Guide:Races Guide by Phantomsplit: Difference between revisions

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(Mentioned dragonborn lack of darkvision, added halfling race, started linking to FR wiki)
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Original Author: Phantomsplit
Original Author: Phantomsplit
Experiience/Credentials: 9 years as a player and GM for D&D 5e, mild experience with PF1E and PF2E
Experiience/Credentials: 9 years as a player and GM for D&D 5e, mild experience with PF1E and PF2E
Hobbies: I can fix her
Hobbies: I can fix her


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The game Baldur's Gate 3 takes place around the Sword Coast on the continent of Faerun on a world known as Toril. But Toril used to be known as Abeir-Toril, until drastic events caused this world to be split in two. The problem is that chaotic and powerful creatures known as Primordials existed in the realm at first. They went to war with the group of gods that had come to try and foster life on the world, resulting in a conflict known as the Dawn War. As the war was drawing to an end and it seemed the Primordials were going to lose the war, they began to grow desperate. In frustration Io the greatest of the Primordials decided that if he could not have Abeir-Toril then he would instead destroy it, which he attempted to do by dropping a moon on the world. As this event was in the process of destroying the world, Io's counterpart named Ao and the greatest of the gods quickly intervened. He split the world Abeir-Toril into two different worlds named Abeir and Toril which are similar but distinctly unique. This event is known as Tearfall, and occurred about 33,000 years before BG3 takes place.
The game Baldur's Gate 3 takes place around the Sword Coast on the continent of Faerun on a world known as Toril. But Toril used to be known as [[File:FRWiki Icon.png|frameless|upright=0.1|]] [https://forgottenrealms.fandom.com/wiki/Abeir-Toril Abeir-Toril], until drastic events caused this world to be split in two. The problem is that chaotic and powerful creatures known as Primordials existed in the realm at first. They went to war with the group of gods that had come to try and foster life on the world, resulting in a conflict known as the Dawn War. As the war was drawing to an end and it seemed the Primordials were going to lose the war, they began to grow desperate. In frustration Io the greatest of the Primordials decided that if he could not have Abeir-Toril then he would instead destroy it, which he attempted to do by dropping a moon on the world. As this event was in the process of destroying the world, Io's counterpart named Ao and the greatest of the gods quickly intervened. He split the world Abeir-Toril into two different worlds named Abeir and Toril which are similar but distinctly unique. This event is known as [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Tearfall Tearfall], and occurred about 33,000 years before BG3 takes place.




While the above history occurred an unknown thousands of years before BG3, it is noteworthy because Dragonborn are originally from Abeir while the game is set in Toril. In the aftermath of Tearfall, dragons were brought to Abeir with the Primordials. But Abeir did not have access to the Weave for casting magic, and as a result its inhabitants were unable to resist the dragons who came to conquer the planet Abeir. Dragonborn were created at some point after this, believed to be hatched from dragon eggs as a unique race (source 5e PHB). Regardless, they were slaves to the dragons for thousands of years, with the biggest exception being a group of Dargonborn in Tymanther who won their freedom against the dragons about 200 years before the events of BG3. However things radically changed due to an event known as the Spellplague about 100 years before BG3.
While the above history occurred an unknown thousands of years before BG3, it is noteworthy because Dragonborn are originally from [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Abeir Abeir] while the game is set in [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Toril Toril]. In the aftermath of Tearfall, dragons were brought to Abeir with the Primordials. But Abeir did not have access to the Weave for casting magic, and as a result its inhabitants were unable to resist the dragons who came to conquer the planet Abeir. [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Dragonborn Dragonborn] were created at some point after this, believed to be hatched from dragon eggs as a unique race (source 5e PHB). Regardless, they were slaves to the dragons for thousands of years, with the biggest exception being a group of Dargonborn in [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Tymanther Tymanther] who won their freedom against the dragons about 200 years before the events of BG3. However things radically changed due to an event known as the [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Spellplague Spellplague] about 100 years before BG3.




