Races Found on Dark Mists

Human
The most populous species in the world, Humans are found in every walk of life and come in just about every shape, size, and coloring. They average 6' in height. Magical devices tend to benefit them greatly. They may follow any path (good/neutral/evil).

Maximum stats: 20 Str 20 Int 20 Wis 20 Dex 20 Con (with 3 extra stat points to be used in any combination chosen)
Immune: None
Resist: None
Vuln: None

Elf
Slightly taller but lighter in build than Humans, Elves lack the strength of other races, but are more agile, both mentally and physically. Averaging 6'5" in height,Elves are fair skinned and have golden blonde to reddish to brown hair, and their eyes are usually green or blue (although there are some grey-eyed Elves). Elves are magical in nature, and it is rare to find an Elf who has forsworn magic. They are somewhat resistant to charm spells and other magic, but a strong spell can penetrate that resistance. Elves are difficult to locate and often walk unnoticed.Infravision allows them to see in the dark. Elves must stay good in order to keep their magical abilities. Elves who have turned to evil (even to neutrality) are frowned upon, and find themselves unable to cast magic, for the forces of good which empowered them will no longer allow them to draw upon the magical weave.

Maximum stats: 18 Str 25 Int 20 Wis 23 Dex 17 Con
Immune: None
Resist: Charm, Fire
Vuln: Iron

Grey-Elf
In physical appearance much like Elves, you really cannot tell them apart just by looking at them. Grey Elves came into being as the offspring of Elves and Dark-Elves, neither inherently good nor inherently evil. Such breeding was common practice during surface raids, a torture set upon female Elves by male Dark-Elves, and in some cases as a part of the torture of male Elves by female Dark-Elves (who after the breeding made a bloody sacrifice of the male Elves). In rare instances where the Dark-Elves and Elves live on the surface and learn to tolerate each other, some Grey Elves have resulted from happier couplings. Grey Elves average about 5'10" in height. It is as a result of their mixed heritage that Grey Elves have chosen not to follow the Light, nor to walk entirely in Shadow, but to move between the paths, seeking balance (although not always finding it). Grey Elves may be neutral only or risk losing their ability to cast magic. Grey Elves are highly intelligent and very wise, although not as nimble as Dark-Elves, and are, for the most part, very likeable.

Maximum stats: 17 Str 24 Int 24 Wis 22 Dex 16 Con
Immune: None
Resist: Charm
Vuln: Iron

Dark-Elf
Averaging 5'6", with ebony skin and stark white or silver hair, and eyes that spark red with infravision (although there are a few who have lavender eyes), Dark-Elves are a species of renegade Elf who have turned their energy toward evil. They are highly intelligent but not as studious as Elves, and their nimbleness has been honed nearly to perfection through generations of thievery and trouble-making. Like Elves, they can walk unnoticed and are not easily locatable, and they are magical and resistant to charm spells. They naturally turn rooms dark if they choose, or set the pink faerie fire upon a person, causing them to fail at hiding. Dark-Elves must remain evil to keep their magical abilities. Dark-Elves who have turned to good (or neutrality) are frowned upon. Indeed, those who seek balance or goodness in their lives have found that they cannot tap into the dark forces which empowered them magically, and their abilities to cast spells, including those abilities considered natural to them, gone.

Maximum stats: 18 Str 24 Int 20 Wis 24 Dex 17 Con
Immune: None
Resist: Charm, Cold
Vuln: Iron

Giant
Giants are the largest sentient species in the land. They average around 12-13' in height, although some have been sighted who are 27' tall. Due to their size, they tend to resist blows well. They excel at bashing people and doors, and enhanced damage . Due to their size they are not good swimmers and cannot breathe under water easily. Giants who cast magic must continue to walk the path of balance or they will lose their magical spellcasting abilities: giants are neutral only.

Maximum stats: 25 Str 16 Int 17 Wis 18 Dex 24 Con
Immune: None
Resist: Weapon, Blunt
Vuln: Mental

Dwarf
Short, stout, human-looking sentient beings known for their short, foul tempers and great stamina, Dwarves have great strength, high vitality, but average when it comes to nimbleness. They are very noisy and make lousy thieves. Their average height 4'6", with ruddy to dark complexions and usually bearded. It is hard to tell females from males. Dwarves may be good neutral or evil. They are resistant to magic, poison, and disease, but they cannot swim and are vulnerable to drowning. Like Elves and Dark Elves, they can see in the dark with infravision. They have been known to lose their tempers from time to time, rendering them a little stronger in battle than they might be if they kept an even temper.

Maximum stats: 22 Str 18 Int 22 Wis 18 Dex 25 Con
Immune: None
Resist: Poison, Disease, Magic
Vuln: Water

Gnome
The smallest sentient species in the land, averaging 3' in height, Gnomes are usually pale grey to light brown skinned, and see in the dark with infravision. Tough, wiry little cretures, Gnomes live a long time and accumulate wisdom and knowledge. It is said that Gnomes are excellent at reading arcane works, shaking magical sticks, and zapping people with magic wands. Resistant to poisons, they are vulnerable to bashing. Gnomes walk in all paths, good, neutral, or evil.

