ARCD provides the playable races with special backgrounds, in addition to the NWN standards. These incur some special roleplaying requirements. To choose for yourself a subrace, you must choose the correct RACE assciated with the subrace (default is human unless stated otherwise) and then type in the name of the subrace into the subrace box (Eg. choose ELF then type into the subrace box Wood Elf). It's not case sensitive and does not need underscores. Your new PC will not immediately have all the whistles and bells for the subrace, you must first seek out one of our DMs and ask them to authorize the subrace. NOTE that because there is some specialized backstory / lore for some races here, we may require that you the PLAYER know the lore for your chosen subrace.
WHILE THE SERVER IS STILL IN BETA TEST we are allowing anyone to play any subrace (as this allows us a lot of hours testing the subraces and identifying any balance or scripted errs). When beta test ends (as it will soon), subraces will be granted ONLY to PCs who qualify. Required qualifications are a topic of discussion on our forum presently (so join us there and get your 2 cents in).
The Official Dohral Subrace Page is found via this link.
For main article please read Dwarves
Secretive to a fault, these short, stout folk are known to dwell throughout the Argentum Regio and beyond, specifically there are numerous clans established in most inland areas of the Howling Mountains and other mountainous regions of the continent. Those dwarven PCs entering this game may opt to be from the area or from a far-flung clan (as dwarven nations are known to exist elsewhere in the world, mostly in the extreme north and east of the (core-module) continent, but also beyond). Important Dwarven kingdoms in the Argentum Regio, are more clan territories and holdings of substantial size, among these are Mhog Valdoon, Khel Olhaggal, Khel Sidurgg, Zhig Malud, Khel Abamurgg, Khel Rhunnon, Zhig Ivelurgg, Khel Zhadurgg. There are literally hundreds of lesser clans (nations to themselves), among the mountains north of the Sea of Soroshal. PC's are at this time free to make up their own Dwarven clan name or choose from those given above and encouraged to use this name in their online writings both in-game and out.
Dwarves can live up to 250 years of age, are known to be generally heavy drinkers of ale, highly clan-loyal, and fiercesome, highly territorial, fighters.
Drow are not native to this world. They have no history here. As wanderers of the planes, their emissaries have reached these shores recently and begun mysterious actions throughout the region. Rumors are quick to circulate and the popular opinion is that the Drow may be responsible for some recent events culminating in the vanishing of a number of locals - commoners from the provinces of Dohral.
- Cast Darkness Lvl 3 1/day (RuneStone)
- Will Save +2
- INT +2,
- CHA +2,
- SR 11+Level (Ruffly as NWN SR values are not spaced that way)
- +2 Level Modifier
For main article please read Elves
Elves are not native to the Argentum Regio, but rather to locations 'beyond the Sea of Soroshal'. There are numerous concentrated areas of elven populations in the world, but none in or near the core module. Thus, all elves are from a place so remote that even its politics are almost inconsequential in the Argentum Regio. Elven PCs should have a reason for being abroad (even if just wanderlust, something known to motivate many an elf). The names of powerful elven kingdoms include Eshanthi, Baomaci, and Terithia. Lesser known, but yet important, elven strongholds might include Shil Elonath, Shil Tabbas, Ecentoth, or Shil Baolinin. There are many other less-known elven communities too, so PC's are at this time free to make up their own Elvish family name or choose from those given above and encouraged to use this name in their online writings both in-game and out.
Elves breed pure with other elves: eg, a Moon elf + a Sun elf = 50% chance of either pure moon or pure sun. 'Half elves' only happen between the mix of other races, there are rumors of other sorts but all PC half-elves are those being half-humans. Elves live up to 350 years of age.
For main article, see: Gnomes
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are excellent crafters skilled in many esoteric lores nonetheless of practical application. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 200 years.
Gnomes are native to far realms, dwelling in pocket-nations and enclaves or even as the willing populace of the 'nations' of other races (so amicable are they in certain cases). PC Gnomes are from some such far-flung community. There are so many and they are so far away, PC's are at this time free to make up their own Gnomish clan name and encouraged to use this name in their online writings both in-game and out. Argentium Regio gnomes are not the 'tinker gnomes' popularized in some novels, but the more traditional folklore-ish, helpful-pointy-capped sort.
Gnomes are rare and they keep their homeland secret, for fear the bigger folk might use the knowledge to do them harm. Rather, those gnomes you might meet in the game are all traveling from their home and some few do settle for a brief while in one place or another, but all speak of a 'homecoming-to-come'. If your PC is a gnome, you are one such gnome, and home is far away, nothing more need you say, for secrets are best kept that way.
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, hal-felves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. Half-elves live up to 125 years of age.
- Favored Class (Any): When determining whether a multiclass half-elf suffers an XP penalty, his highest-level class does not count.
- Special Abilities: Immunity to Sleep, Hardiness vs. Enchantments, Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot), Low-light vision.
Half-elves have it rough, being as well-favored as their elven parent, yet shunned in both elven and human cultures as something less than either elf or human. They are often wanderers by nature. A half-elven PC should be given a background covering where and under what circumstances the half-elf was born.
These half-breed characters are found pretty much everywhere you find elves and/or humans, which leaves a PC wide range of background choices. PC's are at this time free to make up their own Elvish family name or choose from those given above and encouraged to use this name in their online writings both in-game and out.
