Drow
Drow are the
darker, more evil cousins of Elves. They were once part of
the happy community of Elves which roam the forests today,
but have long since moved under the ground, building vast
subterranean cities and complex networks of caves.
Drow have black
skin and white hair, and are moderately weaker and have a
more slight constitution than average humans. Still, like
all Elves, they have a slightly higher dexterity than men.
Members of
this race specialize in spell casting, and have developed
some very interesting abilities due to this. The most commonly
known one is the fact that all drow are born with the ability
to cast faerie fire on their opponents. Being creatures of
darkness drow tend to shy from lit areas, as well as fighting
more proficiently in the dark. They have developed innate
infravision to a stronger level than their surface cousins.
Drow gain experience
on a scale of 0.96 x normal
Return
to the Top
Dwarves
Dwarves are
relatively short (in Human terms), stocky and powerfully built
creatures. Long-lived and extremely sturdy, they are known
equally as well for their hardiness as for their cantankerous
personalities. Their thick, stout frames lend them poor dexterity,
but high strength and stamina. This race has produced some
of the most renowned fighters. Dwarves possess the inherent
ability to see in the dark with infravision.
Dwarves average
from four foot five inches and five feet tall, with dusky
complexions and thick, fur-covered torsos and limbs. Both
men and women proudly wear and take pride in their beards.
Dwarves gain
experience at a rate of 1.03 x Normal.
Return
to the Top
Elves
Elves were
born in the second age of this world. Legend holds that the
first elf sprung from an apple that fell from the Great Oak,
the mythical home of the pixies.
Elves are closely
bonded with nature and open spaces. They thrive under sun
or moonlight. When forced underground, however, they have
been known to wither and die, often going mad before killing
themselves.
The term Elf
is used only in reference to surface dwelling elves, as opposed
to sea-elves or drow.
Elves have
fair complexions, often with a tinge of green or blue. Their
hair is light, either blonde or white. The telltale mark of
elves is their pointed ears and almond shaped eyes. Elves
have a slightly different muscle structure than humans, which
makes them more dexterous, but also more subject to injury.
They are strong in magic, and many master mages, clerics,
and rangers were elves.
Elves gain
experience at a rate of 0.97 x Normal.
Return
to the Top
Gith
The Gith are
a race descended from humans. Once long ago, they were a peaceful
civilization of humans that were captured by mind flayers
and tormented for centuries. Eventually, a savior named Gith
led them to freedom, yet their bodies had been flayed by the
mental powers of the Illithids. The Gith found themselves,
stronger, quicker, luckier and smarter than average humans,
yet they had lost much of their faith, wisdom, stamina and
charisma.
They had yellowed
skin and were very long of limb. Sunken eyes peered from yellowed
sockets, now strangely capable of naturally detecting invisible
things. The Gith race has split into three distinct groups
recently; the good, the Githzerai, the selfish neutral, the
Pirates of Gith, and the evil, the Githyanki.
Gith gain experience
on a scale of the normal rate * 0.97
Return
to the Top
Githzerai
The Githzerai
are the orderly and good division within the original gith
tribe. Those gith who have gained enough experience are able
to choose between the larger and evil Githyanki or to remain
in the astral planes with the other Githzerai.
Githzerai have
the ability to use ASTRAL WALK and eventually have access
to the spell ASTRAL FOG. The Githyanki are forever exiled
to the eternal gloom of Nachstrum, never to return to the
astral plane again. The elders urge all young gith to come
to a decision, as neutrality is worthless in almost every
culture, including that of the Githzerai.
Githzerai gain
experience at 0.88 x the normal rate.
Return
to the Top
Githyanki
The Githyanki
are the evil and chaotic division with the gith tribe. Gith
who have gained enough experience, are able to choose between
the larger, evil Githyanki, and the smaller and more peaceful
Githzerai.
Githyanki are
much stronger than Gith or Githzerai, but their appearance
suffers from an eternal curse put upon them for abandoning
their holy ways by the High Gods, even as their power increases.
Furthermore, they become banished eternally from the astral
plane, being forced instead to dwell among another of the
darkest races, the evil drow in Nachstrum.
Githyanki gain
experience at 0.91 x the normal rate.
Return
to the Top
Gnomes
Small cousins
of the dwarves, gnomes are friendly but reticent, quick to
help their friends but rarely seen by other races unless they
want to be. Like their cousins, they tend to dwell underground
or in hilly regions where they can pursue their interests
in peace.
Gnomes have
two notable differences to dwarves. The first being that they
prefer to keep their beards kept short and neatly trimmed.
The second is enormous noses, of which they take great pride.
