Guide:Races Guide by Phantomsplit: Difference between revisions

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The game Baldur's Gate 3 takes place in the region known as the {{FRWiki|Sword Coast}} on the continent of {{FRWiki|Faerûn}} on a world known as {{FRWiki|Toril}}. But Toril used to be known as {{FRWiki|Abeir-Toril}}, until drastic events caused this world to be split in two. The problem at the time was that chaotic and powerful creatures known as {{FRWiki|Primordials}} existed on Abeir-Toril at first. They went to war with the group of gods that had come to try and foster civilized life on the world, resulting in a conflict known as the {{FRWiki|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 {{FRWiki|Tearfall}}, and occurred about 33,000 years before BG3 takes place.
The game Baldur's Gate 3 takes place in the region known as the {{FRWiki|Sword Coast}} on the continent of {{FRWiki|Faerûn}} on a world known as {{FRWiki|Toril}}. But Toril used to be known as {{FRWiki|Abeir-Toril}}, until drastic events caused this world to be split in two. The problem at the time was that chaotic and powerful creatures known as {{FRWiki|Primordials}} existed on Abeir-Toril at first. They went to war with the group of gods that had come to try and foster civilized life on the world, resulting in a conflict known as the {{FRWiki|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 {{FRWiki|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 {{FRWiki|Abeir}} while the game is set in {{FRWiki|Toril}}. In the aftermath of Tearfall many dragons were brought to Abeir with the Primordials. But Abeir did not have access to the {{FRWiki|Weave}} making it impossible for Abeir's inhabitants to cast magic, and as a result they were unable to resist the dragons who came to conquer the planet Abeir. {{FRWiki|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 {{FRWiki|Tymanther}} who won their freedom against the dragons about 200 years before the events of BG3.  
While the above history occurred an unknown thousands of years before BG3, it is noteworthy because Dragonborn are originally from {{FRWiki|Abeir}} while the game is set in {{FRWiki|Toril}}. In the aftermath of Tearfall many dragons were brought to Abeir with the Primordials. But Abeir did not have access to the {{FRWiki|Weave}} making it impossible for Abeir's inhabitants to cast magic, and as a result they were unable to resist the dragons who came to conquer the planet Abeir. {{FRWiki|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 Dragonborn in {{FRWiki|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 {{FRWiki|Spellplague}} about 100 years before BG3. The evil goddess {{FRWiki|Shar}} sought control over magic in the year 1385 DR, and as a result she successfully plotted to have the goddess of magic {{FRWiki|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 worst effects of the Spellplague lasted for 10 years after which things began to calm down. Approximately 100 years later Mystra was restored and Ao once again started to separate the worlds of Toril and Abeir in a period known as the {{FRWiki|Second Sundering}}. But Tymanther was never brought back to Abeir, so it and its Dragonborn inhabitants remain on Toril. Notably the Spellplague 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.
However things radically changed due to an event known as the {{FRWiki|Spellplague}} about 100 years before BG3. The evil goddess {{FRWiki|Shar}} sought control over magic in the year 1385 DR, and as a result she successfully plotted to have the goddess of magic {{FRWiki|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 worst effects of the Spellplague lasted for 10 years after which things began to calm down. Approximately 100 years later Mystra was restored and Ao once again started to separate the worlds of Toril and Abeir in a period known as the {{FRWiki|Second Sundering}}. But Tymanther was never brought back to Abeir, so it and its Dragonborn inhabitants remain on Toril. Notably the Spellplague 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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Poison damage is very common, so dwarves getting resistance and being able to cut the damage in half and resist related effects is very nice. And  [[Darkvision (Passive Feature)|Darkvision]] can be immensely beneficial to any character as well. The Dwarves' movement speed reductions slightly hampers their melee combat ability, as you may not be able to close range with bad guys quite as quickly. But it doesn't have as great of an impact on characters able to make attacks from a distance. Additionally melee classes that can mitigate this movement speed penalty such as [[Monk]] and [[Barbarian]] may be able to offset it somewhat. Their additional weapon proficiencies are not going to be too beneficial on their own as most builds which want these proficiencies will get them from their class. But [[Monk]] is once again the standout winner from this feature. There is speculation that monks will be able to use their Martial Arts features like unarmed strikes with any weapon that they are [[proficient]] with but lacks the [[Heavy (weapon property)|heavy]] or [[Weapons#Properties|two-handed]] property. This means a dwarven monk might be able to wield a [[warhammer]] with its d10 damage die when wielded as a [[Weapons#Properties|versatile]] weapon, which is a bit better and at least another option compared to the next best option monks normally get with the quarterstaves or spears which can do d8 damage.
Poison damage is very common, so dwarves getting resistance and being able to cut the damage in half and resist related effects is very nice. And  [[Darkvision (Passive Feature)|Darkvision]] can be immensely beneficial to any character as well. The Dwarves' movement speed reductions slightly hampers their melee combat ability, as you may not be able to close range with bad guys quite as quickly. But it doesn't have as great of an impact on characters able to make attacks from a distance. Additionally melee classes that can mitigate this movement speed penalty such as [[Monk]] and [[Barbarian]] may be able to offset it somewhat. Their additional weapon proficiencies are not going to be too beneficial on their own as most builds which want these proficiencies will get them from their class. But [[Monk]] is once again the standout winner from this feature. There is speculation that monks will be able to use their Martial Arts features like unarmed strikes with any weapon that they are [[proficient]] with but lacks the [[Heavy (weapon property)|heavy]] or [[Weapons#Properties|two-handed]] property. This means a dwarven monk might be able to wield a [[warhammer]] with its d10 damage die when wielded as a [[Weapons#Properties|versatile]] weapon, which is a bit better and at least another option compared to the next best option monks normally get with the quarterstaves or spears which can do d8 damage.


