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Last Messed With: Friday, 23 July, 2010 13:18

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This page may be meaningless to you if you've never played a Role Playing Game. Email questions to Aerendel Email
Taking the races that came with SlashMUD .... and moving on to include others. ( Under construction while the game materializes).
Slightly more detailed descriptions of Races can be viewed at "AerRaces" page. Sketchy Visualizations at Racial Comparisons page

    Qaeglans (Flying)

  • Dove    (Qaeglan-Doves)
  • Ravenna    (Qaeglan-Ravenna)
  • Hawk    (Qaeglan-Hawks)


  • Reptilian

  • Drax   (Drax)
  • Ghardra   (Ghardra)
  • Gremlin   (Gremlins)


  • Exo-Skeletal

  • Tiger Spider  (Tiger Spiders)
  • Sectoid  (Sectoids?)


  • Trollish

  • Rock Troll   (Rock Trolls) {{Only Trollish race that passed the "barely sentient" standard : ) }}

  • Rumoured Races

  • Metamorph   (Metamorphs)
  • Watcher   (Watchers)



Highe Elf

[[ Image by Lynsey McGough , see her stuff at Elfwood ]]

Highe Elves are believed to have been the first of the 'younger races' to have evolved or emerged, into the world, back in the days when the 'First Race' believed they were the only intelligent beings. They have developed most arts and sciences into their present form, mapped the planet since the changes that accompanied the end of the "Last Wars of Magick". Their martial skills and magical knowledge slowly increased over the centuries. Highe Elves navigated the oceans and mapped the heavens, developed written language, and watched the 'younger races' emerge. They have seen empires rise and fall, witnessed epochs of good and evil and managed to persevere against all who sought to conquer them and take their lands.

This race has a height distribution from 180 to 230 centimetres. [ 6 to 7.5 feet ]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 90 +5
Spellpoints 120 +5

The attribute bonuses for this race are:

  Base/Bonus Limit
Intelligence 145 #RACE_INT_LIMIT#
Intuition 135 #RACE_ITN_LIMIT#
Skill 130 #RACE_SKL_LIMIT#
Speed +2 #RACE_SPD_LIMIT#
Stamina -1 #RACE_STA_LIMIT#
Strength -2 #RACE_STR_LIMIT#

Very good at Magic. Can develop fine Psi abilities. Night Vision

Fair, Red or Dark Hair

Sapphire, Emerald, or Amethyst eyes.

Tall, thin bodies.

High Magik Potential and resistance.

High Inner Strength.

Great Stamina but needs to meditate to regain lost energy after great exertion


Forest Elf

Forest Elves are extremely sensitive to their surroundings and are natural druids and empaths. Most of them have no use for Orthodox Magick. They have learned to value their own culture and ignore the constant criticism of Highe Elves. Their ears aren't quite as pointed as their Highe Elf cousins'.

[[ Image by Jonas Nelson, (I have asked permission to use this) see his stuff at Elfwood ]]

This race has a height distribution from 135 to 195 centimetres. [4.5 to 6.5 feet]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 100 +5
Spellpoints 70 +3

The attribute bonuses for this race are:

  Base/Bonus Limit
Intelligence 90 #RACE_INT_LIMIT#
Intuition 130 #RACE_ITN_LIMIT#
Skill 120 #RACE_SKL_LIMIT#
Speed +2 #RACE_SPD_LIMIT#
Stamina +1 #RACE_STA_LIMIT#
Strength +1 #RACE_STR_LIMIT#

Very good at hiding, sensitive to environment. In tune with animals. Fair Night Vision

Fair, Red, Brown or Dark Hair

Brown, Amber, or Green eyes.

Average bodies.

Natural Druids, good magical resistance.

Racially gifted with ESP.

Good Stamina, Quicker than Humans, but needs more and deeper rest to regain lost energy after great exertion.


Mer

Mer are aquatic elves, have extra chambers in their lungs which enable them to remain submerged for up to an hour before needing to surface and gulp another lungful of air. They, like dolphins, also have a third lobe in their brains which some can develop to stun their enemies.

[[ Image ('Arika' Mer Elf) by Alex Brittan, used by permission. ((This is an unfinished preview.)) ]] See his stuff at Elfwood.

This race has a height distribution from 130 to 190 centimetres. [4.5 to 6.5 feet]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 100 +5
Spellpoints 100 +5

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 110 #RACE_INT_LIMIT#
Intuition 130 #RACE_ITN_LIMIT#
Skill 120 #RACE_SKL_LIMIT#
Speed +1 #RACE_SPD_LIMIT#
Stamina +2 #RACE_STA_LIMIT#
Strength +2 #RACE_STR_LIMIT#

Stun ability, can suspend other's animation. Can remain under water for up to an hour. Very Psychic, prone to madness. Night Vision

Fair, Red, Green, Indigo, Mauve, Aquamarine, Violet, White, Brown or Black Hair.

Sapphire, Emerald, Jade, Amber or Amethyst eyes.

Strong bodies, muscles lack rippling, are not highly defined.

High Magik Potential and resistance.

High Inner Strength.

Great Stamina but can 'go off the deep end' if exhausted.


Dark Elf

Dark Elves are the slave race created when Ghardra (Goblins?) routinely raped any elven women they captured. Some hate the Ghardra, some hate everybody. Those who align themselves with the light credit Khatzen with their liberation from slavery and hold annual festivals to which most Khatzen are always invited as guests of honour. Many will often form uncharacteristic friendships and partnerships with Delvahrians (Dwarves). Dark Elf artisans who team up with Delvahrian weaponsmiths or armourers help produce beautiful weapons and armour that contain, or can contain, blessings, curses, and/or magickal 'charms'.

[[ Image ('Night Elf') by Alex Brittan, used by permission. ]] See his stuff at Elfwood.

