| Available Races | Stat Modifiers Str Dex Wis Int Con Cha Lck |
Racial Abilities | Racial Bonuses Hp Mana |
| Human | 0 0 0 0 0 0 0 | None | 0 0 |
| High Elf | -1 2 0 1 -1 1 0 | Infravision | -2 10 |
| Dwarf | 1 0 1 0 2 -1 0 | Infravision | 6 -6 |
| Halfling | -2 2 -1 0 1 0 3 | Infravision | -3 10 |
| Pixie | -4 3 0 2 -2 3 0 | Flying | -4 40 |
| Half-Ogre | 3 -2 -1 -2 3 -4 0 | Infravision | 5 -8 |
| Half-Orc | 1 0 -2 -1 2 -4 0 | Infravision | 6 -9 |
| Half-Troll | 2 -2 -2 -1 4 -5 0 | Infravision | 7 -9 |
| Half-Elf | -1 1 0 1 -1 1 0 | Infravision | 3 3 |
| Gith | 1 2 -1 1 -2 -5 1 | Detect Invis | 4 20 |
| Minotaur | 2 0 0 -3 2 -3 0 | Infravision | 7 -10 |
| Duergar | 1 0 -1 -1 2 -2 0 | Det. Hidden | 6 -6 |
| Centaur | 0 2 2 -2 0 -2 0 | None | 5 5 |
| Drow | -2 3 0 2 -2 -2 1 | Infravision | -3 12 |
| Wild Elf | 2 2 -1 -3 1 0 0 | Infravision | 5 -5 |
| Gnome | -2 1 2 2 -2 -1 1 | Infravision | -3 18 |
| Iguanadon | 2 1 -3 -2 1 -2 0 | Aqua Breath | 2 0 |
| Insectoid | 0 1 1 -1 0 -2 -1 | None | 5 -30 |
| Sahuagin | 0 2 0 1 -1 -2 0 | Aqua Breath | 5 10 |
Stat modifiers denote the ability point bonus/penalty which that race gets.
St = Strength De = Dexterity Wi = Wisdom In = Intelligence Co = Constitution Ch = Charisma Lk = Luck
Humans are the most common and numerous of the races.
This however makes them no less interesting. They possess no special abilities or bonuses,
but also have no penalties. Because of this, Humans are the most adaptable of all the
other races. They can assume and often excel at a variety of roles. Humans also live very
exciting lives. Because of their relatively short lifespans, they tend to do as much
adventuring as they can, accomplishing much in their lives. Humans also have a range of
personalities and values, such that no two humans behave exactly alike. All in all, humans
are a very exciting and lively race.
Humans are bipedal beings, boasting two arms, two legs and a roundish head. Amazingly, Humans have a
strange tendency to look very different from each other. Difference in skin coloring,
size, hair and eye color, speech and facial features are among the things that
distinguishes one human from another.
| Allowed Classes | Mage Cleric Rogue Warrior Necromancer Druid Ranger Monk Antipaladin Paladin Bard |
The Dwarves are relatively short compared to most of the
other races, stocky and powerfully-built creatures. Long-lived and extremely sturdy, they
are known equally as well for their hardiness as for their cantankerous personalities.
They are also rather stubborn, preferring to charge headlong into a fight rather than
consider better alternatives. Nothing compares to the fury of a Dwarf in battle. Their
thick, muscular and stout frames lend them poor dexterity, but high strength and stamina.
This race has produced some of the most renowned fighters. Second to their love for battle
is the fact that the Dwarves covet all precious metals and gems. They are excellent at
finding these metals deep in underground mines and are masters when it comes to forging
things with the use of these metals. Dwarves are also somewhat resistant to poison and
magic. They dislike all magic use and magical items with the exception of enchanted
weapons and armor. The only exceptions to this are the Dwarven Clerics. They also possess
the inherent ability to see in the dark and are fairly resistant to deadly poisons.
Besides being able to be Rogues, the Dwarves make the best Warriors and Clerics.