The Gold Dwarves' additional HP per level goes great with classes that get up close in melee. Combine this with the tough [[Feats|feat]] on a [[Barbarian|barbarian]] to make a super tank. The Shield Dwarves' additional armor proficiencies go great on characters like squishy casters such as [[wizard|wizards]], [[sorcerer|sorcerers]], lore [[bard|bards]], and [[warlock|warlocks]] as it allows you to leave your [[Dexterity]] at 14 and wear medium armor for an overall [[Armour Class|armor class]] of 16 before accounting for magical bonuses. This combined with dwarven weapon proficiencies makes it feasible (but far from ideal unless you have access to spells likely not to be in BG3 without mods) to make a melee [[Sorcerer|sorcerer]] or [[Wizard|wizard]] character. And lastly the Duergar's Enlarge ability goes great with a melee class that gets multiple attacks such as a monk. Normally in tabletop the bonus damage from [[Enlarge|enlarge]] does not apply to unarmed strikes but in BG3 you are able to apply this additional damage. While the Duergar's [[invisibility]] spell could be very nice for a sneaky type of character including [[rogue]] as well as many other classes if they build themselves this way. The duergar race overall synergizes excellently with Shadow Monk.
The Gold Dwarves' additional HP per level goes great with classes that get up close in melee. Combine this with the tough [[Feats|feat]] on a [[Barbarian|barbarian]] to make a super tank. The Shield Dwarves' additional armor proficiencies go great on characters like squishy casters such as [[wizard|wizards]], [[sorcerer|sorcerers]], lore [[bard|bards]], and [[warlock|warlocks]] as it allows you to leave your [[Dexterity]] at 14 and wear medium armor for an overall [[Armour Class|armor class]] of 16 before accounting for magical bonuses. This combined with dwarven weapon proficiencies makes it feasible (but far from ideal unless you have access to spells likely not to be in BG3 without mods) to make a melee [[Sorcerer|sorcerer]] or [[Wizard|wizard]] character. And lastly the Duergar's Enlarge ability goes great with a melee class that gets multiple attacks such as a monk. Normally in tabletop the bonus damage from [[Enlarge|enlarge]] does not apply to unarmed strikes but in BG3 you are able to apply this additional damage. The Duergar's [[invisibility]] spell could be very nice for a sneaky type of character including [[rogue]] as well as many other classes if they build themselves this way. The duergar race overall synergizes excellently with Shadow Monk.


== [[Elf|Elves]] ==
== [[Elf|Elves]] ==
====Lore====
====Lore====
{{FRWiki|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 {{FRWiki|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.
{{FRWiki|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 {{FRWiki|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 subraces. 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 {{FRWiki|First_Sundering|First Sundering}}. After Araushnee (now Lolth) and her son Vhaeraun were exiled from the Elven pantheon but before the {{FRWiki|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 {{FRWiki|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 {{FRWiki|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.
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 {{FRWiki|First_Sundering|First Sundering}}. After Araushnee (now Lolth) and her son Vhaeraun were exiled from the Elven pantheon but before the {{FRWiki|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 {{FRWiki|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 {{FRWiki|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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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 weapon 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. 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. And the [[Longswords|longsword]] proficiency could be nice for a [[Monk|monk]] character if you can in-fact use a longsword as a monk weapon. This would mean an elven monk might be able to wield a [[longsword]] with its d10 damage die when wielded as a [[Weapons#Properties|versatile]] weapon, which is a bit better and at least another option compared to the next best option monks normally get with the quarterstaves or spears which can do d8 damage.  
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 weapon 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. 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. And the [[Longswords|longsword]] proficiency could be nice for a [[Monk|monk]] character if you can in-fact use a longsword as a monk weapon. This would mean an elven monk might be able to wield a [[longsword]] with its d10 damage die when wielded as a [[Weapons#Properties|versatile]] weapon, which is a bit better and at least another option compared to the next best option monks normally get with the quarterstaves or spears which can do d8 damage.  


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 elves' 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.




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* [[Darkvision (Passive Feature)|Darkvision]] out to 40 ft
* [[Darkvision (Passive Feature)|Darkvision]] out to 40 ft
* [[Fey Ancestry]] making them impossible to put to sleep magically and granting [[advantage]] on saving throws to avoid being [[Charmed (Condition)|charmed]].
* [[Fey Ancestry]] making them impossible to put to sleep magically and granting [[advantage]] on saving throws to avoid being [[Charmed (Condition)|charmed]].
* [[Proficiency]] with [[Spears]], [[Pikes]], [[Halberds]], and [[Glaives]], [[Armour#Light_Armour|Light Armor]], and [[Shields]] (These proficiencies are the features which are the most speculatory, the other Half-elf features seem locked in for launch)
* [[Proficiency]] with [[Spears]], [[Pikes]], [[Halberds]], and [[Glaives]], [[Armour#Light_Armour|Light Armor]], and [[Shields]] (These proficiencies are the features which are the most speculative, the other Half-elf features seem locked in for launch)


Normally in Dungeons and Dragons Fifth Edition, Half-Elves get "Skill Versatility" allowing them to be proficient in two skills of their choice. This option does not appear to be present in BG3 and they must choose one of the below variant Half-Elf options which grants the additional following features:
Normally in Dungeons and Dragons Fifth Edition, Half-Elves get "Skill Versatility" allowing them to be proficient in two skills of their choice. This option does not appear to be present in BG3 and they must choose one of the below variant Half-Elf options which grants the additional following features:
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====Build Synergy====
====Build Synergy====
[[Darkvision (Passive Feature)|Darkvision]] is always great to have. Relentless Endurance goes great with any melee character that you will have getting up into the thick of things and is especially desired on tanky characters like [[Barbarian|Barbarians]], [[Circle_of_the_Moon|Moon]] [[Druid|Druids]], [[Fighter|Fighters]], and [[Paladin|Paladins]]. Meanwhile Savage Attacks goes great with anyone making melee weapon attacks which goes great with tons of characters. We'll have to see if Larian applies the Savage Attacks damage to a Monk's unarmed strikes or a wildshaped Druid's natural attacks, which is normally not allowed per D&D 5e but I suspect Larian may change this. It isn't a massive damage increase but can become more notable on Champion [[Fighter]] characters with their increased chance to critically hit, or any melee character where parties can guarantee crits such as if you have casters who can consistently land [[Hold Person]]. The proficiency in [[Intimidation|intimidation]] is a nice tassle on the end, but could become more significant for classes with a high [[Charisma]] like a [[College of Valour|Valor]] [[Bard]] or Swords Bard or [[Paladin]] or Pact of the Blade [[Warlock]].
[[Darkvision (Passive Feature)|Darkvision]] is always great to have. Relentless Endurance goes great with any melee character that you will have getting up into the thick of things and is especially desired on tanky characters like [[Barbarian|Barbarians]], [[Circle_of_the_Moon|Moon]] [[Druid|Druids]], [[Fighter|Fighters]], and [[Paladin|Paladins]]. Meanwhile Savage Attacks goes great with anyone making melee weapon attacks which goes great with tons of characters. We'll have to see if Larian applies the Savage Attacks damage to a Monk's unarmed strikes or a wildshaped Druid's natural attacks, which is normally not allowed per D&D 5e but I suspect Larian may change this. It isn't a massive damage increase but can become more notable on Champion [[Fighter]] characters with their increased chance to critically hit, or any melee character where parties can guarantee crits such as if you have casters who can consistently land [[Hold Person]]. The proficiency in [[Intimidation|intimidation]] is a nice tassel on the end, but could become more significant for classes with a high [[Charisma]] like a [[College of Valour|Valor]] [[Bard]] or Swords Bard or [[Paladin]] or Pact of the Blade [[Warlock]].


Overall the Half-Orc is one of the best races for melee combat characters with a heavy emphasis on the combat part. Ourtside of melee characters they will offer a little bit of something if mechanically implemented as expected.
Overall the Half-Orc is one of the best races for melee combat characters with a heavy emphasis on the combat part. Outside of melee characters they will offer a little bit of something if mechanically implemented as expected.