This race has a height distribution from 127 to 190 centimetres. [4.5 to 6.5 feet]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 110 +4
Spellpoints 100 +5

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 110 #RACE_INT_LIMIT#
Intuition 110 #RACE_ITN_LIMIT#
Skill 110 #RACE_SKL_LIMIT#
Speed +2 #RACE_SPD_LIMIT#
Stamina +2 #RACE_STA_LIMIT#
Strength +2 #RACE_STR_LIMIT#

Good Night Vision, very good stealth, intense drive to personal freedom, apt to be seductive, overindulgent, abusive.

Brown or Black Hair

Sapphire, Emerald, Black, brown or Amethyst eyes.

Average, 'wirey' bodies, tend toward olive or greenish skin.

High Magik Potential and resistance.

Good Inner Strength, can be 'driven'.

Good Stamina but dissipates energy by brooding, obsessing on negative emotions


Half Elf

Half Elves are usually half human but can also be half Ottarian or hybrids of two elven species. They may look like one type of Elf and exhibit traits of another. The may live short or very long lives. Anything from 200 to a thousand years.

This race has a height distribution from 135 to 195 centimetres. [4.5 to 6.5 feet]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 110 +5
Spellpoints 110 +5

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 110 #RACE_INT_LIMIT#
Intuition 120 #RACE_ITN_LIMIT#
Skill 120 #RACE_SKL_LIMIT#
Speed +1 #RACE_SPD_LIMIT#
Stamina +2 #RACE_STA_LIMIT#
Strength +2 #RACE_STR_LIMIT#

Good Night Vision, very good stealth, intense drive to personal freedom, need to fit in or rebel, apt to be overindulgent, altruistic or abusive, creative or destructive.

Fair, Red, Indigo, Aquamarine, Violet, White, Brown or Black Hair

Sapphire, Emerald, Black, Amber, Green, Violet, Brown or Amethyst eyes.

Can resemble any Elvish Race, or Humans, rarely, Ottarians.

Good Magik Potential and decent magik resistance.

Good Inner Strength, can be plagued by self doubt.

Good Stamina but dissipates energy by brooding, obsessing on negative emotions.


Human

Humans are not overly loved or even trusted by most other races. They enjoy rather short lives (rarely live 200 years, even when tended to by expert healers) and are able to become mediocre in almost any occupation they chose or fall into. A few may be motivated or driven to excel, but most don't.

This race has a height distribution from 135 to 195 centimetres. [4.5 to 6.5 Feet]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 100 +4
Spellpoints 80 +4

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 80 #RACE_INT_LIMIT#
Intuition 80 #RACE_ITN_LIMIT#
Skill 80 #RACE_SKL_LIMIT#
Speed +1 #RACE_SPD_LIMIT#
Stamina +1 #RACE_STA_LIMIT#
Strength +2 #RACE_STR_LIMIT#

Can Develop Night Vision[not very likely], can develop almost anything, intense drive to personal freedom, achievement, or dominance of others, need to fit in or rebel, apt to be overindulgent, altruistic or abusive, creative or destructive.

Fair, Brown, Red, Grey, White or Black Hair

Blue, Green, Grey, Brown or Black eyes.

Can be muscular, wirey, average, plump or obese.

Some Magik Potential, little resistance.

Can develop Inner Strength, can be plagued by self doubt, prone to madness.

Fair Stamina but dissipates energy by brooding, obsessing on negative emotions.


Delvahrian

(Delvahrians) (They don't like being called Dwarves). Delvahrians are short and solidly built, live near deposits of precious ores and have two obsessions: Mining and Religion. They have unusually high resistance to most forms of Magick, which they credit to divine intervention. They are able to channel Religious Magick and sometimes manage to use musical magick, but can't get the knack of Orthodox or Wild Magick. Female Delvahrians don't really grow beards, they may wear the beards of male ancestors when they journey among members of other races. They are struggling to understand concepts of nurturing, for, while they love and even treasure children, millenniae of stern disciplinarianism has only recently been thought to have caused vast numbers of their offspring to 'die of loneliness'. The race credits Ottarians with saving a critical city during a hopeless battle against overwhelming odds, and Delvahrian mothers whose children played with Ottarians noticed that those children had a much higher survival rate than those who did not. It began to dawn on them that Ottarian styles of bonding and nurturing made an incalculable positive difference in the lives of their young.

[[ Image at right by Thomas Patrick Reidy III, (I have asked permission to use this) see his stuff at Elfwood ]]

This race has a height distribution from 90 to 135 centimetres. [ 3 to 4.5 feet tall ]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 140 +6
Spellpoints 40 (100 clerical) +2 (+5 clerical)

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 90 #RACE_INT_LIMIT#
Intuition 40 (100 clerical) #RACE_ITN_LIMIT#
Skill 120 (limited range) #RACE_SKL_LIMIT#
Speed +1 #RACE_SPD_LIMIT#
Stamina +5 #RACE_STA_LIMIT#
Strength +5 #RACE_STR_LIMIT#

Excellent Night Vision, not very good stealth, intense drive to achieve, intense and rigid about religious values, famous for fist-fights over fine point of religious dogma.

Fair, Red, Grey, White, Brown or Black Hair

Grey, Blue, Green, Orange, Brown or Black eyes.

Solid, Strong, Persevering, Obsessive.

Can only wield Religious Magick, Excellent magik resistance.

Good Inner Strength, can be plagued by self doubt.

Incredible Stamina but often ignores fatigue until it's too late.


Ursan

(Ursans) are bear-like humanoids. They are large, strong, and not overly eager to join in anyone else's battles. {"We don't start wars, we finish them."} They like to build their own homes, plant easily tended and harvested crops and sit around playing musical instruments, drinking, and telling jokes. Female Ursans are more intelligent than their men, and need all their cunning to get their men up off their bums and doing constructive things.