Dwarves average from four foot five inches and five feet tall, with
dusky complexions and thick, hairy torsos and limbs. Both men and women take pride in
their facial hair.
| Allowed Classes | Cleric Rogue Warrior |
Tall, slender creatures with a spiritual affinity for
nature and magic. High Elves are distant cousins to the Pixies and share the intelligence
and dexterity of that winged race to a lesser degree. Most High Elves are regal and aloof
from the other races as they perceive themselves to be the first mortal beings in the
world. A contemplative and patient race, the High Elves are amongst the longest lived
races in the land with lives spanning centuries. Almost all High Elves dabble in magic,
some even do it unknowingly. Those that dedicate their lives to the pursuit of magical
arts live to become very powerful magic users. Most High Elves work on the side of
goodness, travelling throughout the land to right the wrongs and to vanquish evil
creatures. However, there are those High Elves that have been seduced by darker arts and
are seen as outcasts to the Elven race. Because of their affinity, the Elves have the
inherent ability to resist magical sleep or charming. They also have the ability to see in
the dark. High Elven adventurers have the capability to become any class except
Necromancers, Monks, Paladins and Anti-Paladins, though they function best in their
element and many prefer to be Mages, Druids or Rangers.
The average High Elf stands taller than most Humans, being well over six feet
tall. most have fair skin and long, straight hair. They are uncannily graceful and have
beautiful, delicate features. The most distinctive feature about High Elves is their
pointed ears.
| Allowed Classes | Mage Cleric Rogue Warrior Druid Ranger Bard |
Short, chubby and very mischievous, the Halfling is among the most fun-loving races in the land. The Halflings are known notoriously for their light-fingered thieving abilities and their hearty appetites. No Halfling has ever turned down a meal. A joyful and happy race, they almost always work for the side of goodness or neutrality. Very rarely does one encounter an evil Halfling, but one or two rogues have been known to exist. Halfling adventurers tend not to dabble in the magical arts of spellcasting although they do covet magically enchanted trinkets. Because of this, they prefer to spend their lives exploring and visiting new places rather than studying tomes of magic. All of the Halflings found in the world come from the City of Bywater where they live until the lust for adventure overtakes them. Few Halflings decide to stay in the city without going on an adventure or two. Many Halflings choose the path of the Rogue, for which their stealthy footstep and nimble fingers serve them well. This dexterity coupled with a surprising fearlessness makes them a ferocious opponent. Halflings can also choose to pursue the life of a Cleric, a Warrior or a Bard.
| Allowed Classes | Cleric Rogue Warrior Bard |
Pixies resemble small Elfin creatures with thin gossamer wings. They are well characterised with their tinkling laughter and their ability to fly about like a dragonfly. Though they are much more intelligent than the other races, their concentration is very rarely focused on anything for a period of time. When talking to a Pixie, one gets easily frustrated at the tendency of Pixies to drift off the subject. Most Pixies prefer to be with others of their race and hence very rarely form long lasting relationships with members of the other races. Pixies are a very spiritual race, often spending long times in the forest and close to nature. They enjoy dancing and singing and mischievous pranks on unsuspecting victims. As with the Elves, Pixies have a natural affinity for magic and nature. They are also resistant to the effects of magical sleep or charming. Because of their small size, the Pixie often chooses the calling of magic or thievery. Most Pixies are good or neutral aligned although those of a darker vein will pursue forbidden arts. Pixie adventurers can also become Rangers, Clerics and Druids.
| Allowed Classes | Mage Cleric Rogue Druid Ranger |
Half-Ogres are the result of coupling between
neanderthal-like Ogre with other races. Half-Ogres combine the physical strength of pure
Ogres with the attributes of another race to form a ferocious and extremely war-like race.
