Mortavius wrote:I like your guidelines, Pickled Punk. If I were looking or making such a document, that's a format that I would find useful.
Thanks.

As I said I am running a 4E Ravenloft campaign and have been thinking about such things. Right now my players are playing the following: A Vistani Skald (Human with Vistani Heritage feat) who focuses on melee combat, with one ranged at-will spell; a Vistani Tempest Fighter (also Human with Vistani Heritage feat); Half-Elf Hunter from Barovia (Elven parent is unknown to PC, came from Sithicus); Giamarga Arcanist Wizard from Sithicus (Half-Elf with Vistani Heritage feat); Human Berserker from Tepest; and Kobold Artful Dodger Rogue from Falkovnia. Every character is native, and I helped the players less familiar with the setting come up with backstories for their PCs.
For example the Human Berserker wandered into the woods and saw the Muryan dancing; she followed them and spent months dancing, fighting and being infused with Primal power. When she got back to town her hair was longer, her clothes were torn and filthy and she reeked from not bathing for months, despite less than a day or two passing. So she fled into the Mists before the Inquisition showed up. The Berserker was introduced in
Heroes of the Feywild as a mix of Martial and Primal; having the Muryan teach her the class and abandon her is in keeping with the spirit of the class.
I especially like the idea of not mentioning uncommon classes. I'm of the opinion that you can have any class or race from any domain, but if it's not a common one, then the Player and DM have to come up with a reason why. For example, although there are no churches or clerics in Lamordia, if a player really wanted to play a divine character from Lamordia, and could think of a way it could work, I would allow it. I would make it clear that there PC is an abnormality, and may be treated as such, but I wouldn't say they couldn't play the class.
This is especially true given some of the rules mechanic changes in 4E. In earlier editions healing was the sole province of Divine spellcasters. In 4E, all Leaders have some form of healing. Clerics would not fit into Lamordia, but Artificers would, especially if they are presented as "mad scientists" rather than mages using technology. Rangers would not be welcome in most Lamordian towns, but in the outskirts of the Domain they might be seen as a necessary evil to deal with the harsh weather.
In general I'd prefer to be able to have at least one class of each role come from each Domain, with more if they fit the nature of the Domain. The major issue will be how to fit the Primal classes in, especially the Shaman and PHB2 Druid. Valachan would be a good Core Domain for Shamans to come from. I'm also thinking about the "witches" of Hala and whether it makes sense for them to be Clerics. I think it would be better for Hala's priesthood to consist of Shamans and Witches (Wizard subclass from
Heroes of the Feywild). That way players could choose these classes while reflavoring them to fit the established lore about Hala and the Weave.
Secondly, I would suggest a judicious use regarding the races. For example, I don't think Dragonborn have a place as a native race in Ravenloft. I don't think re-skinning it should be done, as it compromises and weakens the race overall. Xenophobia is an important component of Ravenloft; if we just start re-skinning races that don't look right, we remove or water down that aspect of the setting. (Having said that, if a PC wanted to play an outlander Dragonborn, and knew what they were getting in to, I'd say all the more power to him/her.)
Agreed. At one point while developing my current campaign I thought about introducing a Domain in the Sea of Sorrows called Dragon Island, inhabited by Dragonborn, but in the end I discarded the idea. While it might be interesting to use that idea in an adventure influenced by pulp novels, I could not justify using it to introduce Dragonborn as a native race. I only allow them as Outlanders.
On the other hand, there are a few times when I would say re-skinning could work, if done properly. Tieflings come to mind. They fit the setting well (although I would say they are a rare race), and you could re-skin them to reduce their demonic physical aspects somewhat. Not completely mind you; corruption of the flesh is a great theme with the demons, but toning down their giant horns and tales while making sure they still have some marking would work well.
Tieflings work great and there are several ways to introduce them as natives. One way would be that anyone who makes a pact (especially a Warlock pact) with a fiend is cursed to have his or her offspring forever be marked as Tieflings. Also they could be a result of a pregnant woman exposed to a fiend's reality wrinkle, the same as Calibans being corrupted by the malign presence of Hags. They can be the result of curses laid by Vistani or others, or the descendants of Tieflings from the Empire of Bael Turath who had the bad luck to move to Darkon. There are many possibilities.
I posted in another thread, about making some of the other 4E races, like Githzerai, Minotaurs or Goliaths into breeds of Caliban. Shifters could be genetic throwbacks resulting from true lycanthropes mating with humans; children of infected lycanthropes; or they could be the result of curses lain on the children of a loup de noir. There is a Doppleganger race in the
Eberron Player's Guide, which could come from Paridon. The Warforged race (also from
Eberron Player's Guide) could be found in Lamordia, perhaps clockwork men rather than magical; they could also come from Vechor, cast off experiments that Easan has forgotten. Kalashtar (from
Eberron Player's Guide) make great Thaani. There are said to be Drow living in Darkon, under the Mountains of Misery.
Here's my list of 4E Races that should not be natives:
- Devas: angels reincarnated in bodies of flesh; when they die they are reborn somewhere else. There are a finite number of Devas, always reborn in new, adult bodies with hazy memories of their past lives. They have a connections to Rakhshasas, so there are probably a few running around Sri Raji, but they can't be considered "natives" in the traditional sense.
- Wilden: Strange plant-like Fey from the Feywild that appear in PHB3. Really weird. Do not fit the setting.
- Shardminds: Sentient crystalline creatures created from shards of a gate in the Astral Sea that locked away the Far-Realm. Really bizarre. Do not fit the setting.
- Githzerai: Githzerai are the descendants of slaves of the Illithids who rebelled under the leadership of a woman named Gith. The Githzerai split from Gith's more fanatical followers, the Githyanki. Githzerai could be reskinned to fit the campaign, but it would take some work. They need to be Outlanders otherwise.
- Hamadryads, Pixies and Satyrs: Three races introduced in Heroes of the Feywild. They are not really good choices for the campaign, since they don't resemble Shadow Fey, nor do they belong in other parts of the campaign. They could be Outlanders who inspire terror in the locals (especially Tepest).
- Genasi: Beings touched by the Elemental Chaos from Forgotten Realms Player's Guide. Do not really fit, but could be reskinned with difficulty into a breed of Caliban, I suppose.