment restrictions at creation, but may deviate naturally over time through the server's [[alignment]] mechanics. Exceptions can be discussed in your application with the DM team if you have a different idea, or want to try something unique. Redemption arcs, corruption arcs, or unexpected character twists and turns are welcome! Note: No race is locked to one specific sex. 


* [[Drow]]
* [[Drow]]
* [[Githyanki]]
* [[Githzerai]]
* [[Illithid]]
* [[Goliath]]
* [[Kender]]
* [[Kenku]]
* [[Duergar]]
* [[Svirnfneblin]] (Deep Gnomes)
* [[Harpy]]
* [[Hobgoblin]]
* [[Lizardfolk]]
* [[Minotaur]]
* [[Ogre]]
* [[Thri-kreen]]
* [[Troll]]
* [[Yuan-ti]]
* [[Hexblood]]
* [[Dryad]]
* [[Hag]]
* [[Harengon]]
* [[Nymph]]
* [[Satyr]]
* [[Abishai]]
* [[Cambion]]
* [[Imp]]
* [[Succubus]]


== Variable Races ==
== Variable Races ==
Variable races require a Character Creation Ticket to be approved by staff.
<blockquote>Variable races require a Character Creation Ticket to be approved by staff.</blockquote>Variable races are to advanced races, requiring extensive knowledge of the game's lore and a ticket to be played. These races represent broader categories, allowing for a diverse range of characters within their respective category. While their abilities may not directly align with their 5e equivalent, they offer a wider range of options for character creation. Some races, like hengeyokai or fairies, may have the opportunity to choose from a set of abilities that better represent their race, while others, like elementals, may make categorical selections. Though their abilities may not be an exact match to what they would have in D&D, they open up the possibility of playing unique characters that would not have been possible otherwise.
 
All variable races recieve 3 bonus attribute points.
* [[Guardinal]]
* Hengeyokai
* Fairy/Pixie/Sprite
* Avian  Humanaoid (Aaracockra, Owlkin, etc)
* Aquatic Humanoid (Kuo-Toa, Locathah, etc)
* Elemental
{| class="wikitable"
|+
! colspan="4" |Elementals
!
|-
|
|Earth
|Air
|Fire
|Water
|-
|Genasi
|Earth Genasi
|Air Genasi
|Fire Genasi
|Water Genasi
|-
|Mephit
|Earth Mephit
|Air Mephit
|Fire Mephit
|Water Mephit
|-
|Genie
|Dao
|Djinn
|Efreet
|Marid
|}
 
==== Mephit Variants ====
 
* Dust Mephit > Earth Mephit / Air Mephit
* Ice Mephit > Air Mephit / Water Mephit
* Magma Mephit > Fire Mephit
* Ooze Mephit > Water Mephit / Earth Mephit
* Salt Mephit > Water Mephit
* Steam Mephit > Water Mephit
 
=== Variant Races ===
A variant race uses the mechanics of one race to play another race that is not explicitly offered or supported on Outlands. You will need to submit character application for the variant, even if it is a basic race. There are a few things to consider with a variant.
 
* We will, under no circumstances, offer you anything additional outside of what the race you are deriving from offers. This is to reduce the amount of judgement calls required to be made by staff and keep everything fair. Whatever mechanical race you pick is what you have to work with.
* Your race must exist in the established Dungeons and Dragons universe. You cannot make up a completely new race. However, minor racial variations of established races - assuming they do not deviate dramatically from the source material - are allowed. These variations cannot be mechanical in any way - only cosmetic and fit within your workable mechanics.
 
==== Permitted Variants ====
<blockquote>This is not an exhaustive list and is likely to grow over time.</blockquote>
 
* Aaracockra -> Avian Humanoid
* Avariel -> Avian Humanoid
* Astral Elf -> High Elf
* Deva -> Guardinal
* Eriynes -> Abishai
* Incubus -> Succubus
* Kuo-toa -> Aquatic Humanoid
* Shaddar Kai -> High Elf
* Triton -> Aquatic Humanoid
* Verdant Prince -> Hag

Latest revision as of 01:58, 21 September 2024

TODO: Enumerate remaining races, create pages.