Usually standing from six to nine feet in height and packed with rippling muscles, they
possess great skill in battle, enabling this race to thrive in battle. Half-Ogres never
settle down in communities, most preferring to join moving war tribes and pillage what
they need from the other races. Some however do travel alone in the world, seeking to
spread chaos and death. Half-Ogres tend to also be dim-witted and can be outsmarted by
most other races. However they usually get their own back using brute strength and crude,
direct tactics. They don't shun away from fights except when hopelessly overpowered
and often engage in battle to establish superiority, even within their own tribes. Perhaps
the only thing which strikes fear into a Half-Ogre's heart is the use of magic,
simply because they do not understand it. A powerful frame coupled with the ability to see
in the dark, the Half-Ogre is a natural born Warrior and can specialise only in that and
the Cleric class. Most of their race love to wield huge weapons that can crush bones in a
single blow such as clubs, battle axes, sledgehammers and large tridents.
Half-Ogres usually come in skin colors ranging from an orangy
tinge to a greenish hue. The torso and limbs of many Half-Ogres are commonly covered in
small, bony, armor-like growths which protect them from attacks. Most are relatively
hairless, with disproportional limbs and bent, muscular legs, giving many a stooping
appearance. Some Half-Ogres wear a necklace made out of their victims' ears and sport
gruesome tattoos to show off their battle prowess.
| Allowed Classes | Cleric Warrior |
With the mingling of Orcish and Human blood arising in
the darker areas of the land, members of this half-blooded race are steadily becoming more
common throughout the land. Conventionally, the Half-Orcs are assumed to appear and behave
distinctly more Orcish than Human. Large and dull of wit, with short but broad bodies,
their poor mental and physical dexterity is offset by an iron constitution. And indeed for
most cases, this is true. However some Half-Orcs do appear pleasing to the Human eye,
depending on the percentages of Human blood in them. Some even manage appear Human and
those that do, attempt to conceal their Orcish parentage. Regardless of how well they
blend in to civilised communities, Half-Orcs are always characterised by their broad,
muscular bodies, a slightly pig-like nose, lack of facial hair and sharp fang-like
incisors which are sometimes as prominent as tusks depending on the Half-Orc in question.
A misunderstood race, all Half-Orcs are loners, especially those that don't pursue
the ways of evil. Some have been known to be great heroic champions, their strength and
fighting skills honed to a superb edge. One should beware a Half-Orc for they are also
known for their quick tempers. Because they favour brute strength over mental challenges,
most Half-Orcs aspire the be renowned Warriors or ruthless Rogues. Besides this, some
Half-Orcs have also been known to delve into the Cleric class. All Half-Orcs have the
ability of Infravision.
| Allowed Classes | Cleric Rogue Warrior |
Resulting from the mix of Trollish parenthood with that
of another race, the Half-Troll is as deadly and hideous as its origins. Though smaller
than full-blooded Trolls, the Half-Troll is no less cunning and resourceful. The
Half-Troll usually stands well over eight feet in height and weights over three hundred
pounds. A well-muscled frame coupled with a smaller, when compared with full-blooded
Trolls, more dextrous frame makes this race not to be trifled with. They also have a very
high constitution such that they have an increased health regeneration rate and are
resistant to all forms of virulent poisons. Their greatest fear however is fire, which is
the bane of all Troll-kind. Half-Trolls are very rare in the lands for most are reviled
and attacked on sight. Almost all have the nature to follow the tenets of evil, often
gathering with their own kind and launching barbaric raids against the other races in the
land. Even the Orcish and Ogre kind are not safe from Half-Trolls though they sometimes
form alliances to plunder goodly races' settlements. As expected, all Half-Trolls are
excellent Warriors and Clerics.
