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The Great Realms have many races, some are better suited to combat, or magic. Others have special resistances or vulnerabilities. Choose whichever one suits you best. NOTE: Races that appear in RED are scheduled to eventually be CUT. That means that characters of that race will be forced to reroll. If you select that race, during character creation, you run the risk of being asked by an immortal, to reroll. For those die-hard fans of a particular race, it IS possible to have your race artificially 'restrung' to that race. In terms of game mechanics, however, you will be whatever your original race was. The cost for this service is 100,000 platinum. The descriptions for cut races remain here, for RP purposes.
Humans are the most common race in the world, and make up the majority of adventurers. Although they have no special talents like the
other races, they are more versatile, being skilled
in all four classes. Humans may also train their
primary stat higher than any other race, and are
able to gain more benefit from magical devices.
Permanent Affects: None
Elves are slightly taller than humans, but have a much lighter build. They lack the strength and stamina of the other races, but are far more agile, both in body and mind. Elves are superb mages and thieves, but have at best fair talent as warriors or priests. Elves resist charm spells most effectively, due to
their magical nature. However, they are burned by
the touch of iron, and so are barred from the use of
iron or steel in their adventuring careers. Elves are
notoriously hard to spot, and so elven warriors
and
thieves receive the sneak and hiding automatically.
They may see in the dark with infravision.
Permanent Affects
Drow are an elven race that live below the surface of the realms. They have evolved to live in total darkness miles below the surface. They live in
groups called houses and the female tend to take
rule over males. Males are often used as sacrifice to there female goddess
Lloth. They
have the ability to see creatures in the dark and to
see long distances. However they can be harmed
with any kind of light. They make good warriors
and thieves.
Permanent Affects
Dwarves are short, stocky demi-humans, known for foul temper and great stamina. Dwarves have high strength and constitution, but poor dexterity . They are not as smart as humans, but are usually wiser due to their long lifespans. Dwarves make excellent fighters and priests, but are very poor mages or thieves. Dwarves are very resistant to poison and disease,
but cannot swim, and so are very vulnerable to
drowning. They receive the berserk skill for free
(if warriors), and can see in the dark with infravision.
Permanent Affects
Giants are the largest of the races, ranging from 9-12 feet in height. They are stronger than any other race, and almost as durable as the dwarves. They aren't too bright, however, and their huge size makes them more clumsy than the other races. Giants make the best warriors of any race, but are ill-suited for any other profession. Giants resist heat and cold with nary a mark, due
to their huge mass. However, their slow minds
make them extremely vulnerable to mental
attacks. Giants, due to their size and stamina,
receive the fast healing and bash skills for
free. (Only giant warriors receive bash).
Permanent Affects: None
Pixies are very much like the elves...and share with them a vulnerability to iron weapons. They also share the nature-loving attitude and peaceful demeanor, but beyond this pixies reach an extreme. They are extremely magical creatures which, unlike elves, fly everywhere they go. Their wings are fairly redundant, as they don't really use them to fly. It's the sheer magical nature of a pixie that gives it it's special qualities. They are a race of very small size, and because of
their inquisitive nature and mental power, tend also
to be tinkerers and sometimes pranksters. While a
pixie may be thousands of years old, almost all
of them act like human children...
Permanent Affects: Flying, Detect Magic, Infrared
Halflings are short, generally plump people, very much like small humans. Their faces are round and broad and often quite florid. Their hair is typically curly and the tops of their feet are covered with coarse hair. They prefer not to wear shoes whenever possible. Their typical life expectancy is approximately 150 years. Halflings are sturdy and industrious, generally quiet and peaceful. Overall they prefer the comforts of home to dangerous adventuring. They enjoy good living, rough humor, and homespun stories. In fact, they can be a trifle boring at times. Halflings are not forward, but they are observant and conversational if in friendly company. Halflings see wealth only as a means of gaining creature comforts, which they love. Though they are not overly brave or ambitious, they are generally honest and hard working when there is need. Halfling homes are well-furnished burrows, although most of their work is done on the surface. Elves generally like them in a patronizing sort of way. Dwarves cheerfully tolerate them, thinking halflings somewhat soft and harmless. Gnomes, although they drink more
and eat less, like halflings best, feeling them kindred spirits. Because
halflings are more open and outgoing than any of these other three, they get
along with other races far better.