This race has a height distribution from 210 to 275 centimetres. [7 to 9 feet tall]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 140 6
Spellpoints 20 (musical 100)(females 100-musical 120) +2 (musical +4)(females +4 musical +5

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 70 #RACE_INT_LIMIT#
Intuition 90 #RACE_ITN_LIMIT#
Skill 100 (limited range) #RACE_SKL_LIMIT#
Speed -2 #RACE_SPD_LIMIT#
Stamina +5 #RACE_STA_LIMIT#
Strength +6 #RACE_STR_LIMIT#

Rarely has usable Night Vision, poor stealth, doesn't like summer heat, Can be musically creative, likes to build things. Not overly bright, but can be amazingly intuitive in one (chosen) narrow field of endeavour.

Red, White, Brown or Black Hair.

Black, or Brown eyes.

Large, can be muscular or 'well rounded', Hairy all over.

Little Magik Potential, some propensity for musical magick, and little magik resistance.

Fair Inner Strength, can be distracted by beer, song and story telling.

Good Stamina, not overly quick, but can be determined when aroused.


Khatzen [[ Image by Naomi Ainslie, see her stuff at Elfwood ]]

(Khatzen) They're tall, strong, dextrous, agile, they have claws and can use human and elvish weapons. They can't (or don't) use most forms magic. They can use healing magic. They can be LoreMaster bards and rarely learn musical magic (other than trance inducing rhythms).

This race has a height distribution from 150 to 230 centimetres. [5 to 7.5 feet tall]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 120 +5
Spellpoints 100 (clerical 120) +5 (clerical +6)

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 90 #RACE_INT_LIMIT#
Intuition 150 #RACE_ITN_LIMIT#
Skill 120 (limited range) #RACE_SKL_LIMIT#
Speed +3 #RACE_SPD_LIMIT#
Stamina +2 #RACE_STA_LIMIT#
Strength +3 #RACE_STR_LIMIT#

Excellent Night Vision, excellent stealth, intense drive to protect friends and family, Extremely Intuitive, but don't trust most forms of magick (can be entranced, but many spells backfire when cast on them).

Black, Grey, White, Brown, Orange, solid, spotted, or stripped hair.

Jade, Amber, Grey or Indigo eyes.

Covered with fur, Strong, Dextrous, Agile.

Very Low Magik Potential and almost no magik resistance, Can be amazing healers, can use Religious Magick.

Fair to Low Inner Strength, can be obsessed with pride and tradition.

Good Stamina, good recuperative powers.


Faax

[[ Image by Jonas Nelson, see his stuff at Elfwood ]]

Faaxen are usually slender, often intelligent and 'clever', often wry and quick witted, 'eccentric', and are believed to have evolved from foxes. They build well planned (well laid out) highly fortified villages and cities with mostly masonry buildings in a style reminiscent of 'Tudor' construction with blue or sand coloured 'cob' and dark brown or indigo stained or painted timbres (or, more recently, metal plated timbers that resist fire.) Many of their buildings have interesting, even 'odd' shapes, which may aid the positive flow of magickal energies, or may just please their eccentric set(s) of aesthetic values. Many of their villages and cities have mazes of interconnected tunnels beneath them. Architects, Healers, Wizards, Researchers and Thieves [whose convoluted ethics baffle anyone who is not a Faax] are 'the five pillars of Faaxen society', and always enjoy the respect and public honours of "99.7%" of Faaxen. Having a Faaxen thief proudly wear something he or she has stolen from you is supposed to be an honour. Incorruptible Faaxen Guardsmen (and women) make a game of stealing back items, wearing them for a day [if possible, or somehow displaying larger or unwearable items in public] and presenting them to anyone who has formally complained that a thief has stolen something they can't bear to part with. (Feathery plumes on their soldiers' and guards' ceremonial hats often take the place of combat medals.) Many become obsessed with magick in any form.

This race has a height distribution from 135 to 195 centimetres. [4.5 to 6.5 feet]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 110 +5
Spellpoints 140 +6

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 115 #RACE_INT_LIMIT#
Intuition 130 #RACE_ITN_LIMIT#
Skill 115 #RACE_SKL_LIMIT#
Speed +2 #RACE_SPD_LIMIT#
Stamina +4 (* see Strength) #RACE_STA_LIMIT#
Strength +1 (*+2x Willpower bonus for certain occupations) #RACE_STR_LIMIT#

Great Night Vision, excellent stealth, hypervigilant (always knows whese all the exits are.) Extremely Intuitive, Excellent Magick skills, but prone to obsession.

Red, Grey, White, Brown or Black Hair

Amber, Jade, Indigo, or Black eyes.

Usually slender with pointed faces, males can grow sideburns, very thin moustaches or beards.

Excellent Magik Potential and decent magik resistance, can become obsessed.

Great Inner Strength,but can be obsessive to the point of madness.

Great Stamina but dissipates energy through nervous tension and anxiety.


Ottarian

(Ottarians?) Otterlike elvish/humanoid. With claws. Bright, but not overly wise. Communal, with an underdeveloped sense of 'private property'. They delight in sharing things and don't understand the concept of thievery, things just seem to follow them home. Good swimmers, Delvahrians believe Ottarians can actually die if they attempt to do a normal day's work. But Delvahrians have a soft spot for the 'childlike' creatures and credit them with having saved their race during a crucial battle, so they will happily build homes for Ottarians, design clever things like plumbing that needs almost no upkeep, and will try to encourage Ottarians to clean up their own clutter regularly. {"But a lot of that stuff you call clutter, is actually good stuff!"}

This race has a height distribution from 90 to 150 centimetres. [3 to 5 feet tall]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 75 +5
Spellpoints 50 +4

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 90 #RACE_INT_LIMIT#
Intuition 90 #RACE_ITN_LIMIT#
Skill 90 #RACE_SKL_LIMIT#
Speed +5 #RACE_SPD_LIMIT#
Stamina -1 #RACE_STA_LIMIT#
Strength -1 #RACE_STR_LIMIT#

Rarely develop Night Vision, excellent stealth, excellent swimmers. Can pick most locks with their small but effective claws. Extremely Inquisitive, very playful. Bond for life, extremely passionate, playful and loyal, and often loose all interest in life if mate dies. Lapse into a coma when exhausted. Extremely nurturing and happy to please anybody they consider a friend or neighbour. Have trouble understanding the concept of private property, everything is to be shared, especially if it is fun or pleases friends or family members.