Owing in part to the black blood which courses through
their heavy veins, the heavily-scaled skin of the Half-Troll ranges from a charcoal grey
to a deep, blackish green. Half-Trolls revel in the fright of their appearance, often
wearing their hair in battle-braids and emblazoning themselves with brands and tattoos to
accentuate the effect. They also enjoy making sport of their victims, often toying with
helpless enemies before torturing them to death and then eating their raw flesh.
| Allowed Classes | Cleric Warrior |
A mixing of Human and Elven blood, these attractive
creatures are neither as intelligent as full-blood Elves, nor as hardy as full-blood
Humans. It would seem that this race has also inherited the behavioural characteristics of
both the Humans and the Elves. They are known to be as stubborn and headstrong as the
Humans and as graceful the Elves. A common trait among Half-Elves is their warm and
friendly personality towards all races with the exception of the evil races. This comes
mainly from the fact that they understand the disdain and discrimination which some of the
more old fashioned High-Elves show towards them and hence they try their best not to
follow in the narrow minded High-Elves' foolish ways. Half-Elven adventurers serve
the best in classes which require a good mix of mental and physical dexterity without
demanding superiority in either. This trait makes them excellent Warriors, Bards and
Rogues. They can also endeavour to become any class besides the Paladin, Anti-Paladin,
Monk, Druid or Ranger. Also inherited from their Elven blood is the ability to see in the
dark using infravision.
Though not as tall as the
pure blooded Elf, a Half-Elf is a relatively tall creature ranging from five foot five
inches to six foot five inches. The males have a generally more muscular build than pure
blooded Elves and the females are usually more attractive than the average Humans. This
serves them well in the adventuring lifestyle. They also sometimes sport partially shaved
beards. As with all Elfin related races, the Half-Elves also have pointed ears.
| Allowed Classes | Warrior Mage Necromancer Cleric Rogue Bard |
The Gith are an ancient race descended from Humans. Once,
long ago, they were a peaceful civilisation of Humans that were captured by Mind-Flayers
and tormented for centuries. They were used by the Mind-Flayers as unwilling
mind-controlled slaves. Many were killed as the ruthless Mind-Flayers used them for
warring with the other races as the Mind-Flayers themselves were physically weak and only
relied on their tremendous mental powers to overcome obstacles. Eventually, a saviour
named Gith led them to freedom, yet their bodies had been flayed by the mental powers of
their Illithid masters. The Gith found themselves stronger, quicker, luckier and smarter
than the average Humans, yet they had lost much of their faith, wisdom, stamina and
charisma. They also discovered that they had the natural ability to resist all forms of
magically induced charming and sleep and they could also detect all types invisible
enchantments. Perhaps because of their long-term contact with the mental powers of the
Illithids, the Gith have acquired some powers of the mind. Because of this, most Gith
specialise in the arts of the Mage. They can also become Warriors, Necromancers, Clerics,
or Rogues.
The Gith have yellowed skin and are
very long of limb. Sunken eyes peer from pale sockets, unblinking and rarely betraying a
hint of emotion. 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.
| Allowed Classes | Warrior Mage Necromancer Cleric Rogue |
Tall, powerfully strong creatures who enjoy the life of
the seafarer. The Minotaurs are a race famed for their unyielding bravery and sense of
honor. Standing usually over six feet in height, the Minotaur is easily identified for it
has the head of a bull and the body of a humanoid. Gruff and short tempered, they prefer
to travel alone or only with others of their own kind. Minotaur adventurers have one aim
in life, to seek out new challenges and best them. Because of their impatient and
practical natures, Minotaurs prefer to put their effort and time into learning survival
skills rather than scholarly skills. Thus they are viewed as less intelligent than most
other races. However when in battle, few come close to the sheer ferocity and
determination of a Minotaur. Nearly all Minotaurs view magic with disdain as they see it
as a weakling's art. To them, reliance on an outside power is cowardly compared to
relying on one's physical skills. Thus with the exception of the Clerics in their
race, Minotaurs do not dabble in magic. Oddly, when they are not fighting with each other,
Minotaurs and Dwarves make good company as they are very alike in mind. The Minotaur is
capable in the Warrior and Cleric classes. They also have the ability to see in the dark.
