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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.


Human

Elf

Drow

Dwarf

Giant

Pixie

Halfling

Half-Orc

Goblin

Half-Elf

Avian

Gnome

Draconian

Centaur

Gnoll

Heucuva

Kenku

Minotaur

Satyr

Titan

Thri-Kreen

Esper

Podrikev

Human

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.

  Strength Intelligence Wisdom Dexterity Constitution
Base 18 18 18 18 18
Max 20 18 18 18 20

Permanent Affects: None
Resistances: None
Vulnerabilities: None
Bonus Skill: Fast Healing

Elf

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.
  Strength Intelligence Wisdom Dexterity Constitution
Base 12 14 13 15 11
Max 16 20 18 21 15

Permanent Affects
Resistances: Charm
Vulnerabilities: Iron
Bonus Skills: Sneak, Hide

Drow

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.
  Strength Intelligence Wisdom Dexterity Constitution
Base 14 16 15 17 13
Max 18 22 20 23 17

Permanent Affects
Resistances: Charm
Vulnerabilities: Light
Bonus Skills: Sneak, Hide

Dwarf

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.
  Strength Intelligence Wisdom Dexterity Constitution
Base 14 14 16 12 15
Max 20 18 22 16 21

Permanent Affects
Resistances: Poison, Disease
Vulnerabilities: Drowning
Bonus Skills: Berserk

Giant

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).
  Strength Intelligence Wisdom Dexterity Constitution
Base 16 11 13 11 14
Max 22 15 18 15 20

Permanent Affects: None
Resistances: Fire, Cold
Vulnerabilities: None
Bonus Skills: Bash, Fast Healing

Pixie

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...
  Strength Intelligence Wisdom Dexterity Constitution
Base 10 15 15 15 10
Max 14 21 21 20 14

Permanent Affects: Flying, Detect Magic, Infrared
Resistances: Charm, Mental
Vulnerabilities: Iron
Bonus Skills: None

Halfling

  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.
  Strength Intelligence Wisdom Dexterity Constitution
Base 11 14 12 15 13
Max 15 20 16 21 18

Permanent Affects: Pass Door
Resistances: Poison, Disease
Vulnerabilities: Light
Bonus Skills: Sneak, Hide

Half Orc

  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.
  Strength Intelligence Wisdom Dexterity Constitution
Base 14 11 11 14 15
Max 19 15 15 20 21

Permanent Affects: Berserk
Resistances: Magic
Vulnerabilities: Mental
Bonus Skills: Fast Healing

Goblin

  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.
  Strength Intelligence Wisdom Dexterity Constitution
Base 11 14 12 15 14
Max 16 20 16 19 20

Permanent Affects: Berserk
Resistances: Mental
Vulnerabilities: Silver, Light, Wood, Holy
Bonus Skills: Sneak, Hide

Half Elf

  Halfelves are a cross between a human and an elf, usually due to the fact that human armies
sometime make raids on elf lands. Half elves are very nearly human, although they tend to be a
bit more thoughtful, and less physically powerful. Unfortunately they are also more bitter, and much
more aloof than either the most secretive elf or the most secluded human hermit.  They see themselves as unwelcome in either elf or human society and as a result tend to lead solitary lives as wandering adventurers who follow no real creed.

  A half elf is a natural loner, and most of them are rangers or druids, communing with the nature that
they love much as the elves do. They have much better eyesight than humans, due to their elven ancestry, but unlike elves are more inquisitive about the world around them, much as humans are.
  Strength Intelligence Wisdom Dexterity Constitution
Base 12 13 14 13 13
Max 17 18 19 18 18

Permanent Affects: Farsight
Resistances: None
Vulnerabilities: None
Bonus Skills: None

Avian

  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
of brawn for survival.

  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.

  Strength Intelligence Wisdom Dexterity Constitution
Base 12 14 15 11 12
Max 17 19 20 16 17

Permanent Affects: Flying, Detect Invis, Detect Hidden,
                  Farsigh, Infrared
Resistances: Lightning
Vulnerabilities: Disease, Poison
Bonus Skills: None

Gnome

  Gnomes are to dwarves what pixies are to elves. That is to say, they are smaller, smarter,
less-strong cousins.  Where dwarves are known for their mental dullness but great wisdom,
gnomes are known for quick minds and a very analytical nature.  They are nowhere near as
strong or hearty as dwarves are, but are much the same, being creatures of earth who can't
swim (and thus drown easily like dwarves) and have eyes attuned to seeing in the dark.

  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.

  Strength Intelligence Wisdom Dexterity Constitution
Base 11 15 14 12 12
Max 16 20 19 15 15

Permanent Affects: Infrared
Resistances: Mental
Vulnerabilities: Drowning
Bonus Skills: None

Draconian

  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.