==[[Halfling|Halflings]]==
==[[Halfling|Halflings]]==
====Lore====
====Lore====
{{FRWiki|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 moreso than even 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 {{FRWiki|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.
{{FRWiki|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 moreso than even the elves, as well as a tendency towards finding mischief 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 {{FRWiki|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 {{FRWiki|Hin_Ghostwar|Hin Ghostwar}}. "Hin" is another name for Halfling, and the Ghostwar is so named because the {{FRWiki|Strongheart_halfling|Strongheart Tribe}} and {{FRWiki|Lightfoot_halfling|Lightfoot Tribe}} teamed up and went to war with their {{FRWiki|Ghostwise_Halfling|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, {{FRWiki|Malar}}. The cleric led her tribe to ruthlessly attack and torment wild creatures as well as other halflings from 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.  
Besides the flooding of Luiren, the only other major Halfling lore event (which I doubt will be brought up in BG3) is the {{FRWiki|Hin_Ghostwar|Hin Ghostwar}}. "Hin" is another name for Halfling, and the Ghostwar is so named because the {{FRWiki|Strongheart_halfling|Strongheart Tribe}} and {{FRWiki|Lightfoot_halfling|Lightfoot Tribe}} teamed up and went to war with their {{FRWiki|Ghostwise_Halfling|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, {{FRWiki|Malar}}. The cleric led her tribe to ruthlessly attack and torment wild creatures as well as other halflings from 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.  
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====World Interactions====
====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. This is especially common in [[human|human]] and [[gnome|gnome]] settlements, while strongheart halflings tend to also relate well with [[dwarf|dwarves]]. One common theme among all other 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.
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. This is especially common in [[human|human]] and [[gnome|gnome]] settlements, while strongheart halflings tend to also relate well with [[dwarf|dwarves]]. One common theme among all other 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 interactions 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.




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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 melee 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 further moderately buffed in BG3. 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 character like [[Rogue|rogue]], [[Bard|bard]], [[Ranger|ranger]], or knowledge domain [[Cleric|cleric]].
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 melee 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 further moderately buffed in BG3. 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 character 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 resilience will help them resist the very common poison damage and associated effects in combat.  
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. In contrast, a strongheart halfling's resilience will help them resist the very common poison damage and associated effects in combat.  


== [[Human|Humans]] ==
== [[Human|Humans]] ==
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However there are two human empires whose downfall look like they will play at least a minor part in BG3. First is {{FRWiki|Netheril}}. This kingdom was mankind's greatest at the time of its destruction in -339 DR (about 1,800 years before BG3) and consisted of common folk who lived on the planet's surface while the elite ruling class lived in flying cities. The mage Karsus of Netheril rightly feared the threat posed by worm like monsters called {{FRWiki|Phaerimm}} and sought a way to destroy this threat to the Netherese Empire. Unfortunately his plan to do so was to cast a 12th level spell to steal the power of the god of magic at the time, {{FRWiki|Mystryl}}. He did succeed at drawing Mystryl's power which ultimately killed her, but worse still Karsus himself was unable to contain the magic he had absorbed. He released Mystryl's power, the {{FRWiki|Weave}} which controls magic broke down, and the Netherese cities magically held aloft began to falter as they fell from the sky. The goddess of magic was quickly reborn, this time as {{FRWiki|Mystra}} and she was able to save some but not all of the falling cities. As a result of this Mystra made it so that no mortals could cast spells above 9th level, and the Netherese empire crumbled away with the death of so many high ranking citizens all due to this event now known as {{FRWiki|Karsus's Folly|Karsus's Folly}}. For the sake of BG3 it is important to note that Netherese magic was powerful, and may not have been implemented with adequate safeguards.
However there are two human empires whose downfall look like they will play at least a minor part in BG3. First is {{FRWiki|Netheril}}. This kingdom was mankind's greatest at the time of its destruction in -339 DR (about 1,800 years before BG3) and consisted of common folk who lived on the planet's surface while the elite ruling class lived in flying cities. The mage Karsus of Netheril rightly feared the threat posed by worm like monsters called {{FRWiki|Phaerimm}} and sought a way to destroy this threat to the Netherese Empire. Unfortunately his plan to do so was to cast a 12th level spell to steal the power of the god of magic at the time, {{FRWiki|Mystryl}}. He did succeed at drawing Mystryl's power which ultimately killed her, but worse still Karsus himself was unable to contain the magic he had absorbed. He released Mystryl's power, the {{FRWiki|Weave}} which controls magic broke down, and the Netherese cities magically held aloft began to falter as they fell from the sky. The goddess of magic was quickly reborn, this time as {{FRWiki|Mystra}} and she was able to save some but not all of the falling cities. As a result of this Mystra made it so that no mortals could cast spells above 9th level, and the Netherese empire crumbled away with the death of so many high ranking citizens all due to this event now known as {{FRWiki|Karsus's Folly|Karsus's Folly}}. For the sake of BG3 it is important to note that Netherese magic was powerful, and may not have been implemented with adequate safeguards.


The second notable human Kingdom to look into is {{FRWiki|Thay}}. In short starting around 100 years ago this nation far to the East of Baldur's Gate came under the control of a necromancer wizard named {{FRWiki|Szass_Tam|Szass Tam}} after a civil war, and the nation is now known for comitting evil acts on the regular such as consulting with devils and evil gods. They implement slavery, but they also often use undead to conduct meanial day to day routines or to make up the bulk of the nation's army. More recently Szass Tam and his {{FRWiki|Red_Wizards_of_Thay|Red Wizards of Thay}} have attempted to take over foreign kingdoms across Faerun using discrete tactics with years of planning, usually wrecking absolute chaos when their plans come to fruition. There are some notable references to Thay in BG3 but it is difficult to tell how related they will be to the main plot if at all. The Red Wizards of Thay and Szass Tam are covered more in the D&D Honor Among Thieves movie.
The second notable human Kingdom to look into is {{FRWiki|Thay}}. In short starting around 100 years ago this nation far to the East of Baldur's Gate came under the control of a necromancer wizard named {{FRWiki|Szass_Tam|Szass Tam}} after a civil war, and the nation is now known for committing evil acts on the regular such as consulting with devils and evil gods. They implement slavery, but they also often use undead to conduct menial day to day routines or to make up the bulk of the nation's army. More recently Szass Tam and his {{FRWiki|Red_Wizards_of_Thay|Red Wizards of Thay}} have attempted to take over foreign kingdoms across Faerun using discrete tactics with years of planning, usually wrecking absolute chaos when their plans come to fruition. There are some notable references to Thay in BG3 but it is difficult to tell how related they will be to the main plot if at all. The Red Wizards of Thay and Szass Tam are covered more in the D&D Honor Among Thieves movie.