The bigger the better is their motto.
Their skin
ranges from dark tan to woody brown, pale hair, and their
eyes can be any shade of blue. Gnomes have infravision, and
like dwarves possess an innate apathy toward magic. Gnomes
greatest racial enemies are kobolds and hobgoblins. They are
known for their strange inventions, and strange style of speaking.
Gnomes gain
experience at a rate of 1.2 x Normal.
Return
to the Top
Half-Elves
These beautiful
creatures are the result of the mixing of human and elven
blood. Though the resulting Half-Elf is not as intelligent
as the pure- blooded Elf, nor as hardy as the full-blooded
Human, this mix serves quite well in a variety of classes
which require the standards of both mental and physical prowess.
Their beautiful almond eyes enable them to discern objects
in the darkness.
Not as tall
as the pure human, they range from 5 1/2 feet to 6 feet in
height, with a heavier musculature than their elven ancestors.
Half-Elves
gain experience on a scale of normal rate * 1.04.
Return
to the Top
Halflings
Stout, round,
open-minded and very elusive the Hobbit has a level of dexterity
which is only equal to his wit. Many enjoy the thrill of reading
a good book, or telling stories by the fire. Many halflings,
because of this, tend to avoid adventuring, though some rare
hobbits choose the path of the Bard, or storyteller, for their
keen intellect serves them well. This intelligence, coupled
by a surprising determination makes them a curious (though
somewhat underpowered) ally. Halflings' increased agility
gives them the innate ability to move silently.
Halflings have
compact bodies and thick, long limbs, and usually have very
hairy feet. Eye color range from blue, brown, green, and any
shade in between.
Halflings gain
experience on a scale of 0.98 x Normal.
Return
to the Top
Humans
In the beginning
there were Humans, Elves and Ogres. Humans are the most numerous
and the plainest race in the Realms. Although possessing no
special abilities or bonuses, they are the most adaptable
and flexible race and are able to assume any class.
Humans are
bipedal creatures with two arms and a roundish head. Their
height, weight, eye and hair color vary greatly. It is rare
to find any two who look identical. Although feared slightly
by elves and dwarves, humans are generally treated as neutral
by every other race, this is their strongest single advantage.
Humans gain
experience at what is considered a Normal rate.
Return
to the Top
Lizardmen
Lizardmen are
semi-aquatic, breathing air but often dwelling totally underwater.
They are often noted to use underwater caves as their lair,
and are typically found in swamps, marshes, and similar places.
Members of this race band together in rough tribal form; they
are omnivores, and are likely to prefer human flesh to other
foods. Due to this taste for humans, they suffer if their
alignment strays too much towards the honorable side of the
spectrum.
This race has
the innate ability to breath underwater, also remember that
if you pull a lizard's tail off, it will simply grow another.
Lizardmen gain
experience on a scale of normal rate * 0.
Return
to the Top
Ogres
These large
dumb humanoids are between 7 and 10 feet tall and very heavy
for their size. Though descended from giants, ogres are generally
more stupid than their ancestors. They are capable of wielding
weapons and prefer weapons that are as big as they are. They
receive bonuses to strength and constitution, but also receive
penalties on dexterity, intelligence, and wisdom. They are
also not known for their exceptional looks or charm.
Ogres are allowed
to be warriors, heretics, or fire elementalists.
They also receive
experience at a rate of 1.08 times the average.
Return
to the Top
Orcs
Orcs are a
species of aggressive mammalian carnivores that band together
in tribes and survive by hunting and raiding. Orcs believe
that in order to survive they must expand their territory,
and so they are constantly involved in wars against many enemies:
humans, elves, dwarves, goblins, and other orc tribes.
Orcs vary widely
in appearance, as they frequently crossbreed with other species.
In general, they resemble primitive humans with grey-green
skin covered with coarse hair. Orcs have a slightly stooped
posture, a low jutting forehead, and a snout instead of a
nose, though comparisons between this facial feature and those
of pigs are exaggerated and perhaps unfair. Orcs have well
developed canine teeth for eating meat and short pointed ears
that resemble those of a wolf. Orcish snouts and ears have
a slightly pink tinge. Their eyes appear human, with a reddish
tinge that sometimes makes them appear to glow red when they
reflect dim light sources in near darkness. This is actually
part of their optical system, a pigment that gives them infravision.
Male orcs are
about 5 1/2 feet to 6 feet tall. Females average 6 inches
shorter than males. Orcs prefer to wear colors that most humans
think unpleasant: blood red, rust red, mustard yellow, yellow
green, moss green, greenish purple, and blackish brown. Their
armor is unattractive besides--dirty and often a bit rusty.
