Players looking for information on new campaigns should find their campaign page in the Book of Mondevai

Races: Difference between revisions

A D&D Campaign Setting
mNo edit summary
 
(5 intermediate revisions by the same user not shown)
Line 1: Line 1:
Many different intelligent creatures populate the world, creatures such as kobolds, minotaurs, and demons. These aren’t characters you can play; they’re monsters you fight. Your character is an adventurer of one of the civilized races of the world.
Many different intelligent creatures populate the world, creatures such as kobolds, minotaurs, and demons. These aren’t characters you can play; they’re monsters you fight. Your character is an adventurer of one of the "civilized" races of the world.


Each character race has innate strengths that make it more suited to particular classes. However, you can create any combination you like. There’s nothing wrong with playing against type; dwarves aren’t usually rogues, but you can create a capable and effective dwarf rogue by choosing your feats, powers, and personal history carefully.
Each character race has innate strengths that make it more suited to particular classes. However, you can create any combination you like. There’s nothing wrong with playing against type; dwarves aren’t usually rogues, but you can create a capable and effective dwarf rogue by choosing your feats, powers, and personal history carefully.


Interbreeding between races is uncommon, but not unheard of. The Scale Races – Dragonborn, Dravon, and Yuan-ti – can interbreed, with the offspring favoring the mother. The elves can interbreed the same way, or with the other races. The other races cannot produce offspring with the reptilians or each other.
Interbreeding between races is uncommon, but not unheard of. The Scale Races – Dragonborn, Dravon, and Yuan-ti – can interbreed, with the offspring favoring the mother. The elves can interbreed the same way, or with the other races.
 
----
 
== Playable Races ==
== Playable Races ==


'''[[Humans]]''', the original race of the world, are not looked upon as favorably as their lineage would suggest, sometimes even the victims of racism due to their old heritage. Throwbacks from an ancient time and age, they are occasionally born to other humanoids. Typically, every race refers to themselves as humans, using a derogatory term or simply ‘halfling’ for the traditional human race. Nevertheless – or perhaps because of this – humans are the most adaptable race and are found in every large city on the planet.
'''[[Humans]]''', the original race of the world, are not looked upon as favorably as their lineage would suggest, sometimes even the victims of racism due to their old heritage. Throwbacks from an ancient time and age, they are occasionally born to other humanoids. Typically, every race refers to themselves as humans, using a derogatory term or simply ‘halfling’ for the traditional human race. Nevertheless – or perhaps because of this – humans are the most adaptable race and are found in every large city on the planet.
Line 18: Line 14:


Large and intimidating, the '''[[Reptilian]]''' races compete with each other for their lost heritage.
Large and intimidating, the '''[[Reptilian]]''' races compete with each other for their lost heritage.
''Dragonborn'' are proud, honor-bound draconic humanoids. They primarily live in the mountains of [[Tiban]], and are tied to the [[enclaves]] their ancestors emerged from. They are strong and possess dragon-like abilities.
''Dragonborn'' are proud, honor-bound draconic humanoids. They are strong and possess dragon-like abilities.
Beneath the surface of the world live the ''dravon'', superior tradesmen with a lineage mixed with basilisks. Knowledge is king in dravic societies, and hundreds of expeditions of this race are present throughout the world at any one time.
Beneath the surface of the world live the ''dravon'', superior tradesmen with a lineage mixed with basilisks. Knowledge is king in dravic societies.
The ''yuan-ti'' are a caste oriented race who complete the trio of reptilians. In the Mirelands, their kingdom looms within the marsh, housing artifacts of great power. From here, the yuan-ti head their search for more remnants of the lost age before chaos.
The ''yuan-ti'' are a caste oriented race who complete the trio of reptilians. In [[Zantaashi]], their kingdom looms within the marsh, housing artifacts of great power. From here, the yuan-ti head their part of the search for more remnants of the lost age of [[Sigil]].


The '''[[Elves]]''', tied to the very seasons of Mondevai, are a graceful people that comprise the majority of the planet's population.
The '''[[Elves]]''', tied to the very seasons of Mondevai, are a graceful people that comprise the majority of the planet's population.
''Eladrin'' are a graceful, magical fey race with a love for arcane magic, swordplay, and exquisite work in precious gems and metal. Chaotic heritage ties them with the seasons in strange ways. They mostly live in shining cities in the nations of Ginwil and Ethasadril, but they can be found all over the world.
''Eladrin'' are a graceful, magical fey race with a love for arcane magic, swordplay, and exquisite work in precious gems and metal. Chaotic heritage ties them with the seasons in strange ways. They mostly live in shining cities in the nations of [[Haelink]] and [[Ethasadril]], but they can be found all over the world.
Kin to the eladrin, ''wood elves'' or ''hael'' dwell in the deep forests of Mondevai and love the beauty of nature. Many elves (and some eladrin, too) live in wandering companies that visit many lands, staying a season or two in each.
Kin to the eladrin, ''wood elves'' or ''hael'' dwell in the deep forests of Mondevai and love the beauty of nature. Many elves (and some eladrin, too) live in wandering companies that visit many lands, staying a season or two in each.