[https://youtu.be/8D44Ak%20X1%20I This 9 minute video by WolfheartFPS] covers Szass Tam's rise to power.
[https://youtu.be/8D44Ak%20X1%20I This 9 minute video by WolfheartFPS] covers Szass Tam's rise to power.
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====World Interactions====
====World Interactions====
Humans are widely considered the most vanilla race. They are the most populous and common race in the Sword Coast where BG3 takes place. They do not have any major disputes with other races. While different human kingdoms will have skirmishes, it is almost never a kill-on-sight type of reaction to a rival human unless they are something like a Red Wizard of Thay (which our characters in BG3 are not). Humans are known for their perseverence and knack for learning and applying new skills, but otherwise they are rather plain.
Humans are widely considered the most vanilla race. They are the most populous and common race in the Sword Coast where BG3 takes place. They do not have any major disputes with other races. While different human kingdoms will have skirmishes, it is almost never a kill-on-sight type of reaction to a rival human unless they are something like a Red Wizard of Thay (which our characters in BG3 are not). Humans are known for their perseverance and knack for learning and applying new skills, but otherwise they are rather plain.




====Mechanical Traits====
====Mechanical Traits====
Normally in D&D 5e there is an optional rule whicha allows a player to use a set of features for humnans referred to as "variant human." This is seen as the most powerful race mechanically due to the variant human's feature which grants them a [[Feats|feat]] at level 1. However variant human will not be in BG3 (without mods) and therefore I'll go no further here.
Normally in D&D 5e there is an optional rule which allows a player to use a set of features for humans referred to as "variant human." This is seen as the most powerful race mechanically due to the variant human's feature which grants them a [[Feats|feat]] at level 1. However variant human will not be in BG3 (without mods) and therefore I'll go no further here.


[[Human|Humans]] in BG3 are one of the races that are hampered by Larian's [[Guide:Baldur's_Gate_3_Races_Guide#Flexible_Ability_Scores|Flexible Ability Scores]] changes. It is ''speculated'' based off some launch build footage from content creators that Humans will get:
[[Human|Humans]] in BG3 are one of the races that are hampered by Larian's [[Guide:Baldur's_Gate_3_Races_Guide#Flexible_Ability_Scores|Flexible Ability Scores]] changes. It is ''speculated'' based off some launch build footage from content creators that Humans will get:
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====Build Synergy====
====Build Synergy====
It is difficult to say what a [[human]] synergizes with given that we are still unceratin about the actual features they get. The lack of [[Darkvision (Passive Feature)|darkvision]] is a big downside for humans. Like with [[Half-Elf|half-elf]] the starting weapon and armor proficiencies make human a somewhat tempting target for something like a squishy [[Warlock]] or [[Bard]] since they can throw a shield on and slightly boost their AC. And this is especially the case for [[Sorcerer]] and [[Wizard]] Characters who by default do not even get light armor proficiency. I still think a one level dip into a class that grants medium armor and shield proficiency like Cleric, Fighter, Ranger, or Druid would be better for such characters, but playing a half-elf is a way to get some defensive boosts without multiclassing.  
It is difficult to say what a [[human]] synergizes with given that we are still uncertain about the actual features they get. The lack of [[Darkvision (Passive Feature)|darkvision]] is a big downside for humans. Like with [[Half-Elf|half-elf]] the starting weapon and armor proficiencies make human a somewhat tempting target for something like a squishy [[Warlock]] or [[Bard]] since they can throw a shield on and slightly boost their AC. And this is especially the case for [[Sorcerer]] and [[Wizard]] Characters who by default do not even get light armor proficiency. I still think a one level dip into a class that grants medium armor and shield proficiency like Cleric, Fighter, Ranger, or Druid would be better for such characters, but playing a half-elf is a way to get some defensive boosts without multiclassing.  


But until we know more about if they get something more, they do not appear to be very appealng for much of any builds. Just the fact that Half-Elf offers darkvision as well as the weapon and armor proficiencies makes them a better option than human in most cases, unless human gets something that entirely subverts expectations.
But until we know more about if they get something more, they do not appear to be very appealing for much of any builds. Just the fact that Half-Elf offers darkvision as well as the weapon and armor proficiencies makes them a better option than human in most cases, unless human gets something that entirely subverts expectations.


==[[Githyanki]]==
==[[Githyanki]]==
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The {{FRWiki|Githyanki}} have in my opinion the most interesting lore of all [[Races|races]] in BG3 and furthermore in all Dungeons and Dragons settings altogether, and BG3 Early Access touches on it in many ways. '''I think it is exceedingly likely that Githyanki lore will play a major role in Baldur's Gate 3.''' This lore is one of the main reasons I will be bringing [[Lae'zel]] as a companion on my first run, besides my appreciation for blunt and confident people. [https://www.youtube.com/watch?v=h9iQTnxyDqI This 10 minute video by WolfheartFPS] covers the Githyanki race.
The {{FRWiki|Githyanki}} have in my opinion the most interesting lore of all [[Races|races]] in BG3 and furthermore in all Dungeons and Dragons settings altogether, and BG3 Early Access touches on it in many ways. '''I think it is exceedingly likely that Githyanki lore will play a major role in Baldur's Gate 3.''' This lore is one of the main reasons I will be bringing [[Lae'zel]] as a companion on my first run, besides my appreciation for blunt and confident people. [https://www.youtube.com/watch?v=h9iQTnxyDqI This 10 minute video by WolfheartFPS] covers the Githyanki race.


The planet that Githyanki originate from and even the original name of their race is lost to time. They were slaves to the vast [[Mind Flayer|Illithids (Mind Flayers)]] empire that spanned accross planets for such a long time that this information is forgotten. During these countless millennia they were experimented on and selectively bred to further meet the needs of the Mind Flayers as a slave race. But over this time these creatures built up a resistance to the Mind Flayer psionic effects and were able to overcome their masters. Led by the great warrior {{FRWiki|Gith}}, these creatures came to topple the Mind Flayer from the inside. They came to name their entire race after Gith (the warrior), so they took on her name {{FRWiki|Gith (race)}} for their entire race.  
The planet that Githyanki originate from and even the original name of their race is lost to time. They were slaves to the vast [[Mind Flayer|Illithids (Mind Flayers)]] empire that spanned across planets for such a long time that this information is forgotten. During these countless millennia they were experimented on and selectively bred to further meet the needs of the Mind Flayers as a slave race. But over this time these creatures built up a resistance to the Mind Flayer psionic effects and were able to overcome their masters. Led by the great warrior {{FRWiki|Gith}}, these creatures came to topple the Mind Flayer from the inside. They came to name their entire race after Gith (the warrior), so they took on her name {{FRWiki|Gith (race)}} for their entire race.  