Sandy, Red, Grey, White, Brown or Black Hair

Grey, Blue, Green, Brown, or Black eyes.

Usually slender with smooth features, males can grow decent moustaches, but that takes years, beards are very thin and slow growing, that takes decades, Women develop fine, thin, nearly invisible hair over most of their bodies.

More intelligent than wise, love music, can be decent healers, Magick users are rare.

Low Inner Strength, but extremely good as Rangers.

Fair Stamina, but dissipates energy if engaged in long periods of exertion, better at quick, intermittent bursts of activity.


Sprite

Sprites are tiny flying healers, empaths, and 'Faeromancers'. Usually altruistic to a fault, sometimes mischievous beyond belief. Many nurture plants and animals, some specialize in nurturing sentient beings. Most have light spells that scare most Trolls into running blindly away as if their lives depended on it.

This race has a height distribution from 16 to 75 centimetres. [6 inches to 2.5 feet tall]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 50 (+ Incredible defense bonus) +3
Spellpoints 150 (clerical 200) +10

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 120 #RACE_INT_LIMIT#
Intuition 140 #RACE_ITN_LIMIT#
Skill 120 (limited range) #RACE_SKL_LIMIT#
Speed +3 #RACE_SPD_LIMIT#
Stamina +3 #RACE_STA_LIMIT#
Strength -5 #RACE_STR_LIMIT#

Often gifted with Night Vision, excellent health, extremely difficult to attack, Excellent Magick skills, Amazing healing skills, almost universally loved, valued and protected.

White, Blond, Sandy, Red, Brown or (rarely) Black Hair

Turquoise, Sapphire, Emerald, Amber, Jade, Indigo, Lapis-Lazuli or Black eyes.

Tiny, slender, usually beautiful, can do amazing tricks with their voices.

Excellent Magik Potential and decent magik resistance, very often protected by pure love, Religious Magick or devoted friends.

Great Inner Strength,but can't carry much, like sparkly things, not interested in wealth.

Great Stamina and they have the ability to absorb others' wounds and heal amazingly fast.


Faer Elf

Faer Elves are best described as "odd". They are short, 'spindly' and peevish. ("One wonders why they would bother leaving their 'Faer Kingdoms' and mingling with the rest of us, who so obviously drive them to distraction with our 'mindless shortcomings and endless questions'. They shift their form- anytime, anywhere... into that of a [domestic] cat, sometimes in the middle of a sentence-... Devout vegetarians in their elven form, they see nothing wrong with torturing and eating mice in their cat form. ...And they also have an upright half feline-half elvish form called a 'Faer-cat', where they are prone to exhibiting tiger stripes of, for instance, bright blues and purples... together, on the same body!... Faer Cats seem not to care at all for any civilized conventions whatsoever- They seem to enjoy not making any kind of sense to anyone!") (That was written by an extremely stuffy old Highe Elf.)

This race has a height distribution from 90 to 150 centimetres. [3 to 5 feet tall]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 75 +5
Spellpoints 160 +6

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 130 #RACE_INT_LIMIT#
Intuition 140 #RACE_ITN_LIMIT#
Skill 140 (limited range) #RACE_SKL_LIMIT#
Speed +3 #RACE_SPD_LIMIT#
Stamina +1 (Magical +4) #RACE_STA_LIMIT#
Strength -2 (+4 inner strength) #RACE_STR_LIMIT#

Extremely long lived- Faer Elves seem to develop a wander lust only after living in one spot for more than five hundred years. Perhaps they feel a need to share their knowledge of 'Faeromancy' with those 'infantile mortals' they claim to have very little tolerance for. [Faeromancy is almost never lethal, but can be extremely effective in repelling or immobilizing attackers... Detractors call this "Nuisance" Magick.] Keen Night Vision.

Fair, Red, Green, Indigo, Mauve, Aquamarine, Violet, White, Sandy, Brown or Black Hair.

Sapphire, Emerald, Jade, Amber or Amethyst eyes.

Spindly bodies, muscles lack any tone at all, but most have very effective protective spells, so why bother.

Extremely High Magik Potential and resistance. Most practice "Faeromancy"-

High Inner Strength.

Great Stamina but can 'go off the deep end' if exhausted.


Dhalgger

Dhalggers usually mingle with members of other races looking very much like Half Elves or Ottarians. They can also 'go about' as dogs. Their native form is 'humanoid' with a canine head. They are communal, nurturing, loyal, empathic; they make excellent healers and bards, can be scouts [Rangers], but aren't very good with weapons. With Religious Magick, they get a boost; otherwise, they tire easily.

This race has a height distribution from 90 to 190 centimetres. [3 to 6 feet tall]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 85 +5
Spellpoints 90 (clerical 110) +4 (clerical +5)

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 85 #RACE_INT_LIMIT#
Intuition 115 #RACE_ITN_LIMIT#
Skill 100 #RACE_SKL_LIMIT#
Speed +2 (short bursts) #RACE_SPD_LIMIT#
Stamina -1 #RACE_STA_LIMIT#
Strength +2 #RACE_STR_LIMIT#

Can develop decent Night Vision. Make excellent guides and healers. Able to 'phase' claws into materialization to pick locks, but usually too empathic to become effective thieves (over developed conscience and loyalty to ideals and ethics).