The goddess Shar sought control over magic in the year 1385 DR, and as a result she successfully plotted to have the goddess of magic Mystra killed. Mystra did die (though not permanently) and with this the Weave that constrains and controls magic fell apart in an event known as the Spellplague. This had many effects, but for this conversation it also caused parts of Toril to go to Abeir and parts of Abeir to go to Toril. This included the freed dragonborn region of Tymanther being brought to Toril, and that is how Dragonborn were introduced to the setting. The Spellplague ended 10 years later in 1395 Mystra returned, Ao once again started to separate the worlds of Toril and Abeir in a period known as the Second Sundering. But Tymanther was never brought back to Abeir, so it and its Dragonborn inhabitants remain on Toril. Notably all of this took place after the events of the first two games. Dragonborn did not exist on Faerun during the time of the first two Baldur's Gate games.
The goddess [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Shar Shar] sought control over magic in the year 1385 DR, and as a result she successfully plotted to have the goddess of magic [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Mystra_(Midnight) Mystra] killed. Mystra did die (though not permanently) and with this the Weave that constrains and controls magic fell apart in an event known as the Spellplague. This had many effects, but for this conversation it also caused parts of Toril to go to Abeir and parts of Abeir to go to Toril. This included the freed dragonborn region of Tymanther being brought to Toril, and that is how Dragonborn were introduced to the setting. The Spellplague ended 10 years later in 1395 Mystra returned, Ao once again started to separate the worlds of Toril and Abeir in a period known as the Second Sundering. But Tymanther was never brought back to Abeir, so it and its Dragonborn inhabitants remain on Toril. Notably all of this took place after the events of the first two games. Dragonborn did not exist on Faerun during the time of the first two Baldur's Gate games.




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==== Build Synergy ====
==== Build Synergy ====
In D&D 5e tabletop the Dragonborn are normally seen as one of the weakest races overall. The breath weapon damage is very, very low and requires your full action to use. Originally all races had locked in ability score bonuses, and Dragonborn had +2 Strength and +1 Cha. This was their biggest selling point, making them good choices for [[Paladin|Paladin]] characters due to these bonuses at least. But with BG3 using the optional flexible Ability score rules, any race is able to select +2 Str and +1 Cha which also removes this advantage. If there is any build that gets particular synergy out of Dragonborn abilities, it would be one like a Circle of the Moon [[Druid]] or [[Barbarian]] which often have a high Constitution to make their breath weapon just a smidge better. I would argue that there are still much better choices out there from a mechanical standpoint. But in terms of appearance, lore, and culture Dragonborn are very interested and you can certainly play as one regardless of what class you use. There will almost always be another option which is a bit better is all.
In D&D 5e tabletop the Dragonborn are normally seen as one of the weakest races overall. They don't have [[Darkvision (Passive Feature)|Darkvision]] which is very significant. The breath weapon damage is very, very low and requires your full action to use. Originally all races had locked in ability score bonuses, and Dragonborn had +2 Strength and +1 Cha. This was their biggest selling point, making them good choices for [[Paladin|Paladin]] characters due to these bonuses at least. But with BG3 using the optional flexible Ability score rules, any race is able to select +2 Str and +1 Cha which also removes this advantage. If there is any build that gets particular synergy out of Dragonborn abilities, it would be one like a Circle of the Moon [[Druid]] or [[Barbarian]] which often have a high Constitution to make their breath weapon just a smidge better. I would argue that there are still much better choices out there from a mechanical standpoint. But in terms of appearance, lore, and culture Dragonborn are very interested and you can certainly play as one regardless of what class you use. There will almost always be another option which is a bit better is all.




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In short summary, the elven gods were once all united and referred to as the Seldarine over 10,000 years before the events of Baldur's Gate 3. They were led by Corellon. His consort Araushnee craved Corellon's power and plotted against him, trying several times to get Corellon assassinated. Usually her plan consisted of causing an evil god and its forces to go to war with the Seldarine gods, and plotting for Corellon to "accidentally" die as a result of the battle. For the last of these plots Araushnee cursed Corellon's scabbard so that it would draw the arrows fired by their daughter Eilistraee and frame her for Corellon's death. This plan did somewhat work but it only wounded Corellon. Evenutally Araushnee and her son Vhaeraun who helped her with these plots would be caught and put on trial. Araushnee and her son were exiled from the elven pantheon, and Araushnee would later [https://static.wikia.nocookie.net/forgottenrealms/images/a/ae/Lolth_AFR_alt.jpg/revision/latest?cb=20220524084243 turn herself into spider like demonic creature] and take the name of Lolth. Meanwhile Eilistraee (the daughter of now Lolth who was framed for the attempted murder of her father Corellon) willingly exiled herself from the pantheon so that she may be there as a light to guide the dark elves who she feared were in danger from Lolth.
In short summary, the elven gods were once all united and referred to as the [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Seldarine Seldarine] over 10,000 years before the events of Baldur's Gate 3. They were led by [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Corellon Corellon]. His consort Araushnee craved Corellon's power and plotted against him, trying several times to get Corellon assassinated. Usually her plan consisted of causing an evil god and its forces to go to war with the Seldarine gods, and plotting for Corellon to "accidentally" die as a result of the battle. For the last of these plots Araushnee cursed Corellon's scabbard so that it would draw the arrows fired by their daughter [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Eilistraee Eilistraee] and frame her for Corellon's death. This plan did somewhat work but it only wounded Corellon. Evenutally Araushnee and her son [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Vhaeraun Vhaeraun] who helped her with these plots would be caught and put on trial. Araushnee and her son were exiled from the Seldarine pantheon, and Araushnee would later turn herself into spider like demonic creature and take the name of [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Lolth Lolth]. Meanwhile Eilistraee (the daughter of now Lolth who was framed for the attempted murder of her father Corellon) willingly exiled herself from the pantheon so that she may be there as a light to guide the dark elves who she feared were in danger from Lolth.




