2: Character Story and CreationCharacter Naming:- Capitalize first and last names. Apostrophes, hyphens, and accented characters should be used in moderation.
e.g. "John Smith", not "john smith" or "joHn smITh"
- Character names must not include nicknames or titles. These must be given out in-game and are not to appear in the name.
e.g. no "Pascal the Enchanter", "Sir Andras Fellspur" or "Landyr 'Landy' Krull"
- Character names must be appropriate and believable, given their background and setting.
e.g. no "Shoe", "Nightmare" or "Thumper", or "Jimmy Coltrain" for a native Barovian.
- Character names must not be taken from fictional works or real-world people.
e.g. no "Drizzt", "Count Von Zarovich", "Flash Gordon", etc.
- Character names should not include colors or symbols for decoration.
Character Appearance and Story:- Hair, skin, and eye color must be natural for the character's race, origin, and template.
- Characters must not have (or have had) any traits, powers, or abilities upon creation that are not typical for a character of the same class, level, and race.
- Character backstories must reflect what a standard level 2 character could realistically accomplish, without the need for a loss of power to justify their current condition.
- Characters cannot be related, in any way, to canon NPCs from Ravenloft or any other settings.
eg. no apprentices of Elminster or scions of the Von Zarovich.
- Characters must be 18 years of age or the equivalent of adulthood for their race. They should not be roleplayed as underaged based on their physical appearance.
- Characters must reflect their subrace and template's setting of origin and cannot have experiences beyond this setting, except for their arrival in Ravenloft.
- Characters not native to Ravenloft may not have arrived more than three months prior to character creation and cannot have fully integrated into native culture or gained experience or knowledge beyond what is reasonable for that timeframe.
Character Origin:- The mists of Ravenloft can reach any world. Characters may originate from any supported D&D 3.5 (or prior) setting, other game settings, or homebrew worlds, provided they align with D&D 3.5's fantasy style and are set no later than 1650 C.E. in terms of culture and technology. Homebrew worlds cannot be alternate versions of established settings (e.g. Earth instead of Gothic Earth).
- Characters from established D&D settings cannot originate from a time beyond D&D 3.5.
e.g. no Curse of Strahd or post-Spellplague Forgotten Realms characters.
- Characters from Gothic Earth, as presented in the setting Masque of the Red Death, must originate from a time no later than 1650 C.E.
- Characters from unsupported settings and homebrew worlds may only choose standard supported D&D races and must adhere to the standard D&D appearance and traits for that race. They cannot start with a template.
e.g. no gelflings, Witcher characters, dark elves from WoW, or snow elves from The Elder Scrolls.
- Characters must remain true to their original setting in terms of names, appearance, and religious beliefs (e.g. domains and practices matching their deity).
Deities:- Clerics must worship a deity (or equivalent) from their setting of origin and select cleric domains granted by that deity, as listed on the
forums.
- Favored Souls must worship a deity from their setting of origin and select the favored weapon of that deity, as listed on the
forums. If that deity has no favored weapon, they must select the Favored Weapon (None) feat.
- Shamans must select one domain from the following list: Air, Animal, Death, Earth, Fire, Healing, Plant, Repose, Sun, Undeath, or Water, and another from this list: Chaos, Darkness, Destruction, Dream, Evil, Good, Knowledge, Law, Luck, Magic, Protection, Strength, Time, Travel, Trickery, or War. More information on patron spirits can be found on the
forums.
- Voodan must worship a loa from their setting of origin and select domains and a school of magic granted by that loa. Supported loa are listed on the
forums or in the OOC Lounge.
- If required by their setting of origin, paladins, healers, rangers, and druids must also possess a deity; otherwise, they will be unable to level up.
- Paladins and healers may not follow evil deities. However, if the setting of origin explicitly supports such concept, an application for an exception may be submitted to the DM Team.
- If your desired deity is not listed, please consult with a DM before proceeding.