Fair, Red, Grey, White, Brown or Black Hair.

Black, Brown, Blue, Grey, Sapphire, Emerald, Jade, Amber or Amethyst eyes.

Sturdy enough bodies, much better at defensive (rather than aggressive) Military action.

High Magik Potential and resistance.

High Inner Strength. More intelligent than they look.

Not- so-great Stamina, but can be effective healers.


Dryad

Dryads are extreme empaths who can't stand the thought of any children suffering. They will 'steal' abused children and nurse them back to health. Long thought to be a race of sterile females, they have only recently let us know that their males are almost as beautiful as their females. The majority of them are heterosexual, but they are persecuted by those who fear their own sexuality and rarely fight back verbally, though they suffer intense confusion and almost always need to struggle valiantly to regain their self esteem. {They may try really hard to forgive their persecutors, and then again, they just might hide somewhere and get even with a nasty spell or even a knife in the back. Though they probably won't kill their taunters, they will make their lives miserable.}Most have brilliantly coloured Butterfly like wings. They seem to be able to change their colour at will to blend into almost any background.

This race has a height distribution from 122 to 154 centimetres. [4 to 5 feet tall]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 75 +4
Spellpoints 125 +6

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 130 #RACE_INT_LIMIT#
Intuition 130 #RACE_ITN_LIMIT#
Skill 130 (limited) #RACE_SKL_LIMIT#
Speed +3 #RACE_SPD_LIMIT#
Stamina +3 #RACE_STA_LIMIT#
Strength -3 #RACE_STR_LIMIT#

Empathic, attractive, mischievous, seductive. Nurturing, with excellent healing abilities. Can be devoted to one partner's physical, spiritual and emotional needs while feeling 'called' to 'help' others overcome sensual dysfunction. Flirtatious, not promiscuous. Can be extremely dangerous if abused.

Fair, Red, Green, Indigo, Mauve, Aquamarine, Violet, White, Brown or Black Hair.

Sapphire, Emerald, Jade, Amber or Amethyst eyes.

Lithe bodies, not very strong.

High Magik Potential and resistance.

High Inner Strength.

Decent Stamina, not able to carry much.


Satyr

Satyrs were believed to be all males and all sterile. Not so. Females never mingled much with other races. (They're the ones without the beards.) Gazing at their chests too long will probably merit your waking up with a splitting headache. They love wine, sensuality, and song. Because they've been hunted by over zealous members of some religious cults [almost worshipped or enslaved for their virility/passionate nature; or persecuted, tortured, and massacred because they have horns or were mistaken for demons] they avoid, or sometimes publicly taunt members of some cults. They have hooves and can kick like a mule- but, more often than not, they'd much rather drink and make merry than bother with grudges.

This race has a height distribution from 120 to 165 centimetres. [4 to 5.5 feet tall]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 130 +5
Spellpoints 100 +4

The attribute bonuses for this race are:

$
  Bonus Limit
Intelligence 110 #RACE_INT_LIMIT#
Intuition 110 #RACE_ITN_LIMIT#
Skill 110 #RACE_SKL_LIMIT#
Speed +3 #RACE_SPD_LIMIT#
Stamina +3 #RACE_STA_LIMIT#
Strength +3 #RACE_STR_LIMIT#

Satyrs could become decent thieves, but most are just plain lucky, don't have to work at anything, and can almost always depend on hunches to win wagers and keep themselves in partying resources. They make excellent bards. (They're good at finding water and sniffing out alcoholic beverages, too.)

Fair, Red, Grey, Sandy, Orange, or Brown Hair.

Black, Brown, Green, Sapphire, Emerald, Jade, Amber or Amethyst eyes.

Strong bodies, original 'party animals', don't generally bother fighting over anything.

High Magik Potential and resistance, but not usually dedicated enough to be really good at it, find mistakes amusing.

Low Inner Strength.

Great Stamina but can lapse into legendary comas when exhausted.


Ymmp

Ymmps (or "Ymmpen") just may be the 'missing link' between all races. Intelligent, sensitive, creative, fun loving, they practice their 'fire breath' spell often, because they never know when their lives might depend on it.
They most often appear to be half-reptilian, half-mammalian, many with webbed feet and hands, some with non-functional wings (which they may grow just to prove they can do that). They claim to have the DNA of all sentient beings "not quite so dormant" in their own DNA, but they have three strands of the stuff, so they call it 'TNA'.

This race has a height distribution from 90 to 135 centimetres. [3 to 4.5 feet tall]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 140 +5
Spellpoints 150 +6

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 135 #RACE_INT_LIMIT#
Intuition 130 #RACE_ITN_LIMIT#
Skill 125 #RACE_SKL_LIMIT#
Speed +1 #RACE_SPD_LIMIT#
Stamina +3 #RACE_STA_LIMIT#
Strength +3 #RACE_STR_LIMIT#

Mischievous, Intelligent, Creative, Fun-loving. Hunted by Gharda who want to try to become nearly immortal and very strong by taking Ymmpen tails and brewing a noxious mixture which, if doesn't kill them, will enhance their powers and recuperative abilities. Ymmpen still manage to have fun and share their insight and good times with anybody they trust.

May be bald or have: Fair, Red, Green, Indigo, Mauve, Aquamarine, Violet, White, Brown or Black Hair.

Eye colour varies between Red, Blue, Green, Copper, Gold, Silver, White, Grey, Black, Lapis-Lazuli, Sapphire, Turquoise, Emerald, Jade, Amber or Amethyst.

Bodies come in such varied configurations, they're often referred to as being "assembled from spare parts".

Very High Magick Potential and resistance.

High Inner Strength.

Great Stamina, intense will to survive.


Dove

(Qaeglans) are 'Winged Elvish' with three distinct sub pieces, which vary widely in height, strength, and intelligence/inner strength and temperament.