After her exile, Lolth went to the demon inhabited domain of the Abyss in a realm now known as the Demonweb Pits. From there she has plotted against Corellon and her former elven god kin by trying to steal the worship of the dark elves and have them go to war with Corellon's remaining elven worshippers. This primarily took the form of working behind the scenes to cause wars known as the Crown Wars between the dark elves of Illythiir and other elven groups, and then being there to shelter and aid the dark elves when they were in these dire times of war. After enough occurrences of this she became popular among the dark elves. As the dark elves then grew more powerful over time and became more violent under the influence of Lolth and other evil gods, the original elven Seldarine pantheon sought to stop these wars by cursing all dark elves; even those who were not involved in Lolth's wars. They were cursed to become Drow making it difficult for them to tolerate the sun's light on the surface and magically drawing them to the great underground network known as the Underdark. This did stop the conflicts so long as the surface elves stayed away from the underdark, but also drove many neutral or good Drow into the arms of Lolth who was there to care for them. As the Drow moved underground they conquered many locations including the Dwarven Kingdom of Bhaerynden, displacing the dwarves that remained and sending them into exile.
After her exile, Lolth went to the demon inhabited domain of the Abyss in a realm now known as the [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Demonweb%20Pits Demonweb Pits]. From there she has plotted against Corellon and her former elven god kin by trying to steal the worship of the dark elves and have them go to war with Corellon's remaining elven worshippers. This primarily took the form of working behind the scenes to cause wars known as the Crown Wars between the dark elves of [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Ilythiir Ilythiir] and other elven groups, and then being there to shelter and aid the dark elves when they were in these dire times of war. After enough occurrences of this she became popular among the dark elves. As the dark elves then grew more powerful over time and became more violent under the influence of Lolth and other evil gods, the original elven Seldarine pantheon sought to stop these wars by cursing all dark elves; even those who were not involved in Lolth's wars. They were cursed to become Drow making it difficult for them to tolerate the sun's light on the surface and magically drawing them to the great underground network known as the [http://Underdark Underdark]. This did stop the conflicts so long as the surface elves stayed away from the underdark, but also drove many neutral or good Drow into the arms of Lolth who was there to care for them. As the Drow moved underground they conquered many locations including the Dwarven Kingdom of [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Bhaerynden Bhaerynden], displacing the dwarves that remained and sending them into exile.


Drow occasionally return to the surface as raiding bands to fulfill some desire of Lolth or another, and these Drow leave disaster in their wake. This has been the state of things for over 10,000 years. Over this time Lolth's influence grew further to the point where most underdark dwelling Drow are fanatically [[Drow#Lolth-Sworn_Drow|Lolth-Sworn]]. There do remain some Drow that try to mend relations and coexist with surface races, to separate themselves from Lolth's influence, and to redeem their evil kin. These are referred to in BG3 as [[Drow#Seldarine_Drow|Seldarine Drow]], which is the name of the original elven pantheon of Gods led by Corellon. They will very likely worship Eilistraee for coming down from godhood to live among them and sharing her similar goals of redeeming the fallen Drow taken by her mother Lolth.
Drow occasionally return to the surface as raiding bands to fulfill some desire of Lolth or another, and these Drow leave disaster in their wake. This has been the state of things for over 10,000 years. Over this time Lolth's influence grew further to the point where most underdark dwelling Drow are fanatically [[Drow#Lolth-Sworn_Drow|Lolth-Sworn]]. There do remain some Drow that try to mend relations and coexist with surface races, to separate themselves from Lolth's influence, and to redeem their evil kin. These are referred to in BG3 as [[Drow#Seldarine_Drow|Seldarine Drow]], which is the name of the original elven pantheon of Gods led by Corellon. They will very likely worship Eilistraee for coming down from godhood to live among them and sharing her similar goals of redeeming the fallen Drow taken by her mother Lolth.
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====The Lore====
====Lore====
Dwarves in the Forgotten Realms compare to the typical Dwarves in other conventional fantasy settings. They tend to develop underground kingdoms where they amass treasure and might, and develop clan like societies that respect their elders and gods such as the good aligned god of crafting [[Deities#Moradin|Moradin]]. Dwarven commerce largely revolves around mining and blacksmithing. They have great appreciation for finely crafted weapons, armor, and other objects such as chalices, jewelry, and architecture. They feel a natural draw towards the stone and have an intuitive understanding of it to an extent. The Dwarven disciplined structure causes them to come at odds with the elves who are seen as flippant and emotionally driven. However Dwarves tend to get along with [[human|humans]], [[halfling|halflings]], and especially [[Gnome|gnomes]].
Dwarves in the Forgotten Realms compare to the typical Dwarves in other conventional fantasy settings. They tend to develop underground kingdoms where they amass treasure and might, and develop clan like societies that respect their elders and gods such as the good aligned god of crafting [[Deities#Moradin|Moradin]]. Dwarven commerce largely revolves around mining and blacksmithing. They have great appreciation for finely crafted weapons, armor, and other objects such as chalices, jewelry, and architecture. They feel a natural draw towards the stone and have an intuitive understanding of it to an extent. The Dwarven disciplined structure causes them to come at odds with the elves who are seen as flippant and emotionally driven. However Dwarves tend to get along with [[human|humans]], [[halfling|halflings]], and especially [[Gnome|gnomes]].




