2: Character Story and CreationCharacter Naming:- Capitalize first and last names, and use apostrophes, hyphens and accented characters in moderation.
e.g. "John Smith", not "john smith" or "joHn smITh"
- No nicknames or titles - these must be given out in-game and are not to appear in your character name.
e.g. no "Pascal the Enchanter", "Sir Andras Fellspur" or "Landyr 'Landy' Krull"
- Character names must be appropriate and believable for their background and setting.
e.g. no "Shoe", "Nightmare" or "Thumper", or "Jimmy Coltrain" for a native Barovian.
- Taking names from fictional works, or real-world people, is not allowed.
e.g. no "Drizzt", "Count Von Zarovich", "Flash Gordon" etc.
- Do not use colors or symbols to decorate your character name.
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 a regular character of the same class, level and race would not have.
- Your character's backstory should reflect what a standard level 2 character could accomplish; it cannot include a loss of power to explain their current state.
- Characters cannot be related, in any way, to canon characters from Ravenloft or other settings.
eg. no apprentices of Elminster or scions of the Von Zarovich.
- Characters must be 18 years of age or their racial equivalent of adulthood. Characters should not be roleplayed as underaged in their physical appearance.
- Characters must represent the setting of origin for their subrace and template, and cannot have experiences beyond this setting with the exception of their arrival within Ravenloft.
- Characters not native to Ravenloft may not have arrived earlier than three months prior to character creation and may not have integrated within native culture, nor gained experience or knowledge beyond what is reasonable in that duration.
Character Origin:- The mists of Ravenloft can reach into any world. Your character may come from any supported D&D 3.5 (or prior) setting, other game setting or homebrew world, so long as that world is compatible with D&D 3.5's brand of fantasy and is no later than 1650 C.E. in terms of culture and technology. Homebrew worlds cannot be alternate versions of established settings (eg. Earth instead of Gothic Earth). Be true to their original setting in terms of names, appearance, and religious beliefs (i.e. domains and practices matching their deity).
- Characters from established D&D settings cannot come from a time beyond D&D 3.5 (eg. no Curse of Strahd characters, no post-Spellplague Forgotten Realms characters).
- Characters from Gothic Earth presented in the Ravenloft spin-off setting Masque of the Red Death must come from a time no later than 1650 C.E.
- Characters from unsupported settings and homebrew worlds can only choose the standard supported D&D races and must adhere to the standard D&D appearance and traits for that race (eg. no gelflings, no witcher, no dark elves from WoW, no snow elves from The Elder Scrolls). They cannot start with a template.
Deities:- Clerics must worship a deity (or equivalent) from their setting and have cleric domains given by that deity, as listed on the
forums.
- Favored souls must worship a deity from their setting of origin. They are required to select the favored weapon of their chosen deity, as listed on the
forums. If the chosen deity has no favored weapon, they cannot have one and must select the Favored Weapon (None) feat.
- Shamans must pick one domain from this list: Air, Animal, Death, Earth, Fire, Healing, Plant, Repose, Sun, Undeath or Water, and another from the following 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 have domains and a school of magic given by that loa. Supported loa are listed on the
forums or in the OOC Lounge.
- If required by the setting of origin, paladins, healers, rangers and druids must also possess a deity, or they will be unable to level up.
- Generally, paladins and healers may not follow evil deities. However if the setting of origin explicitly supports such a concept, an application for an exception may be submitted to the DM Team for review.
- If your desired deity is not listed, please discuss it with a DM first.