After the Gith race earned their freedom and had established themselves as a force to be reckoned with two main Gith factions emerged. Those led by Gith the Warrior wanted to continue to hunt down the Mind Flayers to the ends of all realms and exterminate them at all costs. They would hunt down Mind Flayers on foreign planets and kill them, and if some of the planets' meaningless locals were harmed in the effort then it was all part of the greater mission of exterminating mind flayers. A rival faction led by {{FRWiki|Zerthimon}} instead sought to find a quiet place for the Gith race to settle and prosper peacefully, and would undermine some of the more locally destructive methods the Gith (the warrior) led fighters were implementing to hunt down Mind Flayers. These ideological differences became irreconcilable and a civil war among the Gith race broke out. In the end Zerthimon would die and his faction would retreat into the chaotic plane of {{FRWiki|Limbo}}, while the Gith (the warrior) led faction continued to live in the {{FRWiki|Astral Plane}} popping up to hunt down Mind Flayers wherever rumors of them emerged. The generations of isolation and magical effects of Limbo vs. the Astral Plane led to physiological differences between these two Gith factions. Those on the side of Gith the Warrior became known as the [[Githyanki]], while the more peaceful faction became known as the {{FRWiki|Githzerai}}. The Githyanki and Githzerai remain at war to this day thousands and thousands of years later.
After the Gith race earned their freedom and had established themselves as a force to be reckoned with two main Gith factions emerged. Those led by Gith the Warrior wanted to continue to hunt down the Mind Flayers to the ends of all realms and exterminate them at all costs. They would hunt down Mind Flayers on foreign planets and kill them, and if some of the planets' meaningless locals were harmed in the effort then it was all part of the greater mission of exterminating mind flayers. A rival faction led by {{FRWiki|Zerthimon}} instead sought to find a quiet place for the Gith race to settle and prosper peacefully, and would undermine some of the more locally destructive methods the Gith (the warrior) led fighters were implementing to hunt down Mind Flayers. These ideological differences became irreconcilable and a civil war among the Gith race broke out. In the end Zerthimon would die and his faction would retreat into the chaotic plane of {{FRWiki|Limbo}}, while the Gith (the warrior) led faction continued to live in the {{FRWiki|Astral Plane}} popping up to hunt down Mind Flayers wherever rumors of them emerged. The generations of isolation and magical effects of Limbo vs. the Astral Plane led to physiological differences between these two Gith factions. Those on the side of Gith the Warrior became known as the [[Githyanki]], while the more peaceful faction became known as the {{FRWiki|Githzerai}}. The Githyanki and Githzerai remain at war to this day thousands and thousands of years later.


There have been no mentions of Githzerai in BG3, so the remaining story will focus on Githyanki. Not long after the end of the Gith (race) civil war, Gith (the warrior) was recommended to go search for new allies to bolster up their reduced numbers by her advisor Vlaakith I. Gith (the warrior) went to the {{FRWiki|Nine Hells}} and spoke with {{FRWiki|Tiamat}}, goddess of evil dragons. Nobody knows what occured. Gith (the warrior) never returned, and this is one of the things I hope BG3 reveals. All we know is that a group of young red dragons were sent to the Githyanki, and Githyanki have used red dragons as mounts ever since. When the dragon reaches maturity they return to Tiamat and keep their spoils of war as a new young dragon is sent to the Githyanki to take its place. The dragons also announced that Vlaakith I and her descendants would rule the Githyanki race which has been the case ever since, with all of Vlaakith's descendants also taking the name Vlaakith. We are now at {{FRWiki|Vlaakith CLVII}} (with CLVII meaning she is the 157th of Vlaakith's name) also known as the Lich Queen because she achieved lichdom and has now ruled for over a thousand years. While most Githyanki remain loyal to their queen beyond all else, some Githyanki whisper that Vlaakith has become delusional with power. She has begun seeking to obtain godhood and slaying any Githyanki who rise in power long enough to challenge her. [https://www.youtube.com/watch?v=acRbmXZak0Y This 7 minute video by Spell&Shield goes into greater detail on Vlaakith CLVII.]
There have been no mentions of Githzerai in BG3, so the remaining story will focus on Githyanki. Not long after the end of the Gith (race) civil war, Gith (the warrior) was recommended to go search for new allies to bolster up their reduced numbers by her advisor Vlaakith I. Gith (the warrior) went to the {{FRWiki|Nine Hells}} and spoke with {{FRWiki|Tiamat}}, goddess of evil dragons. Nobody knows what occurred. Gith (the warrior) never returned, and this is one of the things I hope BG3 reveals. All we know is that a group of young red dragons were sent to the Githyanki, and Githyanki have used red dragons as mounts ever since. When the dragon reaches maturity they return to Tiamat and keep their spoils of war as a new young dragon is sent to the Githyanki to take its place. The dragons also announced that Vlaakith I and her descendants would rule the Githyanki race which has been the case ever since, with all of Vlaakith's descendants also taking the name Vlaakith. We are now at {{FRWiki|Vlaakith CLVII}} (with CLVII meaning she is the 157th of Vlaakith's name), also known as the Lich Queen because she achieved lichdom and has now ruled for over a thousand years. While most Githyanki remain loyal to their queen beyond all else, some Githyanki whisper that Vlaakith has become delusional with power. She has begun seeking to obtain godhood and slaying any Githyanki who rise in power long enough to challenge her. [https://www.youtube.com/watch?v=acRbmXZak0Y This 7 minute video by Spell&Shield goes into greater detail on Vlaakith CLVII.]


[[Lae'zel]] bandies about with many Githyanki specific words which are defined as follows. Time does not pass in the Astral Plane which Githyanki call home, so they must be hatcehd from the eggs they are born in and trained to maturity on another planet. These hatcheries and training grounds are known as ''crèches''. Githyanki usually go on raiding parties in groups of ten which is led by a Githyanki called a ''sarth''. Every ten sarths are supervised by a ''kith'rak''. And every ten kith'raks are supervised by a ''supreme commander.''
[[Lae'zel]] bandies about with many Githyanki specific words which are defined as follows. Time does not pass in the Astral Plane which Githyanki call home, so they must be hatched from the eggs they are born in and trained to maturity on another planet. These hatcheries and training grounds are known as ''crèches''. Githyanki usually go on raiding parties in groups of ten which is led by a Githyanki called a ''sarth''. Every ten sarths are supervised by a ''kith'rak''. And every ten kith'raks are supervised by a ''supreme commander.''




====World Interactions====
====World Interactions====
The [[Githyanki]] are feared across not only the planet Toril, but across multiple other planets. They have a reputaion for being raiding pirates who plunder and take supplies and goods wherever they arrive to sustain their army's goal of slaying mind flayers in an area. They may kill the peaceful locals of a village just to put a roof over their head to form a base of operations in a hunt for Mind Flayers. So if a civilized race sees a Githyanki, that is about as bad as seeing a [[Drow]] or a Mind Flayer themselves. The fact that Githyanki are from other planes and never established major settlements on the planet Toril means that they don't have too much history with other races in BG3. But Mind Flayers do tend to hide underground so Underdark races like [[Drow]], [[Gnome#Deep_Gnomes|Deep Gnomes]], and [[Dwarf#Duergar|Duergar]] would be the most likely to have past experience with Githyanki.
The [[Githyanki]] are feared across not only the planet Toril, but across multiple other planets. They have a reputation for being raiding pirates who plunder and take supplies and goods wherever they arrive to sustain their army's goal of slaying mind flayers in an area. They may kill the peaceful locals of a village just to put a roof over their head to form a base of operations in a hunt for Mind Flayers. So if a civilized race sees a Githyanki, that is about as bad as seeing a [[Drow]] or a Mind Flayer themselves. The fact that Githyanki are from other planes and never established major settlements on the planet Toril means that they don't have too much history with other races in BG3. But Mind Flayers do tend to hide underground so Underdark races like [[Drow]], [[Gnome#Deep_Gnomes|Deep Gnomes]], and [[Dwarf#Duergar|Duergar]] would be the most likely to have past experience with Githyanki.