The most important events in Dwarven lore revolve around the kingdom Bhaerynden. This was the greatest of the dwarven kingdoms on Faerun, located a fair bit South East of the Sword Coast where Baldur's Gate 3 is. Approximately 12,000 years before the events of BG3 one clan of dwarves had splintered off from the ruling dwarves at the time and set off west, founding a new kingdom of Shanatar just south of the Sword Coast (and actually pretty close to where Baldur's Gate II takes place). These dwarves would become known as the [[Dwarf#Shield_Dwarves|Shield Dwarves]]. Many dwarves still remained back in the kingdom of Bhaerynden after the Shield Dwarves splintered off however. But a few hundred years later the dark elves were cursed to become Drow and moved underground, conquering many lands in the process. Among these included the Dwarven kingdom of Bhaerynden. The refugee dwarves from this great empire fled far and wide and became nomadic, with some even going to live on the surface. These Bhaerynden refugees and their descendants became known as the [[Dwarf#Gold_Dwarves|Gold Dwarves]] or the Hill Dwarves. [https://youtu.be/Iw0GN75zZ_E More information on Duergar can be found in this 8 minute video by Spell&Shield].
The most important events in Dwarven lore revolve around the kingdom [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Bhaerynden Bhaerynden]. This was the greatest of the dwarven kingdoms on Faerun, located a fair bit South East of the Sword Coast where Baldur's Gate 3 is. Approximately 12,000 years before the events of BG3 one clan of dwarves had splintered off from the ruling dwarves at the time and set off west, founding a new kingdom of Shanatar just south of the Sword Coast (and actually pretty close to where Baldur's Gate II takes place). These dwarves would become known as the [[Dwarf#Shield_Dwarves|Shield Dwarves]]. Many dwarves still remained back in the kingdom of Bhaerynden after the Shield Dwarves splintered off however. But a few hundred years later the dark elves were cursed to become Drow and moved underground, conquering many lands in the process. Among these included the Dwarven kingdom of Bhaerynden. The refugee dwarves from this great empire fled far and wide and became nomadic, with some even going to live on the surface. These Bhaerynden refugees and their descendants became known as the [[Dwarf#Gold_Dwarves|Gold Dwarves]] or the Hill Dwarves. [https://youtu.be/Iw0GN75zZ_E More information on Duergar can be found in this 8 minute video by Spell&Shield].