Some races are born to two proud lineages. These '''[[Half-Elves]]''' races of mixed blood are often drawn to one lifestyle or another, but have the capabilities to excel at both.
Some races are born to two proud lineages. These '''[[Half-Elves]]''' of mixed blood are often drawn to one lifestyle or another, but have the capabilities to excel at both.
The ''mul'' are a hardy race. They survive when the other races of Mondevai would die; they push past the limits of endurance that would kill even a dragonborn. They are the offspring of the fey and dwarves.
The ''mul'' are a hardy race. They survive when the other races of Mondevai would die; they push past the limits of endurance that would kill even a dragonborn. They are the offspring of the elves and dwarves.
''Tinker elves'' or ''peredhil'' are the offspring of the Fey and the reptilian races. Their skin is much tougher than their fey kin, and the stand taller as well.
''Tinker elves'' or ''peredhil'' are the offspring of elves and the reptilian races. Their skin is much tougher than their elven kin and they stand taller as well.


----
----


== Ability Score Bonus Summary ==
== Ability Score Bonus Summary ==
 
<br/>
Strength:
;'''Strength'''
Mountain Dwarf, Dragonborn
:Mountain Dwarf
 
:Dragonborn
Dexterity:
;'''Dexterity'''
Ascre, Eladrin, Hael, Yuan-ti
:Ascre
 
:Eladrin
Constitution:
:Hael
Mountain Dwarf, Hill Dwarf, Ascre, Mul
:Yuan-ti
 
;'''Constitution'''
Intelligence:
:Mountain Dwarf
Dravon, Eladrin
:Hill Dwarf
 
:Ascre
Wisdom:
:Mul
Hael, Hill Dwarf
;'''Intelligence'''
 
:Dravon
Charisma:
:Eladrin
Dragonborn, Dravon, Yuan-ti
;'''Wisdom'''
:Hael
:Hill Dwarf
;'''Charisma'''
:Dragonborn
:Dravon
:Yuan-ti

Latest revision as of 12:40, 21 November 2025

Many different intelligent creatures populate the world, creatures such as kobolds, minotaurs, and demons. These aren’t characters you can play; they’re monsters you fight. Your character is an adventurer of one of the "civilized" races of the world.

Each character race has innate strengths that make it more suited to particular classes. However, you can create any combination you like. There’s nothing wrong with playing against type; dwarves aren’t usually rogues, but you can create a capable and effective dwarf rogue by choosing your feats, powers, and personal history carefully.

Interbreeding between races is uncommon, but not unheard of. The Scale Races – Dragonborn, Dravon, and Yuan-ti – can interbreed, with the offspring favoring the mother. The elves can interbreed the same way, or with the other races.

Playable Races

Humans, the original race of the world, are not looked upon as favorably as their lineage would suggest, sometimes even the victims of racism due to their old heritage. Throwbacks from an ancient time and age, they are occasionally born to other humanoids. Typically, every race refers to themselves as humans, using a derogatory term or simply ‘halfling’ for the traditional human race. Nevertheless – or perhaps because of this – humans are the most adaptable race and are found in every large city on the planet.

Legendary for their toughness and strong will, Dwarves are indomitable warriors and master artisans. The mountain dwarves' kingdom of Fornmidr is comprised of mighty mountain citadels and great forges, but clans of these dwarf crafters can be found in almost any major town or city. Hill dwarves are a friendly folk who often live in the south of Letier. They are united under a leadership of guilds and clans and enjoy trade with almost every nation. Cursed by fate, the nomadic ascre have learned to take advantage of their life in the desert and their lack of limbs and turn it to their advantage. Equipped with gleaming prosthetics made of sand and Fahrstone, they are master crossbowmen and mercenaries.

Large and intimidating, the Reptilian races compete with each other for their lost heritage. Dragonborn are proud, honor-bound draconic humanoids. They are strong and possess dragon-like abilities. Beneath the surface of the world live the dravon, superior tradesmen with a lineage mixed with basilisks. Knowledge is king in dravic societies. The yuan-ti are a caste oriented race who complete the trio of reptilians. In Zantaashi, their kingdom looms within the marsh, housing artifacts of great power. From here, the yuan-ti head their part of the search for more remnants of the lost age of Sigil.

The Elves, tied to the very seasons of Mondevai, are a graceful people that comprise the majority of the planet's population. Eladrin are a graceful, magical fey race with a love for arcane magic, swordplay, and exquisite work in precious gems and metal. Chaotic heritage ties them with the seasons in strange ways. They mostly live in shining cities in the nations of Haelink and Ethasadril, but they can be found all over the world. Kin to the eladrin, wood elves or hael dwell in the deep forests of Mondevai and love the beauty of nature. Many elves (and some eladrin, too) live in wandering companies that visit many lands, staying a season or two in each.

Some races are born to two proud lineages. These Half-Elves of mixed blood are often drawn to one lifestyle or another, but have the capabilities to excel at both. The mul are a hardy race. They survive when the other races of Mondevai would die; they push past the limits of endurance that would kill even a dragonborn. They are the offspring of the elves and dwarves. Tinker elves or peredhil are the offspring of elves and the reptilian races. Their skin is much tougher than their elven kin and they stand taller as well.


Ability Score Bonus Summary


Strength
Mountain Dwarf
Dragonborn
Dexterity
Ascre
Eladrin
Hael
Yuan-ti
Constitution
Mountain Dwarf
Hill Dwarf
Ascre
Mul
Intelligence
Dravon
Eladrin
Wisdom
Hael
Hill Dwarf
Charisma
Dragonborn
Dravon
Yuan-ti