The slaying of a Mind Flayer is a right of passage for a Githyanki. Doing so is the main way to gain renown and rise through the ranks to one day become a knight like a kith'rak, be able to wield a legendary {{FRWiki|Githyanki Silver Sword}}, and/or earn a red dragon mount to then kill more Mind Flayers with. Being infected with a Mind Flayer tadpole is the worst imaginable thing to a Githyanki, as becoming one of the creatures they are sworn to kill would be as dishonorable of a death possible.
The slaying of a Mind Flayer is a right of passage for a Githyanki. Doing so is the main way to gain renown and rise through the ranks to one day become a knight like a kith'rak, be able to wield a legendary {{FRWiki|Githyanki Silver Sword}}, and/or earn a red dragon mount to then kill more Mind Flayers with. Being infected with a Mind Flayer tadpole is the worst imaginable thing to a Githyanki, as becoming one of the creatures they are sworn to kill would be as dishonorable of a death possible.
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{{FRWiki|Gnome|Gnomes}} have various stories on how they came to exist on Faerun, but the common theme is that their souls were drawn from gems by their patron god {{FRWiki|Garl Glittergold}} around 20,000 or more years prior to BG3. It is said that the [[Gnome#Rock_Gnomes|Rock Gnomes]] are born from the souls of diamonds, [[Gnome#Forest_Gnomes|Forest Gnomes]] are born from the souls of emeralds, while the [[Gnome#Deep_Gnomes|Deep Gnomes]] are born from the souls of rubies. It's worth noting that [[Dwarf|Dwarves]] have the [[Underdark]] based subrace [[Dwarf#Duergar|Duergar]] which are a result of Mind Flayer experimentation, and [[Elf|Elves]] have their Underdark based cousins the [[Drow]] which are the result of Dark Elves being cursed by the Seldarine Gods, but the Deep Gnomes are Underdark dwelling variants of Gnomes yet they were never cursed or transformed into this form. It is how they have always been.
{{FRWiki|Gnome|Gnomes}} have various stories on how they came to exist on Faerun, but the common theme is that their souls were drawn from gems by their patron god {{FRWiki|Garl Glittergold}} around 20,000 or more years prior to BG3. It is said that the [[Gnome#Rock_Gnomes|Rock Gnomes]] are born from the souls of diamonds, [[Gnome#Forest_Gnomes|Forest Gnomes]] are born from the souls of emeralds, while the [[Gnome#Deep_Gnomes|Deep Gnomes]] are born from the souls of rubies. It's worth noting that [[Dwarf|Dwarves]] have the [[Underdark]] based subrace [[Dwarf#Duergar|Duergar]] which are a result of Mind Flayer experimentation, and [[Elf|Elves]] have their Underdark based cousins the [[Drow]] which are the result of Dark Elves being cursed by the Seldarine Gods, but the Deep Gnomes are Underdark dwelling variants of Gnomes yet they were never cursed or transformed into this form. It is how they have always been.


The Rock Gnomes and Forest Gnomes have a largely shared history. While they often don't coexist and settle in the same communities, historical events influenced both similarly. Both are very adept craftspeople and inventors, with rock gnomes being especially skilled with masonry and metalwork, while forest gnomes were more capable woodworkers. Both Rock and Forest Gnomes are excellent at gem crarfting. These qualities and skills were sought after by some, and as a result the gnomes were brought into slavery by the humans of Netheril (see the [[Guide:Races_Guide_by_Phantomsplit#Humans|Human Lore]] section) starting around 5,000 years before BG3. Those that escaped would often go to live with nearby High Elf settlements, where the elves would over the years try to teach the Gnomes some magic. Gnomes proved to be shockingly adept at Illusion Magic much to the surprise of the Gnomes and Elves both. The bulk of surface gnomes spent 1,300 years in slavery to the human Netheril empire before a combination of Gnomes acting as saboteurs and diplomatic intercession by neighboring elves finally led to the empire freeing their slaves. From there the gnomes went on to move into or near dwarven, elven, and human settlements across Faerun.  
The Rock Gnomes and Forest Gnomes have a largely shared history. While they often don't coexist and settle in the same communities, historical events influenced both similarly. Both are very adept craftspeople and inventors, with rock gnomes being especially skilled with masonry and metalwork, while forest gnomes were more capable woodworkers. Both Rock and Forest Gnomes are excellent at gem crafting. These qualities and skills were sought after by some, and as a result the gnomes were brought into slavery by the humans of Netheril (see the [[Guide:Races_Guide_by_Phantomsplit#Humans|Human Lore]] section) starting around 5,000 years before BG3. Those that escaped would often go to live with nearby High Elf settlements, where the elves would over the years try to teach the Gnomes some magic. Gnomes proved to be shockingly adept at Illusion Magic much to the surprise of the Gnomes and Elves both. The bulk of surface gnomes spent 1,300 years in slavery to the human Netheril empire before a combination of Gnomes acting as saboteurs and diplomatic intercession by neighboring elves finally led to the empire freeing their slaves. From there the gnomes went on to move into or near dwarven, elven, and human settlements across Faerun.  


Rock Gnomes are the most common variant of Gnomes, and they tend to make homes from burrows built into the ground. While the more rare Forest Gnomes tend to build their homes up in the trees. The only large Gnomish settlement was populated by Rock Gnomes and found on {{FRWiki|Lantan}} located quite a ways to the southwest of the {{FRWiki|Sword Coast}}, which is the region where Baldur's Gate 3 takes place. Many thought the island was destroyed in the {{FRWiki|Spellplague}}, but it turns out most of it was instead sent to the planet {{FRWiki|Abeir}} as described in the [[Guide:Races_Guide_by_Phantomsplit#Dragonborn|Dragonborn Lore]] section. Lantan was returned to {{FRWiki|Toril}} During the {{FRWiki|Second Sundering}}, and the gnomes of Lantan are said to be both more secretive and have far more advanced technology than before.
Rock Gnomes are the most common variant of Gnomes, and they tend to make homes from burrows built into the ground, while the more rare Forest Gnomes tend to build their homes up in the trees. The only large Gnomish settlement was populated by Rock Gnomes and found on {{FRWiki|Lantan}}, located quite a ways to the southwest of the {{FRWiki|Sword Coast}}, which is the region where Baldur's Gate 3 takes place. Many thought the island was destroyed in the {{FRWiki|Spellplague}}, but it turns out most of it was instead sent to the planet {{FRWiki|Abeir}} as described in the [[Guide:Races_Guide_by_Phantomsplit#Dragonborn|Dragonborn Lore]] section. Lantan was returned to {{FRWiki|Toril}} During the {{FRWiki|Second Sundering}}, and the gnomes of Lantan are said to be both more secretive and have far more advanced technology than before.