Flipping back to the Shield Dwarves now and about 2,000 years after the fall of Bhaerynden, Clan Duergar of the Shield Dwarves would begin causing trouble. Clan Duergar sought to practice the teachings of the evil aligned god of magical crafting Laduguer who was xenophobic and encouraged his followers to exploit slavery to obtain their goals, but the Shield Dwarves would not have it. Clan Duergar would then splintered off from the Shield Dwarves to set up their own society where they could freely practice these evil ideals, but their isolation made them a target for [[Mind Flayer|Illithids (Mind Flayers)]] who would capture and conduct experiments on them, and turn them into their own slaves. These changes would ultimately change the physiology of the Clan Duergar dwarves, mutating them into the [[Dwarf#Duergar|Duergar]] we know today. The Duergar remained slaves to the Illithids for about 5,000 years before they won their freedom by allying themselves with dark powers. They went on to found their own society in the Underdark in the great city Gracklstugh where the Duergar toil towards mastering their craft at an unhealthy level and remain very xenophobic. Especially towards their once Shield Dwarf brethren and anything relating to Illithids.
Flipping back to the Shield Dwarves now and about 2,000 years after the fall of Bhaerynden, [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Clan%20Duergar Clan Duergar] of the Shield Dwarves would begin causing trouble. Clan Duergar sought to practice the teachings of the evil aligned god of magical crafting Laduguer who was xenophobic and encouraged his followers to exploit slavery to obtain their goals, but the Shield Dwarves would not have it. Clan Duergar would then splintered off from the Shield Dwarves to set up their own society where they could freely practice these evil ideals, but their isolation made them a target for [[Mind Flayer|Illithids (Mind Flayers)]] who would capture and conduct experiments on them, and turn them into their own slaves. These changes would ultimately change the physiology of the Clan Duergar dwarves, mutating them into the [[Dwarf#Duergar|Duergar]] we know today. The [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Duergar Duergar] remained slaves to the Illithids for about 5,000 years before they won their freedom by allying themselves with dark powers. They went on to found their own society in the Underdark in the great city [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Gracklstugh Gracklstugh] where the Duergar toil towards mastering their craft at an unhealthy level and remain very xenophobic. Especially towards their once Shield Dwarf brethren and anything relating to Illithids.




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All [[Dwarf|Dwarves]] have:
All [[Dwarf|Dwarves]] have:
* A 25 ft movement speed (5 ft less than normal)
* A 25 ft movement speed (5 ft less than normal)
* [[Dwarven Resilience]] which gives resistance to poison damage and advantage on saving throws against poison.
* [[Dwarven Resilience]] which gives resistance to poison damage and [[advantage]] on saving throws against poison.
* [[Proficiency]] with [[Battleaxes]], [[Handaxes]], [[Light Hammers]], and [[Warhammers]].
* [[Proficiency]] with [[Battleaxes]], [[Handaxes]], [[Light Hammers]], and [[Warhammers]].


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| Duergar Magic granting the ability to cast [[Enlarge/Reduce]] on self once per Long Rest starting at 3rd Level, and [[Invisibility]] on self once per long rest || [[Dwarven Toughness]] granting one additional hit point per character level || [[Proficiency]] in Light and Medium Armor
| Duergar Magic granting the ability to cast [[Enlarge/Reduce]] on self once per Long Rest starting at 3rd Level, and [[Invisibility]] on self once per long rest || [[Dwarven Toughness]] granting one additional hit point per character level || [[Proficiency]] in Light and Medium Armor
|-
|-
| Duergar resilience granting advantage on [[Saving Throw|saving throws]] against illusions as well as being [[Charmed (Condition)|Charmed]] or [[Paralysed (Condition)|Paralyzed]]. || - || -
| Duergar resilience granting [[advantage]] on [[Saving Throw|saving throws]] against illusions as well as being [[Charmed (Condition)|Charmed]] or [[Paralysed (Condition)|Paralyzed]]. || - || -
|}
|}


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== Elves ==
== Elves ==
Elves initially came to Toril about 30,000 years ago (relatively shortly after Tearfall as described in the [[Guide:Baldur's Gate 3 Races Guide#Dragonborn|Dragonborn Lore]] section) from the plane of the Feywild. This plane is known for harboring often mischievous magical creatures with attachment to nature such as satyrs, brownies, and sylphs. This helps explain the elves emotional and relaxed temperament. They include several subraces we will see in BG3 such as moon and sun elves (which are considered [[Elf#High_Elves|High Elves]]) and [[Elf#Wood_Elves|Wood Elves]] and dark elves which would later become [[Drow]] as described in the [[Guide:Baldur's Gate 3 Races Guide#Drow|Drow Lore]] section. They also included other subraces which we will likely not see in BG3 such as wild elves and sea elves as the more common options, and a good few additonal more rare elven subracees. With the exception of Drow, modern day elves still maintain their relaxed lifestyle with a focus on enjoying life and the world, maintaining nature's balance, and are known for their prowess and dance as well as the bow and sword. Elves were the first races to exist on Toril and had the time to build up their society, but as a race their were not inclined to building great cities with few exceptions. Events such as conflicts with the Drow, the rise of [[Human|Humans]], and catastrophes over the centuries have resulted in elven influence in the world diminishing in the world.
 