  Strength Intelligence Wisdom Dexterity Constitution
Base 16 13 12 11 15
Max 22 18 16 15 21

Permanent Affects: Flying
Immune: Poison, Disease
Resistances: Fire, Cold
Vulnerabilities: Slash, Pierce, Lightning
Bonus Skills: Fast Healing

Centaur

  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.
  Strength Intelligence Wisdom Dexterity Constitution
Base 15 12 10 8 16
Max 20 17 15 13 21

Permanent Affects: None
Resistances: None
Vulnerabilities: None
Bonus Skills: Enhanced Damage

Gnoll

  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.
  Strength Intelligence Wisdom Dexterity Constitution
Base 15 11 10 16 15
Max 20 16 15 20 19

Permanent Affects: Detect Hidden, Dark Vision
Resistances: None
Vulnerabilities: Silver
Bonus Skills: None

Heucuva

 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.
  Strength Intelligence Wisdom Dexterity Constitution
Base 20 5 5 20 20
Max 25 10 10 25 25

Permanent Affects: Infravision
Immunity: Negative, Poison, Disease
Resistances: Weapon
Vulnerabilities: Light, Silver
Bonus Skills: Second Attack

Kenku

  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.
  Strength Intelligence Wisdom Dexterity Constitution
Base 14 14 16 15 14
Max 19 19 21 20 19

Permanent Affects: Farsight, Detect Hidden, Infrared, Flying
Resistances: Cold
Vulnerabilities: None
Bonus Skills: Meditation

Minotaur

  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
varies as would a normal normal human's. Clothing is minimal, usually a loin cloth or skirt.
  Strength Intelligence Wisdom Dexterity Constitution
Base 18 12 10 11 17
Max 23 16 15 16 22

Permanent Affects: Farsight
Immunity: Poison
Resistances: Bash
Bonus Skills: Enhanced Damage

Satyr

  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
red skin.  A satyr's hair is medium reddish, or dark brown.  The horns and hooves are black.  Satyrs living near centaurs are likely to be friendly with them.
  Strength Intelligence Wisdom Dexterity Constitution
Base 18 14 5 9 16
Max 23 19 10 14 21

Permanent Affects: Detect Hidden, Detect Evil, Detect Good
Immunity: Fire
Resistances: Negative
Vulnerabilities: Holy, Light
Bonus Skills: None

Titan

  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
garb, favoring togas, loincloths, and such.  They wear rare and valuable jewelry and in other ways make themselves seem beautiful and overpowering.  Titans are very close to nature.
  Strength Intelligence Wisdom Dexterity Constitution
Base 20 13 13 10 20
Max 25 18 18 15 25

Permanent Affects: Detect Invis, Berserk
Immunity: Charm
Resistances: Weapon
Bonus Skills: Fast Healing

 

Thri-Kreen

  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
magic. Special skills are Frenzy and berserk.
  Strength Intelligence Wisdom Dexterity Constitution
Base 17 12 9 18 15
Max 22 15 12 25 18

Permanent Affects
Immunities: Disease, Charm, Mental
Resistances: Weapon
Vulnerabilities: Magic
Bonus Skills: Frenzy, Berserk

Esper

  Espers, a race that traveled to the Realms Of Balance from a distance plane, and who have lived for
centuries. They take the form of humans, but look differently underneath. They are a very magical creature, with the powers to see in the dark, see magic and regenerate body parts. They make good spell casters.
  Strength Intelligence Wisdom Dexterity Constitution
Base 10 15 15 15 10
Max 14 21 21 20 14

Permanent Affects: Dark Vision, Detect Magic, Infrared, Regeneration
Resistances: Charm, Mental, Magic
Vulnerabilities: Iron, Weapon
Bonus Skills: None

Podrikev

  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
the mines lost all value. 

  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
continued existence. In time, their intelligence evolved and adapted itself to the surrounding
environments. 

  The Podrikev are very large, very bulky, mechanical beasts that are fashioned from plates
of steel, bronze, iron, and granite. All Podrikev run on a system of pulleys, levers, grinders, chains, and other contraptions including dry batteries and a fuel converter for changing food into energy. 

  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
affected by water and wood. These fine creatures make a good warrior.
  Strength Intelligence Wisdom Dexterity Constitution
Base 20 13 13 10 20
Max 25 18 18 15 25

Permanent Affects: Detect Invis, Berserk, Detect Hidden, Infrared
Immunity: Cold, Poison
Resistances: Weapon, Disease, Fire
Vulnerabilities: Drowning, Wood
Bonus Skills: Fast Healing

 

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