The Deep Gnomes (called Svirfneblin in their own tongue) have a separate history. They have largely lived in the Underdark trying to stay unnoticed by their neighbors, both uncivilized and civilized. They tend to not build large settlements underground because this just makes them a large target for slaving raids by their [[Duergar]] and [[Drow]] neighbors. {{FRWiki|Blingdenstone}} is the greatest settlement they ever made, yet it was quickly squashed by the Drow who summoned demons in the city when the gnomes had made a nuisance of themselves. Deep Gnomes are able to survive and thrive in the perilous Underdark so long as they do not draw attention to themselves. Like their surface cousins, Deep Gnomes are also very well known for their abilities with Illusion magic, and in fact to a greater degree since the Deep Gnomes use this magic regularly to ensure survival.
The Deep Gnomes (called Svirfneblin in their own tongue) have a separate history. They have largely lived in the Underdark trying to stay unnoticed by their neighbors, both uncivilized and civilized. They tend to not build large settlements underground because this just makes them a large target for slaving raids by their [[Duergar]] and [[Drow]] neighbors. {{FRWiki|Blingdenstone}} is the greatest settlement they ever made, yet it was quickly squashed by the Drow who summoned demons in the city when the gnomes had made a nuisance of themselves. Deep Gnomes are able to survive and thrive in the perilous Underdark so long as they do not draw attention to themselves. Like their surface cousins, Deep Gnomes are also very well known for their abilities with Illusion magic, and in fact to a greater degree since the Deep Gnomes use this magic regularly to ensure survival.
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While both Rock Gnomes and Forest gnomes have a knack for tinkering as well as for wildlife and animals, the Rock Gnomes further embody the inventing aspects while the Forest Gnomes further embody the bond with nature. Both may have specific reactions to mechanical constructs or interacting with wildlife, but Rock Gnomes are more likely to have the former while Forest Gnomes are more likely to have the latter. Other surface races see Gnomes as a mix between [[Elf|Elves]] and [[Dwarf|Dwarves]] in mentality. Gnomes have the ability to be industrious and craft magnificent things (their gem crafting capability earns them particular respect from the Dwarves). But they also know how to kick back and enjoy life. They have the greatest power of all; a work-life balance. The Gnomes are also known for their lighthearted pranks and mischief. While a [[Halfling|halfling]] is often too innocent to understand the mischief they are getting themselves into, Gnomes intentionally cause mischief for a good laugh.
While both Rock Gnomes and Forest gnomes have a knack for tinkering as well as for wildlife and animals, the Rock Gnomes further embody the inventing aspects while the Forest Gnomes further embody the bond with nature. Both may have specific reactions to mechanical constructs or interacting with wildlife, but Rock Gnomes are more likely to have the former while Forest Gnomes are more likely to have the latter. Other surface races see Gnomes as a mix between [[Elf|Elves]] and [[Dwarf|Dwarves]] in mentality. Gnomes have the ability to be industrious and craft magnificent things (their gem crafting capability earns them particular respect from the Dwarves). But they also know how to kick back and enjoy life. They have the greatest power of all; a work-life balance. The Gnomes are also known for their lighthearted pranks and mischief. While a [[Halfling|halfling]] is often too innocent to understand the mischief they are getting themselves into, Gnomes intentionally cause mischief for a good laugh.


Deep Gnomes exhibit many of the above personality features, but only if you get to know them first. The millenia of hiding to survive from the [[Drow]] and [[Duergar]] have led them to be paranoid and distrustful of all, and this social reluctance can lead many to think that Deep Gnomes are cold and callous creatures. When a Deep Gnome has the slightest suspicion that danger is on the horizon their survival instinct kicks in and they clam up. But when they are able to relax with those they trust then they behave much like their surface brethren. That said, it will be difficult for a Deep Gnome to ever trust a Duergar or Drow. If there is any other race that Deep Gnomes may have good relations with, it is Mountain Dwarves who are known to trade and cooperate with Deep Gnomes or shelter the Deep Gnomes when their homes are destroyed by the Underdark's inhabitants.
Deep Gnomes exhibit many of the above personality features, but only if you get to know them first. The millennia of hiding to survive from the [[Drow]] and [[Duergar]] have led them to be paranoid and distrustful of all, and this social reluctance can lead many to think that Deep Gnomes are cold and callous creatures. When a Deep Gnome has the slightest suspicion that danger is on the horizon their survival instinct kicks in and they clam up. But when they are able to relax with those they trust then they behave much like their surface brethren. That said, it will be difficult for a Deep Gnome to ever trust a Duergar or Drow. If there is any other race that Deep Gnomes may have good relations with, it is Mountain Dwarves who are known to trade and cooperate with Deep Gnomes or shelter the Deep Gnomes when their homes are destroyed by the Underdark's inhabitants.




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====Build Synergy====
====Build Synergy====
As with [[Halfling]] and [[Dwarf]], the Gnome'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 melee builds that get a movement speed bonus like [[Barbarian]] and [[Monk]]. The [[Gnome Cunning]] ability is seen right up there with Halfling's [[Lucky]] as one of the best racial abilities in the game. Lucky has the added benefit of applying to all [[Attack Rolls|attack rolls]], [[Saving Throws|saving throws]], and [[Skill Check|skill checks]]. While [[Gnome Cunning]] only applies to [[Saving Throws|saving throws]] that specifically use Intelligence, Charisma, and Wisdom. However if you are making one of those types of saving throws then Gnome Cunning applies every time, whereas halfling's Lucky only applies on the off-chance your roll ends up as a natural 1. Lucky is not as powerful but more universally applied, while Gnome Cunning is far more useful in the specific scenarios it applies. Wisdom, Intelligence, and Charisma saving throws are typically used to resist mind altering affects that can make you skip turns. In turnbased combat games action economy is paramount. If you have a 6th level [[Paladin]] aura applied to a Gnome (or if the Gnome themself is a Paladin) then it will be very difficult for them to fail sucha a debilitating saving throw. Baldur's Gate 3 also often uses Wisdom Saving throws in certain dialogue scenes, so having [[Advantage|advantage]] on these saves is immensely benefical.
As with [[Halfling]] and [[Dwarf]], the Gnome'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 melee builds that get a movement speed bonus like [[Barbarian]] and [[Monk]]. The [[Gnome Cunning]] ability is seen right up there with Halfling's [[Lucky]] as one of the best racial abilities in the game. Lucky has the added benefit of applying to all [[Attack Rolls|attack rolls]], [[Saving Throws|saving throws]], and [[Skill Check|skill checks]], while [[Gnome Cunning]] only applies to [[Saving Throws|saving throws]] that specifically use Intelligence, Charisma, and Wisdom. However, if you are making one of those types of saving throws then Gnome Cunning applies every time, whereas halfling's Lucky only applies on the off-chance your roll ends up as a natural 1. Lucky is not as powerful but more universally applied, while Gnome Cunning is far more useful in the specific scenarios it applies. Wisdom, Intelligence, and Charisma saving throws are typically used to resist mind altering affects that can make you skip turns. In turn-based combat games, action economy is paramount. If you have a 6th level [[Paladin]] aura applied to a Gnome (or if the Gnome themself is a Paladin) then it will be very difficult for them to fail such a a debilitating saving throw. Baldur's Gate 3 also often uses Wisdom Saving throws in certain dialogue scenes, so having [[Advantage|advantage]] on these saves is immensely beneficial.