Permanent Affects: Pass Door
Halforcs are a cross between humans and orcs, dwarves and orcs, or sometimes even giants and orcs. These various combinations are almost always the result of an orc raid on the habitation of one of those other races, and each type of halforc is just as mean and hearty as the other. They are also very agile, and born athletes, however seldom is a halforc found that can even read or speak coherently. They are quite literally dumber than bricks, but there is no more fearsome fighter around. A halforc is a warrior, and if a halforc is not a
warrior, then that halforc is useless. They can
fight, and when it suits them they can also sleep,
eat, and fornicate, but that's it.
Permanent Affects: Berserk
Goblins are almost universally shunned because they are almost all natural criminals, cutthroats, and killers. Every crime boss or thief master is a goblin, with very few exceptions. They are extremely thrifty, known to argue over a single silver piece, and will drop water in the desert before dropping money. Goblins have diabolical minds, and few torture devices can be named which a goblin did not think up. They are extremely smart and also have a knack for survival. Stealth comes naturally to them, and their dusky gray to green, sometimes even blue or black, skin tones make them hard to spot at night. Goblins are not really warlike, and don't really
appreciate overt combat. It's not their style. A goblin would much rather satisfy its
sadistic needs through thievery or betrayal
than through honorable combat.
Permanent Affects: Berserk
Halfelves are a cross between a human and an elf, usually due to the fact that human armies A half elf is a natural loner, and most of them are
rangers or druids, communing with the nature that
Permanent Affects: Farsight
The avian race is a very secretive and mysterious one. They are the size of
giants, towering over any human, but
weigh about the same as an elf. Their
slight bone structure allows their
wings to carry them as they fly from
place to place, but it also requires
them to rely on mental prowess instead Many speculate that they are a people who evolved in the mountains, perhaps magically. However they came to be, they are fiercely religious, and worship a nature deity. Most choose to become druids since that allows them to be closest to their god, however they do well in clerical magicks as well. They have uncanny powers of sight, and it is said that an avian can see everything you do. For this reason many avians are hired as watch keepers, and they make wonderful explorers and missionaries. Their amazingly unusual bodies,
which basically look like emaciated humans
with wings, and the fact that they are used to
an isolated environment, makes them very
susceptible to disease and poison. Many
an avian has ventured out of his or her homeland only to fall victim to one of the
many plagues that ravage the
world at large.
Permanent Affects: Flying, Detect Invis, Detect Hidden,
Gnomes are to dwarves what pixies are to elves. That is to say, they are smaller, smarter, Where a dwarf would see a mine shaft and it's glittering
jewels, though, a gnome notices the girders and
struts and supports within the mine and
contemplates ways to make them better. Gnomes
love technology, metallurgy, and any other form
of science. This makes them natural mages,
possessing mental powers that rival elves. They
are not, however, a stealthy race like elves, goblins,
or halflings. They are engineers, architects,
artisans, and sometimes workers of great magicks.
Permanent Affects: Infrared
The draconians are a fearsome race, and almost as secretive as the avians. Like the avians, they can fly, and come from some not-so-well-known place far away. Unlike any other race though, draconians are not mammalian. They more closely resemble lizards, snakes, and especially dragons. They tower over even giants in size, reaching over 12 feet in height, with leathery wings that can stretch to over 30 feet when extended, and can fold up neatly on the back, causing no real hindrance in movement. The sheer size of a draconian DOES, however, cause problems, because most things in the world are built with human size in mind. Draconians are very strong, and tougher even than dwarves. Unlike most races that reach such large
proportions, they retain a keen mind, and
make good mages as well as warriors.
