Races (Dominaria Supplement)
Creator's Note on Races[edit]
Humans[edit]
Still your classic 10/10/10/10/10/10 extra feat creatures. Humans are the most numerous core race on Dominaria and reside in every biome there is. Due to their widespread nature and long history however, there are sharp divergences between humans. These divergences include language, culture, appearance, and even feats.
- Westlanders
- Imperials Generally white, with fair or dark hair. Eye colors vary between brown, blue, and hazel. Average height around 5'10".
- Ramosians Generally white, with fair or dark hair. The red hair of the north creeps in in northern Ramosia and the black hair of the south creeps in in southern Ramosia. Eye colors vary between brown, hazel, and green in the north. Blue is rare. Average height around 5'10".
- Northerners Generally white, with fair hair and the red hair of the Northlands scattered in. Malkeir and Arafel are exceptions as they both have black hair. Eye colors vary all over the place. Average height 6'0" and generally built broader than their southern kin.
- Beldronis Generally tan, with brown hair. Eye colors vary, but are generally brown. Average height around 5'10".
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- Upper Beldronis
- Lower Beldronis
- Hellenites Generally tan, with brown hair. Eye colors vary, but are generally brown. Average height around 5'10". Noted for more curly hair.
- Maltese Hellenite
- Arcadians
- Arcadians The people of "true" Arcadia, descendants of the generations that conquered the last remaining western empire. Generally olive skinned and tan, mostly Rome-era Italian based. The differences between north and south are all but forgotten, but there are subtle cultural undertones that still exist.
- Magnites The people of northern Arcadia, or Arcadia Magnus, who are still proud of their superior status if only in name and memory. Arcadia Magnus conquered the Trans-Arcadians Ages ago. The northerners are generally of fairer skin, though still dark and tend more towards business.
- Southrons The descendants of the southern Kingdom of Arcadia. They are by and large darker than their northern countrymen and tend more towards pastoral lifestyles. The biggest villas and farm magnates are mostly in the south.
- Felixians Mostly settlers in the 4th Age. Arcadia recently retook the land and people from Arcadia, Selucia, and Andor are moving in to the growing cities, especially Tel Jerrod. These settlers are generally hardy even if they're moving into a city, and the "natives" (people who lived in Felix before Arcadia retook it, mostly of Arcadian stock originally) are also a hardy folk used to the forest and defending themselves against barbarians and orcs.
- Selucians A fusion of Arcadian customs and culture and the Arcadian blood with the native Caliphi people. The resulting blend is decidedly Arcadian culture with an eastern twist in the growing percentage of Caliphi blood. Their cities would not be unlike Antioch or Alexandria under Roman rule. And despite the growing Caliphi influence on the bloodlines, Selucia is Arcadia's most staunch Province. Selucians aren't even seen as, nor do they consider themselves, "provincials".
- Andorans The descendants of one of the original Kingdoms of man in the post-Hellenic era. The Andor-men have not really mixed with the surrounding cultures and were remarkably stable in their views and ways even in the absence of a "King". Now reunited, the industrious population is hard at work building up their country. The people range from farmers to the largely well-educated city-folk and inhabit a land that they keep fairly free of crime and poverty through a work-based ethos and the bounties of free trade on the rivers.
- Andorans are a valued part of Arcadia now, and have been for decades with an entire generation growing up knowing and liking the fact that they are Arcadians too. Andor is the most distinct province, being more high fantasy/european than the rest of Arcadia, but all the same they owe a debt to Arcadia and have been treated fairly.
- Concordians In 70 FA most Concordians are recent immigrants, the vast majority of the "natives" (only a few hundred years) have fled to Nova Concordia. Some of the Eagles stayed behind, but they are cautious about re-integrating themselves after the war.
- Easterlings
- Gain Endurance (Desert).
- Caliphi Roughly egyptian based with high caliphate (Abbasid/Umayyad/Emirate of Cordoba) influences.
- Kwazarmians Persian-based eastern culture, lots of it based in Alexandrian-era Persia but updated to modern-day Dominaria tech.
- Surans Desert people, blend of the remaining eastern cultures. Lots of Arab but also Turkic-group people. As a twist they draw a lot of influence from Thracians (Greek cities but more nomadic and less civilized). Mostly city states.
- Desert Nomads Bedouin and the like, with influences from gypsie trade culture and caravan based life.
- Dhazanti Mongols, although they were once a Caliphate of their own.
- Men of the North Gain Endurance (Arctic).