Maximum stats: 18 Str 23 Int 25 Wis 20 Dex 19 Con
Immune: None
Resist: Charm, Mental
Vuln: Blunt

Centaur
An offbreed species between 5'8" and 6'3" in height. They are half man and half beast. Brute strength and raw power are their thing. They make good warriors (if you get past their infighting and other untrustworthy attributes). Centaurs are resistant to most diseases and poisons. They excel in enhanced damage and bashing doors. They also have a mean kick, and a meaner rear kick. All centaurs are good. Centaurs who use magic must remain good or they will be punished with an inability to cast spells.

Maximum stats: 24 Str 17 Int 18 Wis 20 Dex 22 Con
Immune: None
Resist: Charm, Blunt
Vuln: Mental

Troll
Trolls are another of the offbred races. Being large and stocky they are very susceptible to drowning. In addition they have a weakness against both fire and acid, but are resistant to normal weapons. Due to the years of slavery and such that they endured to other races they attained much strength and constitution, making them quite hearty fellows. They don't easily learn spells as their wisdom and intelligence aren't that highly advanced as of yet. They make excellent warriors: They heal from battle wounds quickly, and they excel at dealing out enhanced damage. Bashing people and doors they also do to the point of perfection.

Trolls skin color varies widely, from greens to blues are the most common types though. Trolls must be evil. Those rare trolls who have managed to learn the art of magic must remain evil or lose their ability to cast spells.

Maximum stats: 25 Str 16 Int 17 Wis 19 Dex 24 Con
Immune: None
Resist: Weapon, Poison, Disease
Vuln: Fire, Acid

Draconian
It was at one time said that draconians are some of the foulest creatures that inhabit the planet. They scavenge bodies left on the battlefield for little trinkets or useful items that they might wear. They are intelligent and strong but not very fast. Some of the deadliest people to walk the land have been draconians who have excelled in the ways of magic. Due to the wings on their back they are capable of flight. Reports of their foul breath are varied, but all could agree back in the day that draconians could set fire to people and things. Average height of a draconian is about 5'. They were resistant to poison and disease. They must remain evil or risk losing all that they have learned.

It was said that Draconians are the result of the twisted magic of evil mages upon the eggs of true dragons, forcing a humanesque look to them. The return to true dragon form is so rare that history records only one who has accomplished this. Most draconians are happy with their lot in life and seek to make everyone else's life miserable.

Recently (RL April 15, 2001) a great gathering of dragons took place in the Targoth Mountains, and ten eggs were hatched under the watchful eyes of Bahamut and the ancient dragons and some other great ones. The hatchlings were draconians, but they were different than ever before. Each one was hatched bearing a distinctive scale color. Five of them had evil in their little hatchling hearts (the red, green, black, blue, and white ones), and half of them had good in their little hatchling hearts (the gold, silver, copper, bronze, and brass ones). The great dragons hope that more of a balance may be achieved in the world with the birth of the draconians of the light.

Overall Stats:
Evils: (Str/Int/Wis/Dex/Con)
Green - 23 23 20 18 20 Imm Poison Vuln Cold Breath Gas (area)
White - 22 19 19 22 22 Res Cold Vuln Fire Breath Frost (area)
Red - 24 20 19 19 22 Res Fire Vuln Cold Breath Fire (area)
Blue - 21 24 22 18 19 Res Lightning Vuln Cold Breath Lightning (1 target)
Black - 23 24 20 19 18 Res Acid Vuln Cold Breath Acid (1 target)
Goods: (Str/Int/Wis/Dex/Con)
Gold - 23 24 19 18 20 Imm Poison Vuln Cold Breath Gas (area)
Silver - 22 19 24 19 20 Res Cold Vuln Fire Breath Frost (area)
Brass - 22 19 19 23 21 Res Fire Vuln Cold Breath Fire (area)
Bronze - 23 21 19 19 22 Res Lightning Vuln Cold Breath Lightning (1 target)
Copper - 21 20 22 19 22 Res Acid Vuln Cold Breath Acid (1 target)

Changeling
Changelings are a race of humanoids who can change shape. They can become bats, wolves, or bears. At one time, they could form a third arm and wield a third weapon (trinal wield), but ever since the Black Warlock in the Magic Forest mixed his nasty brew and set a yellow haze all over Thera, changelings have not been able to form that third arm to wield that third weapon. Before the yellow haze, changelings could not wear anything on their torsos, but since losing the ability to form the third arm, they have discovered that like all others, they, too, can cover their chests. Changelings have also discovered that they are capable of shapeshifting into just about anything or anyone, well, within reason.

Their high intelligence and wisdom allow them to do well as mages, but their quick reflexes give them an edge in the non-magic classes, where they do well as Anti-Paladins and Warriors.