Orcs speak orcish, a language derived from older human and
elvish languages. Some orcs have learned to speak common,
but are not comfortable with it.
Orcs receive
experience at a rate of 1.02 x Normal.
Return
to the Top
Pixies
Pixies were
the first of all races. Beloved of the old gods, pixies were
created to inhabit and enjoy the world that had been made.
The pixie race
was created to lend aid to the gods in their endeavors. They
often served as helpers to the old gods, channeling mana to
them so that their mighty tasks would be made easier. Because
of their very nature, pixies are strong in manipulation of
mana, and hence make good mages. Pixie Clerics also abound,
for although the old gods are all now long dead, through sheer
force of will the pixie race as a collective has created their
own new gods.
The magic of
pixies imbues everything they touch. Rumors of their homeland
are whispered to children before bedtime. A Great Oak standing
nearly a mile high is rumored to house, protect, feed, and
clothe them. Few pixies become adventurers, their slight build
and generally happy nature making them poor candidates for
the rigors and hardships endured during a life of adventure.
The pixies
main racial enemy is the goblin. They keep their home secret
from all the races of man, lest the goblins learn of their
whereabouts.
Pixies gain
experience at a rate of 1.2 x Normal and are considered a
very difficult race to play.
Return
to the Top
Sea-Elves
Also called
Aquatic Elves, they are akin to mermen as land elves are akin
to men. Found almost exclusively among heavy weed beds in
quiet, sheltered, salty waters, they are great friends of
the dolphins. The race historically prefers to fashion caverns
in lagoon bottoms and reefs in which to live and work, but
the reality of the today's Realms has forced them into the
general populace.
The race appears
slender of build with pointed ears and webbed feet and hands.
They have small gill slits on their throats. Their hair is
green or blue and their skin is either green or silvery in
color. They have innate aqua breathing as well as scrying
due to their very acute vision. Their study of the purest
forms of magic was lost during the Great War of Elven Nations
centuries ago. They now are left with only the ability to
cast spells dependent on the elements of nature, or those
tied to a religious figure.
Sea-Elves gain
experience at a rate of 1.10 x Normal.
Return
to the Top
Trolls
Trolls are
horrid carnivores found in all climates, from arctic wastelands
to tropical jungles. Most creatures avoid these beasts, since
trolls know no fear and attack unceasingly when hungry, which
is approximately all the time. Their frame appears thin and
frail, but trolls possess surprising strength. Their arms
and legs are long and ungainly. The legs end in great three-toed
feet, the arms in wide powerful hands with sharpened claws.
The trolls' rubbery hide is colored a moss green, mottled
green and grey, or putrid grey. A writhing hair-like mass
grows out of their skulls and is usually greenish black or
iron grey in color.
Dull, sunken
black eyes possess infravision, They also are famous for their
strange abilities to regenerate. This makes them perhaps one
of the most formidable races in the entire realm.
Trolls walk
upright but hunched forward with sagging shoulders. The trolls'
gait is uneven and, when running, the arms dangle free and
drag along the ground. For all this seeming awkwardness, trolls
are very agile. They have been seen scaling cliffs relatively
easily. Trolls have a poor sense of hearing, but their sense
of smell is superior.
Trolls gain
experience at a rate of 0.93 x Normal.
Return
to the Top
Goblins
Goblins were
an early race, created by the evil gods in answer to the good
gods having created the lovable little pixies. Goblins are
about as opposite of pixies as you can imagine. If pixies
are happy hyper and cute, then goblins are sure enough short,
ugly, mean and just plain evil.
Goblins have
flat faces, broad noses, pointed ears, wide mouths and small,
sharp fangs. Their foreheads slope back, and their eyes are
dull and glazed, except when a pixie is around, then their
eyes glow with an almost insane desire to smite the little
creatures. Their skin ranges in color from yellow through
oranges, and even to deep red. Their eyes vary between yellow
and red. They tend to wear plain leather colored clothing
and are generally very dirty. Goblins are unable to speak
in any languages save their own, which consists of screams
and physical gestures.
The evil gods
felt it necessary to bestow these creatures with a strange
curse, their heads will begin to ache whenever a pixie is
in the near vicinity, and it will only get worse until the
pest is either chased away or preferably slain by the goblins.
A goblin suffering from this curse will tend to shriek and
scream in frustration and pain as it works itself into a horrific
frenzy.
All other classes
are beyond their abilities as most require some type of speech.
Goblins gain
experience at 1.1 x the normal rate, and can study the ways
of thieves or warriors.
Return
to the Top
|