- Kjeldons
- Tartars
- Nord
- Boldous
- Skrælings
- Khackak
- XXX
- The Islands of the Southern Seas
- Gain Endurance (Ocean).
- Kyprus
- Nova
- Krete
- Korsica
- The Zomahastra
- Nova Concord
- The Emirate of Shangzi
- XXX
Elves[edit]
High Elves[edit]
Traditional Elves. These elves make up many of the Houses of the Elven Kingdom and have sizeable clades scattered across the human lands. These clades vary from a rare city to neihborhoods and quarters in larger human cities. High Elves on their own in the west or east are usually adventurers.
Grey Elves[edit]
The Mith'klades of the high places of Domianria are the homes of the Grey Elves. These reclusive, powerful, and hierarchical elves rarely leave the mountains when they do venture from their beautiful mountaintop city-fortresses; and then only for good reason. Grey Elves are faster more magically powerful on average than a normal elf and have, for thousands of years, maintained many ancient enchantments over their cities. They are aloof and very powerful, only selectively becoming involved in the affairs of the world. A Grey Elf in human lands would be nearly unheard of, but in times of dire need whole armies have marched to the aid of Dominaria. They frequent mountain cities, the passes and vales of the Verge, the vast spaces inside the mountains, and the realms of Dwarves to adventure.
Dark Elves[edit]
The Dark Elves are the descendants of the first Drow who chose to rejoin Elven society after their curse was lifted. There are two Houses of Dark Elves in the Elven Kingdom and one among the Grey Elves. Dark Elves are much like their High Elven bretheren but they are very well adapted to night and the darkness. They range from reclusive to jovial and are for all non-physical purposes High Elves.
The Drow yet stalk the earth though. The descendants of Lloth inhabit the dark places of civilization, and the darker places under the earth. Dominaria has no "underdark" per say, but the caves, caverns, and dark passes of the mountains play host to the same evils. Darkest of the Drow are the Drow Nobles, raised and bred for terror.
Sylvan Elves[edit]
The Sylvan Elves are the Elves of the forest. These elves range in appearance from High Elf to hues of green and even antlered varieties based on percentage of Fey-blood. The Sylvan Elves are in tune with the forest in a way that only the Fey spirits of the forest can surpass. They live in and among the trees and vastly prefer wooded areas of any kind to anything else. Long ago, these elves began to breed and enter into Blood Magic based enchantments with the Fey of the forest and this is what began the differing appearances; far contrary to the view that elves turn hues of green simply by living in the forest. The appearance changes usually have accompanying abilities and physical changes, but rarely change the mental prowess or personality of suceeding generations. The antlered or slightly green elves live side by side with the "normal" Sylvan Elves except for small splinter tribes of Feybred.
The center of Sylvan Elf kind in the Westlands is the Cormyri Vale, a vast forest of ancient trees large enough to swallow a country.
Sea Elves[edit]
Aquan Elves[edit]
Arctic Elves[edit]
Desert Elves[edit]
Dwarves[edit]
Mountain Dwarves[edit]
"Mountain Dwarves" is a catchall phrase that includes both the Dwarf and Mountain Dwarf races of Dwarves. These Dwarves live on top of or inside the mountains of Dominaria. These Dwarves can be found in a vast multitude of settings, but always near rock and the earth. Their homes range from quiet mountains valleys spread with farms and livestock, to grand cities built into the face of a mountain, then deeper still into the legendary underground cities of the Dwarves. Still more can be found spread throughout small towns and villages along the mountain passes, roads, and tunnels. And where there's riches to be had, Dwarves can be found working the mines that dot the mountains of Dominaria.
Deep Dwarves[edit]
The aptly named Deep Dwarves live deep under the mountains of Dominaria. They live in the fabled dwarven cities under the mountains as well as the far deeper places of the world. Life deep below the earth, seeing by torchlight and rocklight, is their way.
Halflings and Gnomes[edit]
Orcs[edit]
Goblins[edit]
Fey[edit]
Beastmen[edit]
Dominaria Campaign Settingv | ||||||||
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Players' Handbook | Races, Languages, Classes, Magic, Religion, Literature and Lore | |||||||
Dominaria Gezeteer | History, Geography, Climate, and Politics, Factions, Calendar and Holidays, Cosmology and the Planes | |||||||
Dungeon Master's Guide | About, Items of Legend, Bestiary, Currency and Consumables, Law in Dominaria, Sample Places, NPCs, Variant Rules, Adding to Dominaria | |||||||
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