Doves are the smallest, most intelligent, have the most magickal potential and strongest Psidahrian talents. They also have the brightest coloured wings. Nearly every Dove with white wings and white hair is a Psi-Healer with extremely high Psi potential.

[[ Image at right by Janet J.E. Chui, (I have asked permission to use this) see her stuff at Elfwood ]]

This race has a height distribution from 90 to 135 centimetres. [3 to 4.5 feet tall]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 70 (+ defense bonus) +4
Spellpoints 135 +6

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 140 #RACE_INT_LIMIT#
Intuition 140 #RACE_ITN_LIMIT#
Skill 140 (limited) #RACE_SKL_LIMIT#
Speed +3 #RACE_SPD_LIMIT#
Stamina -1 (Unlimited flying time) #RACE_STA_LIMIT#
Strength -2 #RACE_STR_LIMIT#

Doves are small and, physically, not very strong. Their strength is internal. They have great Magickal and Psi potential. Can be extremely good Healers, Bards, magick users, Psidahrians or Ranger-Scouts. Good Night Vision.

Bright Red, Blue, Yellow, Green, Indigo, White or Purple wings.

Fair, Red, Green, Indigo, Mauve, Aquamarine, Violet, White, Brown or Black Hair.

Sapphire, Emerald, Jade, Amber or Amethyst eyes.

Lithe bodies, not very strong.

High Magik Potential and resistance. High Psi Potential

Excellent Inner Strength.

Decent Stamina, not able to carry much.


Ravenna

(Qaeglans) are 'Winged Elvish' with three distinct sub pieces, which vary widely in height, strength, and intelligence/inner strength and temperament.

Ravens, or Ravenna, are the most 'average' in height and the most diverse in temperament. They excel as Rangers, Bards, Scouts, Healers, Thieves, and are welcome in almost any professional circle.

[[ Image at right by Naomi Ainslie, (I have asked permission to use this) see her stuff at Elfwood ]]

This race has a height distribution from 120 to 165 centimetres. [4 to 5.5 feet tall]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 85 (+ slight defence bonus) +5
Spellpoints 110 +5

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 110 #RACE_INT_LIMIT#
Intuition 120 #RACE_ITN_LIMIT#
Skill 120 #RACE_SKL_LIMIT#
Speed +2 #RACE_SPD_LIMIT#
Stamina +1 #RACE_STA_LIMIT#
Strength +1 #RACE_STR_LIMIT#

Ravenna are average in height and, physically, fairly strong. They have good Magickal and Psi potential. Can be good Healers, Bards, magick users, Psidahrians or Ranger-Scouts. Good Night Vision.

Brown, Black, Grey, or 'Rust-Coloured' wings.

Fair, Red,Grey, White, Brown or Black Hair.

Sapphire, Emerald, Jade, Amber or Amethyst eyes.

Wirey bodies, fairly strong.

Fair Magik Potential and resistance. Decent Psi Potential

Fair to Good Inner Strength.

Decent Stamina, not able to carry much while flying, Walking is difficult.


Hawk

(Qaeglans) are 'Winged Elvish' with three distinct sub pieces, which vary widely in height, strength, and intelligence/inner strength and temperament.

Hawks are the largest, strongest, and least fragile Qaeglans. They can be healers, but usually choose only Military and/or Construction careers.

[[ Image at right by Sascha Frank , (I have asked permission to use this) see his stuff at Elfwood ]]

This race has a height distribution from 200 to 280 centimetres. [7 to 9 feet tall]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 110 (+ slight defense bonus) +6
Spellpoints 80 +4

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 100 #RACE_INT_LIMIT#
Intuition 120 #RACE_ITN_LIMIT#
Skill 110 (limited) #RACE_SKL_LIMIT#
Speed +1 #RACE_SPD_LIMIT#
Stamina +3 #RACE_STA_LIMIT#
Strength +4 #RACE_STR_LIMIT#

Hawks are large, and physically, very strong. Their strength is external. They have low Magickal and Psi potential. Can be okay Healers, Bards, or Rangers. More often follow Military or Construction Careers. Decent Night Vision.

Brown, Black, White, Grey or Rust-Coloured wings.

Fair, Red, Sandy, Grey, White, Brown or Black Hair.

Sapphire, Emerald, Jade, Amber or Amethyst eyes.

Strong bodies, very strong flyers.

Low Magik Potential and resistance. Low Psi Potential

Fair Inner Strength.

Good Stamina,able to carry around 300 pounds while flying.


Drax

(Drax) Reptilians. They come in all shapes and sizes, temperaments and attitudes. Some believe that all non lizards should be killed and eaten on sight. Some believe in treating 'inferiors' by the golden rule to obtain favours in the afterlife. Some can spit poison, some can inject it if they bite an enemy. Some believe that anyone they rape becomes their personal slave for life. Some believe that lying and manipulating others proves your personal superiority. Some are genuinely nice.

This race has a height distribution from 120 to 280 centimetres. [4 to 9 feet tall.]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints (60-160) +6
Spellpoints (70-120) (+3 - +5)

The attribute bonuses for this race are:

  Bonus Limit
Intelligence (70-135) #RACE_INT_LIMIT#
Intuition (60-135) #RACE_ITN_LIMIT#
Skill 120 (limited) #RACE_SKL_LIMIT#
Speed (-2 / +2) #RACE_SPD_LIMIT#
Stamina (-2 / +3) #RACE_STA_LIMIT#
Strength (+1 / +5) #RACE_STR_LIMIT#

All Stats for Drax are pretty much a crap shoot... Some have excellent night vision, some are nearly blind under any conditions. Role play or hack and slash... they can be almost anything.

Red, Blue, Yellow, Sand-Coloured, Green, Indigo, White, Brown, Black or Purple skin.

Hair is so rare as to be non existent.

Yellow, Red, Gold, Silver, Copper, or Black eyes.