Because of their strange biology, and
some degree of reptilian nature, draconians
are immune to almost all poisons and plagues.
Permanent Affects: Flying
Centaurs are woodland beings who shun the company of men. They dwell in remote,
secluded glades and pastures. The appearance of a centaur is unmistakable: they have the
upper torso, arms, and head of a human being, and the lower body of a large, powerful horse.
Permanent Affects: None
Gnolls are large, evil, hyena-like humanoids that roam about in loosely organized bands. While the body of a gnoll is shaped like
that of a human, the details are those of a hyena. They stand erect on two legs and have
greenish gray skin, darker near muzzle, with a short reddish
gray to dull yellow mane.
Permanent Affects: Detect Hidden, Dark Vision
The heucuva is an undead spirit similar in appearance to a skeleton, but more dangerous
and more difficult to dispel. The heucuva appears to be a humanoid skeleton of normal
size. The bones are covered by a robe that is little more than tattered rags.
Permanent Affects: Infravision
Kenku are bipedal, humanoid birds that use their powers to annoy and
inconvenience the human and demihuman races. The typical kenku resembles a humanoid hawk wearing
human clothing. Kenku have both arms and wings. The wings are usually folded across
the back and may be mistaken at a distance for a very large backpack. Height ranges
from 5 to 7 feet. The feathers are predominantly brown with white
underfeathers and face markings. The eyes are a brilliant yellow.
Permanent Affects: Farsight, Detect Hidden, Infrared, Flying
Minotaurs are either cursed humans or the offspring of minotaurs and humans. They
usually dwell in underground labyrinths, for they are not confused in these places,
which gives them an advantage over their prey. Minotaurs are huge, well over 7 feet tall, and
quite broad and muscular. They have the head of a bull but the body of a human male. Their fur
is brown to black while their body colouring
Permanent Affects: Farsight
Also called fauns, satyrs are a pleasure loving
race of half-human, half-goat creatures. They symbolize nature's carefree ways. Satyrs have
the torso, head, and arms of a man, and the hind legs of a goat. The human head is
surmounted by two sharp horns that poke through the satyr's coarse, curly hair. The
skin of the upper body ranges from tan to light brown, with rare individuals (1%) with
Permanent Affects: Detect Hidden, Detect Evil, Detect Good
Titans are gargantuan, almost godlike men and women. They, quite simply, look like 25 foot tall
people of great physical strength and beauty. They are commonly dressed in traditional Greek
Permanent Affects: Detect Invis, Berserk
Thri-Kreen are a race of large, intelligent insects often referred to as "mantis
warriors". They roam the deserts and savannahs, where
they have marked-out hunting territories. They have no need of sleep and can remain active
through the day and night. They always have Haste, they are immune to diseases, charm
and mental attacks. They have a resistance against weapons and are very vulnerable to
Permanent Affects
Espers, a race that traveled to the Realms Of
Balance from a distance plane, and who have lived for
Permanent Affects: Dark Vision, Detect Magic, Infrared,
Regeneration
The Podrikev were originally a non-sentient mechanized creation of dwarven miners.
Meant to help expedite the minerals of Moria these machines were became
worthless and were abandoned when
Although left to rot for the centuries,
the
dwarven miners had implanted in each
machine the brain and spinal column of a
domesticated kobold so as to make them
controllable. Many of the Podrikev retained
the beasts' instinct of survival and attempted
to explore beyond the mines in search of The Podrikev are very large, very bulky,
mechanical beasts that are fashioned from plates All of the Podrikev walk with an audible clank and expel a nauseating exhaust. They are hardy and when well-oiled become formidable opponents in battle. Podrikev have the affect of sight of invisible, hidden and are able to see creatures in the dark.
Magic, Cold or Poison does not affect them but
and sometimes Disease and fire. They are though
Permanent Affects: Detect Invis, Berserk, Detect Hidden,
Infrared
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