Basic Races

Basic races do not require a Character Creation ticket

Basic races in D&D require minimal knowledge of specific lore to play and are commonly found on the prime material plane. They originate from well-known locations like Toril or Krynn, but can also come from unknown backwaters. Technology levels are limited to those found in Forgotten Realms and must adhere to the rules of D&D. However, there is room for creativity in other areas. These races are easily playable for new or experienced D&D players alike, and do not require an application or notification to staff.

Advanced Races

Advances races require a Character Creation Ticket to be approved by staff.

Advanced races require more lore knowledge and responsibility to play properly. Many have extremely alien cultures that are a big part of the feel of D&D's lore. They need to be played with awareness and respect of their context in the lore, due to the opportunity to enhance immersion. But, due to the potential to spoil that immersion and lore consistency, players are expected to research and know the lore themselves.

Applying for an advanced race will require a brief demonstration of knowledge to minimize jarring lore breaks and assure your character fits into the server's story and vision well. In case of some particularly powerful advanced races, the DM team may require more detail on what you plan to do with the character. If you desire to play a more formidable than the average character, you should focus on providing enjoyable RP and storytelling for people along with that increase in power.

Advanced races may be subject to alignment restrictions at creation, but may deviate naturally over time through the server's alignment mechanics. Exceptions can be discussed in your application with the DM team if you have a different idea, or want to try something unique. Redemption arcs, corruption arcs, or unexpected character twists and turns are welcome! Note: No race is locked to one specific sex.

Variable Races

Variable races require a Character Creation Ticket to be approved by staff.

Variable races are to advanced races, requiring extensive knowledge of the game's lore and a ticket to be played. These races represent broader categories, allowing for a diverse range of characters within their respective category. While their abilities may not directly align with their 5e equivalent, they offer a wider range of options for character creation. Some races, like hengeyokai or fairies, may have the opportunity to choose from a set of abilities that better represent their race, while others, like elementals, may make categorical selections. Though their abilities may not be an exact match to what they would have in D&D, they open up the possibility of playing unique characters that would not have been possible otherwise.

All variable races recieve 3 bonus attribute points.

  • Guardinal
  • Hengeyokai
  • Fairy/Pixie/Sprite
  • Avian Humanaoid (Aaracockra, Owlkin, etc)
  • Aquatic Humanoid (Kuo-Toa, Locathah, etc)
  • Elemental
Elementals
Earth Air Fire Water
Genasi Earth Genasi Air Genasi Fire Genasi Water Genasi
Mephit Earth Mephit Air Mephit Fire Mephit Water Mephit
Genie Dao Djinn Efreet Marid

Mephit Variants

  • Dust Mephit > Earth Mephit / Air Mephit
  • Ice Mephit > Air Mephit / Water Mephit
  • Magma Mephit > Fire Mephit
  • Ooze Mephit > Water Mephit / Earth Mephit
  • Salt Mephit > Water Mephit
  • Steam Mephit > Water Mephit

Variant Races

A variant race uses the mechanics of one race to play another race that is not explicitly offered or supported on Outlands. You will need to submit character application for the variant, even if it is a basic race. There are a few things to consider with a variant.

  • We will, under no circumstances, offer you anything additional outside of what the race you are deriving from offers. This is to reduce the amount of judgement calls required to be made by staff and keep everything fair. Whatever mechanical race you pick is what you have to work with.
  • Your race must exist in the established Dungeons and Dragons universe. You cannot make up a completely new race. However, minor racial variations of established races - assuming they do not deviate dramatically from the source material - are allowed. These variations cannot be mechanical in any way - only cosmetic and fit within your workable mechanics.

Permitted Variants

This is not an exhaustive list and is likely to grow over time.

  • Aaracockra -> Avian Humanoid
  • Avariel -> Avian Humanoid
  • Astral Elf -> High Elf
  • Deva -> Guardinal
  • Eriynes -> Abishai
  • Incubus -> Succubus
  • Kuo-toa -> Aquatic Humanoid
  • Shaddar Kai -> High Elf
  • Triton -> Aquatic Humanoid
  • Verdant Prince -> Hag