Can be very strong or pitifully weak.

Can have High Magik Potential and resistance, or none at all. High or low Psi Potential

Excellent to pitiful Inner Strength.

Great to Pitiful Stamina, Huge Carrying capacity or Pitifully weak


Ghardra

Ghardra{Goblins} are short, sickly, stupid, sneaky, cannibalistic and generally useless. A few in each generation become bright, brutal, bitter and bestial. They reproduce rapidly and their race keeps growing even if they do kill and eat their children, parents, and anyone else within reach.

This race has a height distribution from 75 to 135 centimetres. [2.5 to 4.5 feet tall]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 20 +2
Spellpoints 5 +1

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 10 #RACE_INT_LIMIT#
Intuition 10 #RACE_ITN_LIMIT#
Skill 20 #RACE_SKL_LIMIT#
Speed +4 #RACE_SPD_LIMIT#
Stamina (-3 - +2) #RACE_STA_LIMIT#
Strength (-5 - -2) #RACE_STR_LIMIT#

'Normal' Ghardra are either runaways from slave colonies or spies. They are almost always half dead if found at all. They are pretty good at thievery and stealth.

Ghardran 'Arch Mages' are a whole different animal. They are quick, cunning, intelligence, charismatic and deadly. They have good magickal potential and can 'steal' Psi potential. This happens if they capture an Ymmp, cut off its tail and carefully brew a noxious 'potion' from the correct glands contained therein. (IF they survive drinking the stuff.) [[If all stats are from 0 to 99, the potion will raise almost all of a character's stats by ten to thirty points]]

Green, Grey, Orange, or Charcoal skin.

No Hair.

Black, Brown, White or Red eyes.

Emaciated bodies, not very strong at al.

Pitiful Magik Potential and resistance. No Psi Potential

Pitiful Inner Strength.

Lousy Stamina, not able to carry much.


Gremlin

Gremlins and short, thin, dextrous and agile Reptilians. They are self-absorbed and while most gremlin women steal anyone else's children to 'prove' their superior sexuality, the actual care and feeding of children is not even on their priority lists. Gremlin children either learn to steal what they need (food and shelter, clothing etc...) or they die.

This race has a height distribution from 75 to 120 centimetres. [2.5 to 4 feet tall.]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 55 +4
Spellpoints 20 +2

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 50 (+good at destructiveness) #RACE_INT_LIMIT#
Intuition 40 #RACE_ITN_LIMIT#
Skill 20 (destructive 110) #RACE_SKL_LIMIT#
Speed +4 #RACE_SPD_LIMIT#
Stamina -2 #RACE_STA_LIMIT#
Strength -2 #RACE_STR_LIMIT#

Gremlins are tough, wirey and not interested in the affairs of other races. They are often found in the ruins of forgotten cities, and deserted caves. They rarely bother mixing with anyone else, see others as sources of easily stolen goods, food, and other resources.

Brown, Grey, Orange, Red or Black skin.

Stringy stuff that passes for White, Orange, Red, Brown or Black Hair.

Black, White, Copper or Silver eyes.

Thin bodies, not very strong.

Almost No Magik Potential or resistance. No Psi Potential

No Inner Strength.

Decent Stamina, not able to carry much.


Tiger Spider

Tiger Spiders are a species of very intelligent, very wise spiders that were hunted to the edge of extinction by Sectoids. Some can communicate with 'two legs' with ESP. Their language is a series of clicks, smacks and guttural noises that only a few Elves, Ymmps and Faaxen have ever begun to understand. They can spin one suit of 'Tiger Silk Armour' per week if they don't use their webbing to immobilize an enemy. This armour is nearly priceless and extremely light, extremely protective. It can keep those wearing it warm on the coldest winter days.

This race has a height distribution from 60 to 120 centimetres. [2 to 4 feet tall] Individuals are also 120 to 240 centimetres wide, unable to enter most dwellings and many public buildings.

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 170 7
Spellpoints 170 7

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 170 #RACE_INT_LIMIT#
Intuition 170 #RACE_ITN_LIMIT#
Skill 120 (very limited) #RACE_SKL_LIMIT#
Speed +2 #RACE_SPD_LIMIT#
Stamina +5 #RACE_STA_LIMIT#
Strength +7 #RACE_STR_LIMIT#

Tiger Spiders know their existence depends on their ability to understand and form alliances with 'two legs'. They have decided to trade their magical knowledge and 'Spider Silk' armour with those they believe they can trust. They secretly watch a lot of potential allies for years before making any decisions.

Black and Yellow striped legs.

Black, Charcoal or Brown Bodies.

Sapphire, Emerald, Jade, Ruby, Amber or Amethyst eyes.

Very Strong bodies, can carry many times their weight.

Very High Magik Potential and resistance. High Psi Potential

Excellent Inner Strength.

Very good Stamina, nearly indefatigable.


Sectoid

Sectoids are Insect-Human hybrids, usually the descendants of ancient experiments that went bad, but somehow survived. Only an extreme minority; those with usually hideous, nearly human faces; are able to speak the 'Common' language. Decapedes, Quasi-Grasshoppers, Near-Cockroaches, and Near-Spiders form the most commonly seen majority. Many Sectoids have wings, not many can fly, Those that can fly are usually tracked down and enslaved by High-Ghardran or Ghardran Arch Mages. Most Sectoids hate everyone but other Sectoids.

This race has a height distribution from 150 to 180 centimetres.

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 160 +7
Spellpoints 75 +3

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 70 #RACE_INT_LIMIT#
Intuition 40 #RACE_ITN_LIMIT#
Skill 50 (very limited) #RACE_SKL_LIMIT#
Speed +2 #RACE_SPD_LIMIT#
Stamina +5 #RACE_STA_LIMIT#
Strength +6 #RACE_STR_LIMIT#

Many Sectoids are sexless drones, soldiers or thieves, rogues and terrorists. They attack in swarms, usually not unless they are certain they can win handily. 'Loners' can also be a problem. Fanatics hidden in out of the way places, they ambush their victims only if they are pretty sure they can strike with no fear of losing a fight. Are sometimes whipped into a killing frenzy and herded into enemy camps by ruthless Ghardran Kings and Arch Mages.