Maximum stats: 17 Str 24 Int 22 Wis 25 Dex 15 Con
Immune: None
Resist: None
Vuln: None

Illithid
llithids stand about 6 feet tall, with hideous mauve skin that glistens with slime. The head resembles an octupus, with white, pupilless eyes and four tentacles protruding from where a mouth should be. The creature has three fingers and a thumb on each hand; its fingers have a reddish cast, though the rest of the hand is mauve. It is unknown how these creatures reproduce, or if they even have different sexes. Illithids have weak bodies, but their mysterious ability to affect the minds of others is said to be unstoppable, such as the horrible psionic blasts they visit upon their victims. They are capable of flight through psionic levitation, and are resistant to all types of mental attacks, as well as magical effects.

Having evolved far beneath the Thera's surface, light is one of their true banes, and it is said they cannot abide the warmth of flame. Little else is known about the Illithids, except that every encounter with them has lead to death and destruction. Never speaking a word, the creatures have communicated one thing very clearly...their hatred of all other races. Since their coming to the Theran surface, it has been noted that Illithids who were influenced to live a life of balance or goodness cannot tap into the magical weave and cast spells.

Maximum stats: 17 Str 25 Int 21 Wis 22 Dex 16 Con
Immune: None
Resist: Charm, Magic, Mental
Vuln: Fire, Light

Halfling
Halflings are the merry thieves of Thera. Stealth and ledgerdemain are their specialties, but they have proven to be talented in other areas. They make excellent thieves, good warriors, monks, rangers, and clerics. The name halfling is from the common tongue, referring to the fact that they are about half the height of the average human. Showing a remarkable fearlessness in most situations, they are valuable and devoted members of many organizations. Their quick humor and love of pranks make them excellent traveling companions. They walk in the light or in balance, as their curious and generous nature prevents all but the very very rare from walking the path of darkness.

Maximum stats: 16 Str 21 Int 23 Wis 25 Dex 18 Con
Immune: None
Resist: None
Vuln: None

Minotaur
Minotaurs resemble large bull-headed humans covered completely by a fine layer of hair that ranges in colour from dusky brown to black. They are ferocious fighters that live for battle, but they are also very in touch with the spiritual side of Thera, making them excellent clerics, paladins, and anti-paladins. Minotaurs are quite wise in the lore of Thera, and as they age, they can become great sages of battle or healing. Their cloven hooves make them fairly clumsy, but minotaurs make up for it by their incredible strength and stamina. They can walk any path Thera has to offer to due their dynamic nature and strong commitment to a cause. For a long time minotaurs were indigenous only to the Keep of Mahn-tor, but since the failure of the rebellion there, many of them were exiled from their home and now adventure all over Thera. They are known for using their heads in many situations, much of the time ramming and other times using their innate wisdom.

Maximum stats: 23 Str 17 Int 23 Wis 18 Dex 22 Con
Immune: None
Resist: All Metals
Vuln: Mental, Charm, Sound

Arborian
Arborians are a plant race of greater evolution. Originally from the great forest of Arboria (location unknown except to the gods), legend speaks of a time when Darkwood brought some seedlings to Thera to plant in the dying forest to help protect the wood from the forces working against it. These little plants flourished, and ironically, turned to a path of magic. They have a strong link to nature and dare not harm it. They range in height from 3-5 feet, and appear to be a mass of vines with leafy tentacles which are used as are arms, and strong moveable roots which act as legs and feet would, moving them along the land as an animal could move. Their 'head' resembles a corn stalk with red bug-eyes, but no mouth with which to speak. They are vulnerable to disease and a slashing attack. They also do not feed as do others in Thera, but absorb the light of day, and have no need to sleep. Communication with them is purely mental (like illithids). They excel in mental powers and easily resist mental and magical attacks. It is said that Arborians can forge a mental connection with their enemies during battle.

Maximum stats: 15 Str 24 Int 25 Wis 20 Dex 17 Con
Immune: Charm, Light
Resist: Mental, Spells
Vuln: Disease, Slash, Cold

Griffons
Griffons are a large hybrid race whose head, shoulders, and front legs and feet resemble that of an eagle or hawk, and whose back end resembles that of a lion. Yes, they have wings, and they can fly. They begin as eggs and after a time hatch into the griffon itself. While in egg form, they are limited in their method of fighting and survival; witnesses have described seeing a large egg roll into an enemy. Most eggs get around because two clawed feet have punctured a way through the shell, and they walk. The hatched griffon is also limited in that it cannot wield any weapon except claws. Slow to learn, these creatures are very wise and have some strength. They appear to make effective paladins. Their method of fighting has been described as beating their wings, using their claws, and deeply raking those claws across an enemy.

Maximum stats: 22 Str 21 Int 22 Wis 21 Dex 18 Con
Immune: None
Resist: Charm, Cold
Vuln: Fire