Each of the Gnome subraces bring a lot to the table as well. This is a Larian game, so a Forest Gnome being able to [[Speak with Animals]] at will is a wonderful ability to have and will certainly open new paths up to players to explore if you don't already have somebdoy with such an ability. The Rock Gnome's expertise in History is a bit more niche and specifically useful for high Intelligence characters like [[Wizard|Wizards]] where it will get the most mileage in ensuring you succeed on History checks. And I have seen many suggest that Deep Gnome is the best race overall for stealthy characters as having advantage on stealth checks permanently is not something you will likely not be able to get elsewhere barring magic items. Combine this with [[Pass Without Trace]] from a caster in your party with access to the spell and possibly [[Expertise]] in [[Stealth|stealth]] from playing either a [[rogue]] or a [[bard]] to become practically undetectable.
Each of the Gnome subraces bring a lot to the table as well. This is a Larian game, so a Forest Gnome being able to [[Speak with Animals]] at will is a wonderful ability to have and will certainly open new paths up to players to explore if you don't already have somebody with such an ability. The Rock Gnome's expertise in History is a bit more niche and specifically useful for high Intelligence characters like [[Wizard|Wizards]] where it will get the most mileage in ensuring you succeed on History checks. And I have seen many suggest that Deep Gnome is the best race overall for stealthy characters as having advantage on stealth checks permanently is not something you will likely not be able to get elsewhere barring magic items. Combine this with [[Pass Without Trace]] from a caster in your party with access to the spell and possibly [[Expertise]] in [[Stealth|stealth]] from playing either a [[rogue]] or a [[bard]] to become practically undetectable.


== [[Tiefling|Tieflings]] ==
== [[Tiefling|Tieflings]] ==
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<div class="bg3wiki-spoiler-warning">{{Quote|size=100%|noitalics=yes|{{color|#ebb73f|'''Spoiler warning:'''}} The following content may contains spoilers for the [https://www.dndbeyond.com/sources/bgdia Baldur's Gate: Descent into Avernus] tabletop campaign module. Read at your own risk.}}</div>
<div class="bg3wiki-spoiler-warning">{{Quote|size=100%|noitalics=yes|{{color|#ebb73f|'''Spoiler warning:'''}} The following content may contains spoilers for the [https://www.dndbeyond.com/sources/bgdia Baldur's Gate: Descent into Avernus] tabletop campaign module. Read at your own risk.}}</div>


It turns out that the surviving Hellriders were not as brave as they claimed. They were overwhelmed by the terrors of Avernus and instead fled shutting the Avernus portal behind them, trapping Zariel and the brave Hellriders with her in hell. The surivors never revealed this secret to anyone, claiming they fought bravely until the fight was clearly lost. But Zariel did not forget, and kept an eye open for a chance to get revenge. About 50 years before the events of BG3 that opportunity came. The city of Elturel came under the control of vampires, and a man named {{FRWiki|Thavius Kreeg}} made a deal with Zariel to save the city and meanwhile look like the hero. A brilliant magical sun was placed over the city Elturel and destroyed the vampires within. This saving light remained over the city and came to be known as the Companion, and Thavius claimed he prayed to the gods who sent the Companion to save them in the city's time of need. In fact he had made a deal to control the city and then use that authority to sell the city to Zariel in 50 years. When that time came the companion turned black and pulled the city Elturel off of the face of Faerun, where it appeared in Avernus as it slowly lowered to the river Styx which would make all of Elturel's citizens easily convertible into devils in Zariel's army. The events of Baldur's Gate: Descent into Avernus revolve around figuring out what happened to Elturel and saving the city. The canon ending is that Elturel is saved but Zariel remains the archdevil of Avernus. When Elturel returned to Toril the city's inhabitants took a xenophobic stance towards tieflings, senselessly fearing their ties to devils. As a result most tieflings from the city have left the city in search of a new home. {{FRWiki|Ulder Ravenguard}} the Grand Duke of the city Baldur's Gate was present in Elturel when these events unfolded and he played a role in saving the city. The city of Baldur's Gate will also be impacted by Tiefling refugees who are leaving nearby Elturel.
It turns out that the surviving Hellriders were not as brave as they claimed. They were overwhelmed by the terrors of Avernus and instead fled shutting the Avernus portal behind them, trapping Zariel and the brave Hellriders with her in hell. The survivors never revealed this secret to anyone, claiming they fought bravely until the fight was clearly lost. But Zariel did not forget, and kept an eye open for a chance to get revenge. About 50 years before the events of BG3 that opportunity came. The city of Elturel came under the control of vampires, and a man named {{FRWiki|Thavius Kreeg}} made a deal with Zariel to save the city and meanwhile look like the hero. A brilliant magical sun was placed over the city Elturel and destroyed the vampires within. This saving light remained over the city and came to be known as the Companion, and Thavius claimed he prayed to the gods who sent the Companion to save them in the city's time of need. In fact he had made a deal to control the city and then use that authority to sell the city to Zariel in 50 years. When that time came the companion turned black and pulled the city Elturel off of the face of Faerun, where it appeared in Avernus as it slowly lowered to the river Styx which would make all of Elturel's citizens easily convertible into devils in Zariel's army. The events of Baldur's Gate: Descent into Avernus revolve around figuring out what happened to Elturel and saving the city. The canon ending is that Elturel is saved but Zariel remains the archdevil of Avernus. When Elturel returned to Toril the city's inhabitants took a xenophobic stance towards tieflings, senselessly fearing their ties to devils. As a result most tieflings from the city have left the city in search of a new home. {{FRWiki|Ulder Ravenguard}} the Grand Duke of the city Baldur's Gate was present in Elturel when these events unfolded and he played a role in saving the city. The city of Baldur's Gate will also be impacted by Tiefling refugees who are leaving nearby Elturel.
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</noinclude>


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