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