There is no extra information on half elves, as although they breed 'true' (In that they are fertile, and a two half-elves will produce another half-elf, even though an elf and an half-elf also produces a half-elf, while a half-elf and a human always produces another human) they are not really a racial culture in of themselves. They tend to blend or adopt one parents culture. So, things to consider for a half-elf is what type of elf was their elven parent, where both parents were from, who they were raised by and how common are half-elves?
In Argentum Regio, Half-elves are not all that common. Combined with their longevity, that makes life hard for them, as almost all other races will out live them, and they'll always outlive humans. There's very little other half-elves around who will age the same rate as them. The closest lifespan to their own, would be a halflings at 150. This doesn't make relationships easy.
Also, like elves, if you get a half-moon-elf + Half-sun-elf you'll get either a half moon or a half sun, no quarters. Half-elf + another race (not human or elf) has varying results, but almost always ends with the elven blood being 'washed out'.
Half-orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess’s grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 60 years in age.
- Orc Ability Adjustments: +2 Str, -2 Int, -2 Cha
- Favored Class (Barbarian): A multiclass half-orc’s barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.
- Special Abilities: Darkvision.
Half-orcs are ill-favored and thus have few positive social experiences on which to base a healthy personality. They are mean, violent, full of reproach, and willing to share it around. Shunned by human and orc society, they are positively menaces to good society — usually. A half-orcish PC should be given a background covering the tale of his conception, childhood experiences, and current status.
These half-breed characters are found pretty much everywhere you find orcs and/or humans, which leaves a PC wide range of background choices. PC's are at this time free to make up their own family name and encouraged to use this name in their online writings both in-game and out. Orcs are found in numbers north of the Howling Mountains.
For the main article, please see Halflings
Halflings are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can’t match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or mustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 100.
- Halfling Ability Adjustments: +2 Dex, -2 Str
- Favored Class (Rogue): A multiclass halfling’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
- Special Abilities: Small Stature, Skill Affinity (Move Silently), Skill Affinity (Listen), Lucky, Fearless, and Good Aim.
Halflings are rare in this part of the world. For some, their homeland is a lush grassland, in a temperate place far from the city of Dohral. Others come from homogenous communities nowhere near Dohral. They hale from a land, an island in fact, far to the east of Dohral. Though most remain happy at home, there are a few brave halflings who leave their safe abodes in search of adventure. A halfling PC is one such bold adventurer and should be given a background covering what inspired the PC to travel abroad, how long the PC has been away, and how does this halfling take his tea.
The 'native' or local halfling to Argentum regio is based upon 2e edition halflings, so is more hobbit like. Other subraces closer to 3.5e hin are available however.
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
- Favored Class (Any): When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.
- Quick to Master: 1 extra feat at 1st level
- Skilled: 4 extra skill points at 1st level, plus 1 additional skill point at each level up
Humans are the most numerous and diverse race in ARCD. A human PC could be from the city of Dohral, or from any number of other places such as Brandolay, Hadabartha, or many others. A human PC should be given a background covering where the PC is from and why is the PC in Dohral.
Much of the world knows the hand of man to a lesser or greater extent. 'Where wilderness has fled, one finds man' so say an Elven Proverb. PC's are at this time free to make up their own name and encouraged to use this name in their online writings both in-game and out. NOTE - most human governments are feudal kingdoms with the odd Magitocracy (Rule by Wizards) also found in several locations (see Cholla ). Most feudal ties are 'voluntary' in the sense that a peasant might bow and place his head in the lord's hands (literally) thereby signifying the willingness of the peasant to be serf, obligating the lord and the serf to certain duties of service. Status as a freeman is rare as most peasants find they need the support of the community (and the community belongs to the lord). Human PCs are presumed to be freemen unless they choose some other background. Human kingdoms do little to conceal their presence, often quite the opposite. Among the most well-known Human kingdoms in the region are Hadibartha , Dohral , Brandolay , many other Human kingdoms exist around the world too so PC's are at this time free to make up their own family name and background and encouraged to use this name in their online writings both in-game and out. Human PCs live upt o 70 years of age.
Main article Lycanthropes
Lycanthropes are those either born with or afflicted with the curse of lycanthropy. There are many different kinds, such as bear, boar, bat, cat, rat and wolf. Not all are evil, but Lycans have a poor reputation due to them being often unable to control themselves, as well as their ability to pass on the curse.
Other Playable Races Edit
Gnolls (DM Ap.)Edit
For more information, please see the main page on Gnolls
Gnolls have no set camp (or none have yet been found by players) in Argentum Regio. It's not exactly clear how Gnolls came to be in this plane; whether they fell through from faerun, or were created by Yeenoghu in this plane in a similar fashion. Gnolls can be fiendish, or they can be wild- either way, most people distrust them. Humfoodale especially has issues with slaver-clans raiding their farms.
Succubus (DM Ap.)Edit
- - Succubi and Incubi (male) are listed in 'Savage Species' as player characters
- - succubi are described in detail
Aasimar (DM Ap.)Edit
- - Information can be found in 'Races of Destiny' (Pg 92) and 'Planar Handbook' (pg 6), which can be found as PDF's online.
- - Paizo has a page with basic information on the race and player character.
- - Races of Faerun also has a section on Aasimar.
Kobold (DM Ap.)Edit
- - Races of the Dragon has detailed information on the race and player character. PDF's can be found on line.
Goblin (DM Ap.)Edit
- - Races of Faerun has a section on playing goblinoids, including goblins, hobgoblins and bugbears.