====Lore====
[[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Elf Elves] initially came to Toril about 30,000 years ago (relatively shortly after Tearfall as described in the [[Guide:Baldur's Gate 3 Races Guide#Dragonborn|Dragonborn Lore]] section) from the plane of the [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Feywild Feywild]. This plane is known for harboring often mischievous magical creatures with attachment to nature such as satyrs, brownies, and sylphs. This helps explain the elves emotional and relaxed temperament. They include several subraces we will see in BG3 such as moon and sun elves (which are considered [[Elf#High_Elves|High Elves]]) and [[Elf#Wood_Elves|Wood Elves]] and dark elves which would later become [[Drow]] as described in the [[Guide:Baldur's Gate 3 Races Guide#Drow|Drow Lore]] section. They also included other subraces which we will likely not see in BG3 such as wild elves and sea elves as the more common options, and a few additional more rare elven subracees. With the exception of Drow, modern day elves still maintain their relaxed lifestyle with a focus on enjoying life and the world, maintaining nature's balance, and are known for their prowess and dance as well as the bow and sword. Elves were the first races to exist on Toril and had the time to build up their society, but as a race they were not inclined to building great cities with few exceptions. Events such as conflicts with the Drow, the rise of [[Human|Humans]], and catastrophes over the centuries have resulted in elven influence in the world diminishing in the world.




Most of the notable Elven history is covered in the [[Guide:Baldur's Gate 3 Races Guide#Drow|Drow Lore]] section. One detail I'll add here but may not ever get mentioned in BG3 is the First Sundering. After Araushnee (now Lolth) and her son Vhaeraun were exiled from the Elven pantheon but before the Crown Wars fully began, Lolth's and Vhaeraun's influence on the dark elves began spreading causing some minor conflicts. Around year -17,500 DR (about 19,000 years before BG3) many of the elves had enough of this and decided to pull a mass of land from the plane of Arborea full of enchanting magic and beautiful landscapes, and make it a remote island on this world of Toril. Then these peaceful elves could go live there away from all the war and strife of the dark elves. The good news is that the elves were successful and made their homeland island of Evermeet. The bad news is that with this came devastation across the continent of Faerun as the world reacted to this catastrophic change in geography and powerful magic. Many elven societies were flooded by the shifting seas and most would consider the event an overall disaster, save for the surviving elves who went off to live on Evermeet in peace.
Most of the notable Elven history is covered in the [[Guide:Baldur's Gate 3 Races Guide#Drow|Drow Lore]] section. One detail I'll add here but may not ever get mentioned in BG3 is the First Sundering. After Araushnee (now Lolth) and her son Vhaeraun were exiled from the Elven pantheon but before the [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Crown%20Wars Crown Wars] fully began, Lolth's and Vhaeraun's influence on the dark elves began spreading causing some minor conflicts. Around year -17,500 DR (about 19,000 years before BG3) many of the elves had enough of this and decided to pull a mass of land from the plane of [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Arborea Arborea] full of enchanting magic and beautiful landscapes, and make it a remote island on this world of Toril. Then these peaceful elves could go live there away from all the war and strife of the dark elves. The good news is that the elves were successful and made their homeland island of [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Evermeet Evermeet]. The bad news is that with this came devastation across the continent of Faerun as the world reacted to this catastrophic change in geography and powerful magic. Many elven societies were flooded by the shifting seas and most would consider the event an overall disaster, save for the surviving elves who went off to live on Evermeet in peace. While many don't know this in modern days, the remote isle of Evermeet has since been pulled into the Feywild as a result of the Spellplague.




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==== Mechanical Traits ====
==== Mechanical Traits ====
All [[elf|elves]] have:  
All [[elf|elves]] have:  
* [[Keen Senses]] granting them proficiency in [[Perception]]
* [[Keen Senses]] granting them proficiency in [[Perception]]
* [[Fey Ancestry]] making them more difficult to [[Charmed (Condition)|charm]] and impossible to put to sleep magically
* [[Fey Ancestry]] making them impossible to put to sleep magically and granting [[advantage]] on saving throws to avoid being [[Charmed (Condition)|charmed]].
* [[Proficiency]] with [[Longswords]], [[Shortswords]], [[Longbows]], and [[Shortbows]]
* [[Proficiency]] with [[Longswords]], [[Shortswords]], [[Longbows]], and [[Shortbows]]
* [[Darkvision (Passive Feature)|Darkvision]] out to 40 ft
* [[Darkvision (Passive Feature)|Darkvision]] out to 40 ft