Green, Yellow, Black, Brown, Red, or Orange bodies and legs.

Orange, Green, White, Brown or Black 'Hair'.

Green, Black, Brown or Orange eyes.

Bodies can be steel hard or corn husk soft, they are almost always very strong.

No Magik Potential and below average resistance. No Psi Potential

Can have decent Inner Strength.

Good Stamina, able to carry quite a lot.


Rock Troll

Rock Trolls are huge, strong, and barely sentient. Their skin is rock hard. They are blind in daylight and often burrow into the ground with their backs exposed when the sun comes up; and lie there, looking very much like a boulder until dark.

This race has a height distribution from 240 to 300 centimetres. [8 to 10 feet tall]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 200 +10
Spellpoints 10 +1

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 10 #RACE_INT_LIMIT#
Intuition 10 #RACE_ITN_LIMIT#
Skill 50 (very limted) #RACE_SKL_LIMIT#
Speed -5 #RACE_SPD_LIMIT#
Stamina +8 #RACE_STA_LIMIT#
Strength +8 #RACE_STR_LIMIT#

Rock Trolls have excellent night vision. They are blind in daylight. Barely sentient, they can function only as thieves, barbarians, rogues and very low level military pawns. They can be impressive, wading into battle surrounded by much shorter soldiers, but it's hard to get them to focus on anything. If you can sting one and convince it that the enemy did it, they make nasty berserkers. They dig shallow holes and hide their faces when caught in daylight, often appearing to be rocks wherever they are. But they can smell their enemies and are still dangerous.

Brown, Green, Sandy, Grey or 'Granite' skin.

Red, Green, Orange, Grey, White, Brown or Black Hair.

Black, White, Orange, or Grey eyes.

Rock hard bodies, incredibly strong. Dull, stupid, slow and impossible to control.

No Magik Potential, some resistance (too stupid to be effected?) No Psi Potential.

Pitiful Inner Strength.

Decent Stamina, able to carry quite a lot, but apt to forget what they're doing and what is important (They lose things and leave a mess everywhere).


Metamorph

Metamorph.

This race conforms to the norms of whatever race the individuals believe they belong to when they begins their lives. They may appear to be slightly quicker or slightly slower than most. More intelligent or wise or especially intuitive or 'lucky'... They are ignorant of their racial abilities and heritage unless awakened by an elder of their species, who will teach them to 'morph' into one extra form {with a separate name and appearance} at a time. [Advancement depends on role play. Whiners need not apply. The ability to roll a Metamorph is a gift a player must earn to begin with.]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints (+5 over Obvious Race at birth) (+1 over obvious race)
Spellpoints (+10 over obvious race) (+1 over obvious race)

The attribute bonuses for this race are:

  Bonus Limit
Intelligence (+10 over obvious race) #RACE_INT_LIMIT#
Intuition (+10 see above) #RACE_ITN_LIMIT#
Skill (+10) #RACE_SKL_LIMIT#
Speed (+ or -) #RACE_SPD_LIMIT#
Stamina (+ or -) #RACE_STA_LIMIT#
Strength (+ or - / usually -) #RACE_STR_LIMIT#

Elders are obsessed with maintaining balance between antagonistic camps/groups/political and religious ideologies. Very apt to kill any unconscious Metamorph who might add to their rivals' strength.

All Racial stats and abilities depend on 'apparent race'

May be quicker or slower, stronger or weaker, more or less prone to magick or psi than most normal members of normal races, but their survival depends on their keeping their secrets.


Watcher

Watchers are semi-corporeal beings from another dimension. Their normal 'physical' appearance is that of a 'watery tree trunk' with vaguely discernible facial features. They can speak, but usually communicate with ESP. They can charm or enslave servants to carry their worldly goods around. 'Good' watchers draw energy from the life force of the universe using Yoga like disciplines. 'Bad' Watchers drain life force from plants animals and people they come in contact with. Some were banished to this dimension, some got here by accident and decided to explore, some are here to track down and kill their enemies.

This race has a height distribution from 240 to 270 centimetres. [8 to 9 feet tall]

The hitpoints and spellpoints for this race are:

  Base Increase
Hitpoints 50 (+ defensive bonus) +2
Spellpoints 190 +8

The attribute bonuses for this race are:

  Bonus Limit
Intelligence 150 #RACE_INT_LIMIT#
Intuition 150 #RACE_ITN_LIMIT#
Skill 150 (extremely limited) #RACE_SKL_LIMIT#
Speed +4 #RACE_SPD_LIMIT#
Stamina -1 #RACE_STA_LIMIT#
Strength -10 (needs "companion" to carry anything) #RACE_STR_LIMIT#

This is another race that will only be granted to meritorious Role Players. Watchers can be angelic or totally evil. They can immobilize and drain life force from player's characters (temporarily lower Hit Points and damage stamina, hurt the character's ability to self-heal. A high level watcher can drain a high level Ghardran Arch Mage to death and make it look like the Arch Mage is suffering a heart attack, or being attacked by invisible demons.

Nearly invisible, watery bodies.

Invisible Hair.

Grey or Silver eyes.

Tall bodies, can carry nothing.

High Magik Potential and resistance. High Psi Potential

Excellent Inner Strength.

Decent Stamina, not able to carry anything. Need to meditate or drain NPCs to live.

  This page was originally automatically generated by SlashMUDServer at 21:35:16, Monday, 22 October 2001. Then I got a hold of it... bwa hahahahahahahahah!  

Last updated: 23 July, 2010 13:18