The Elven Subraces obtain:
{| class="wikitable"
{| class="wikitable"
|+ Elven Subrace Features
|+ Elven Subrace Features
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==== Build Synergy ====
==== Build Synergy ====
Elves' [[Darkvision (Passive Feature)|Darkvision]] is great for any character, and [[Perception]] is often seen as one of the most valuable skills in BG3 so having proficiency is great and the elf is already off to a good start. [[Fey Ancestry|Fey ancestry]] is a bit situational but by no means a bad thing to have. And like with [[Drow]] and [[Dwarf|Dwarves]] above, the racial proficiencies are not that great unless you are going for a melee [[Wizard|wizard]] or [[Sorcerer|sorcerer]] build which will be difficult to pull of in BG3. But the [[Longswords|longsword]] proficiency could be nice for a [[Monk|monk]] character if you can in-fact use a longsword as a monk weapon. The [[longbow]] proficiency can also be nice on a [[rogue]] as they are a build that can make good use of a Longbow but are not proficient with it normally.
Elves' [[Darkvision (Passive Feature)|Darkvision]] is great for any character, and [[Perception]] is often seen as one of the most valuable skills in BG3 so having proficiency is great and the elf is already off to a good start. [[Fey Ancestry|Fey ancestry]] is a bit situational but by no means a bad thing to have. And like with [[Drow]] and [[Dwarf|Dwarves]] above, the racial proficiencies are not that great unless you are going for a melee [[Wizard|wizard]] or [[Sorcerer|sorcerer]] build which will be difficult to pull of in BG3. But the [[Longswords|longsword]] proficiency could be nice for a [[Monk|monk]] character if you can in-fact use a longsword as a monk weapon. The [[longbow]] proficiency can also be nice on a [[rogue]] as they are a build that can make good use of a Longbow but are not proficient with it normally.


As mentioned in the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] section, you may need to be a little careful about what cantrip you pick if you are going [[Elf#High_Elves|High Elf]]. If your character is not going to have a high [[Intelligence]] then do not pick one of the spells listed in the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] table. Of the remaining options some standout choices include [[Light]] (which you can cast on the weapon of an ally who does not have darkvision and make them shed their own light), [[Minor Illusion]] (which you can use to draw creatures to a certain area whether to sneak by them or ambush them) and [[Mage Hand]] (if you do not intend to use the Mage Hand to shove your enemies, or are not playing a race like [[Githyanki]] or a class like [[Arcane Trickster]] [[Rogue]] which automatically gets this spell). The wood elve's movement speed bonus is very helpful for melee characters who may need to close the gap with enemies, while their proficiency in [[stealth]] is great for characters who will be doing your sneaking around.
As mentioned in the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] section, you may need to be a little careful about what cantrip you pick if you are going [[Elf#High_Elves|High Elf]]. If your character is not going to have a high [[Intelligence]] then do not pick one of the spells listed in the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] table. Of the remaining options some standout choices include [[Light]] (which you can cast on the weapon of an ally who does not have darkvision and make them shed their own light), [[Minor Illusion]] (which you can use to draw creatures to a certain area whether to sneak by them or ambush them) and [[Mage Hand]] (if you do not intend to use the Mage Hand to shove your enemies, or are not playing a race like [[Githyanki]] or a class like [[Arcane Trickster]] [[Rogue]] which automatically gets this spell). The wood elve's movement speed bonus is very helpful for melee characters who may need to close the gap with enemies, while their proficiency in [[stealth]] is great for characters who will be doing your sneaking around.
== Half-Elves ==
Coming back to this after Human
== Half-Orc ==
Coming back to this after Human
==[[Halfling]]==
====Lore====
[[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Halfling Halfling] Lore is extremely sparse. There is no information on when or where the first halflings appeared. They tend to have a sense of wanderlust and exploration and exploration than the elves, as well as a tendency towards finding mishchief whether wittingly or not. They are known for their clan like social structure with an emphasis on family bonds. Some bands may settled down and make a small isolated village for a while before getting bored of it and packing up to leave with little worry or concern. Others will roam about and never settle down at all. The only major halfling settlement of [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Luiren Luiren] was flooded as a result of the world shaking Spellplague as described in the [[Guide:Baldur's Gate 3 Races Guide#Dragonborn|Dragonborn Lore]] section and this further emphasizes the modern day halfling tendency to roam.
Besides the flooding of Luiren, the only other major Halfling lore event (which I doubt will be brought up in BG3) is the [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Hin%20Ghostwar Hin Ghostwar]. "Hin" is another name for Halfling, and the Ghostwar is so named because the [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Strongheart%20halfling Strongheart Tribe] and [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Lightfoot%20halfling Lightfoot Tribes] went to war with their [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Ghostwise%20halfling Ghostwise Tribe] brethren. Around year -100 DR (about 1,600 years before BG3) the druidic Ghostwise halflings were led by a cleric who came to worship the evil god of primal savagery and stalking, [[File:FRWiki Icon.png|frameless|upright=0.1|]][https://forgottenrealms.fandom.com/wiki/Malar Malar]. The cleric led her tribe to ruthlessly attack wild creatures and halflings of the Lightfoot and Strongheart Tribes. The Lightfoot and Strongheart tribes teamed together in the Hin Ghostwar to push the Ghostwise halflings back and killed their evil cleric. The surviving Ghostwise tribe members exiled themselves in shame for their actions under the clerics influence. While the [[Halfling#Strongheart_Halflings|Strongheart halflings]] were happy to continue living in and around Luiren, the [http://Halfling#Lightfoot_Halflings Lightfoot halflings] were horrified by the bloody events that had taken place at the hands of both the Ghostwise and the Strongheart tribes. They instead decided to set off and explore the continent of Faerun rather than stay with the awful memories of what had occurred.
While I do say that Larian may not really include the above lore info, they did go out of their way to refer to Stout halflings as they are known in the D&D 5e Player Handbook Rules to the Strongheart Halfling.
====World Interactions====
Many civilized races give a bit of pause when a [[halfling]] is in their midst, as their tendency to get into often innocent mischief is well known. On the other hand, halflings imagine that they are getting along with pretty much everyone. Since halflings lack their own large settlements and tend to roam about, they often come to settle for short times in the settlements developed by other races doing odds and end jobs. Especially [[human|humans]] and [[gnome|gnomes]], while strongheart halflings tend to also relate well with [[dwarf|dwarves]]. One common theme among all these races is that they tend to view a halfling's typical lack of interest in combat and warfare as the inability to fight. But when backed into a corner a halfling will fight ferociously, claws out, no tactic is too cheap, I didn't hear no bell, and with an indomitable instinct to survive. I personally doubt there will be many if any interractions specific to Lightfoot Halflings meeting Strongheart Halflings in BG3 regarding the Hin Ghostwars, but I could be mistaken. Besides Ghostwise Halflings (which are not character options in BG3 and we have seen no sign of any NPC Ghostwise in the games) halflings mostly all get along now given their friendly attitudes.
====Build Synergy====
All [[Halfling|Halflings]] have:
* A 25 ft movement speed (5 ft less than normal)
* [[Lucky]] allowing them to reroll any natural 1 they get on [[Attack Roll|attack rolls]], [[Saving Throw|saving throws]], or [[Ability Check|ability checks]]
* [[Brave]] granting them [[advantage]] on saving throws against being frightened.
The Halfling Subraces obtain
{| class="wikitable"
|+ Halfling Subrace Features
|-
! [[Halfling#Lightfoot_Halflings|Lightfoot Halfling]] !! [[Halfling#Strongheart_Halflingsf|Strongheart Halfling]] (Stout Halfling)
|-
| [[Naturally Stealthy]] granting [[proficiency]] in [[Stealth]] || [[Strongheart Resilience]] giving them resistance to poison damage and [[advantage]] on saving throws against poison.
|}
====Build Synergy====
As with [[dwarf]] and [[gnome]], the halfling's movement speed penalty mostly hurts them when it comes to melee combat builds because this may make it more difficult to close the distance with their target, though this is not as important for ranged builds and can be somewhat offset by builds that get a movement speed bonus like [[Barbarian]] and [[Monk]]. Not having darkvision is a pretty significant detriment to this class which is something you'll have to keep in mind while playing in dark areas. Brave giving them [[advantage]] on saving throws against being [[Frightened (Condition)|frightened]] can be very helpful at high levels when creatures start having powerful effects that apply fear, but until then it is very situational. Their best ability is by far [[Lucky]], as it gives you a chance to succeed on checks you would have otherwise failed. Lucky is moderately buffed in BG3 however. Larian has implemented a controversial [[D&D_5e_Rule_Changes#Fundamental_Changes|rule change]] where a natural 1 on an [[Ability Check|ability check]] results in an automatic failure, even if your modifiers, proficiency bonus, [[Guidance|guidance]], etc. would put you over the DC of the check. This can cause you to fail a check which by the D&D 5e books you should have succeeded just because you rolled a 1. A halfling's ability to reroll natural ones reduces the likelihood of this Larian houserule hurting your character. This makes halfling a more tempting race for skill monkey classes like [[Rogue|rogue]], [[Bard|bard]], [[Ranger|ranger]], or knowledge domain [[Cleric|cleric]].
The lightfoot halfling's naturally stealthy could be nice on a character who is doing some sneaking about and allow them to focus proficiencies they get from their class and/or background in other areas. While a strongheart halfling's may help them resist the common poison damage and associated effects in combat.


== Remaining Races are Work in Progress ==
== Remaining Races are Work in Progress ==