The average Minotaur stands taller than most races. Most have
either a reddish brown or a stony-grey colored skin. A pair of long, sharp horns grow from
atop their muscled heads which they use for goring their opponents. Minotaurs are
relatively hairless and usually prefer to wear very little clothing and armor.
| Allowed Classes | Warrior Cleric |
Duergar, or the Dark Dwarves, resemble their Dwarven
cousins in most aspects. As with the Dwarves, the Duergar are short, stocky and extremely
hardy creatures. Unlike their friendlier cousins, the Duergar are much more sly and
cunning, almost always preferring to use underhanded fighting techniques such as
poisoning, crippling and blinding attacks. All Dwarves and Duergar are blood-adversaries,
and will attack each other on sight with a ruthlessness that is second only to the Drow.
The Duergar have the reputation of being one of the most feared races in the land, not
only for their bloodthirsty nature but also for their expertise in assassination. Their
thick, muscular frames coupled with their short stature give them poor dexterity, but high
stamina and strength give them the edge needed in their element. The prime aims of the
Duergar is to conquer and expand their holdings. As with the Dwarves, they covet precious
metals and gems but unlike their cousins, they also seek out valuable magical treasures.
Because of their dark dealings with the forces of evil, all dark dwarves have an innate
resistance against draining spells. They also possess the inherent ability to see all that
is hidden from normal view. Duergar adventurers make excellent Rogues, Clerics and
Warriors.
Duergar average from four foot five inches and five feet tall, with pale white complexions
and thick, hairy torsos and limbs. Their eyes come in a range of colors, most usually red
or purple. Unlike the Dwarves however, the Duergar do not put much emphasis on growing beards.
| Allowed Classes | Warrior Cleric Rogue |
With the upper body of a Human and the lower body of a
horse, Centaurs are among the most intriguing of all the races. Secretive and mysterious
creatures with an affinity for nature and the element of wind, they roam the lands as
adventurers or caretakers of nature. Hence, members of this mellow tempered race prefer to
avoid cities and heavily populated settlements. It is not really known if there are any
such things as Centaur settlements as none have been observed, though there are many
rumors of a secret Centaur forest. With well muscled torsos and four powerful legs like
that of the horse, Centaurs are extremely dextrous and can outrun anything travelling on
land. However, since they are such a solitary race, their lack of contact with those of
other races impacts on their charisma and their knowledge of the technologies in the land.
As they are so close to nature, very rarely does one find a Centaur on the side of evil.
Most prefer to follow the ways of neutrality. Centaurs are masters of archery, their
skills with the bow legendary even among the Elven kind. Thus, most Centaurs strive to be
protectors of nature as Druids and Rangers. They are also able to take up the Warrior or
Cleric classes.
Centaurs stand anywhere between five foot four inches to six feet tall with long flowing hair.
Their upper torsos appear in all ways to be Human-like while their lower bodies resemble
that of horses. They have four powerful legs and they can use both their hind legs and forelegs
to deliver crushing kicks to their opponents. When encountering a Centaur, never ever ask to
ride on them for this is a grave insult to their kind.
| Allowed Classes | Warrior Ranger Cleric Druid |
Drow, the Dark Elves, dwell in the deepest caverns below
the surface far away from the light of the sun. Obsidian-skinned kin to the Elves, this
fell race has won mastery over magic and a cruel reputation. Masters of subtle treachery
and stealth, they cannot even be trusted by those of their own kind. They are a race
wholly dedicated to the tenets of evil and will mercilessly slaughter those that get in
their way. They especially hate their surface dwelling cousins. Although they are
physically weaker than the surface Elves, the Drow more than make up for their lack of
strength with their uncanny agility and stunning intelligence. This mental readiness gives
them a deadly intellectual edge over most creatures. They are whispered to be even more
talented in magic than their High-Elven cousins. As race that has lived in darkness for
centuries on end, the Drow learn to use shadows for expert concealment from prying eyes.
Unlike any other known race, the Drow follow a matriarchal hierarchy. Drow females tend to
have more power and authority in their cities than the males, especially the Drow
priestesses. Experts at stealth and the arcane, the Drow tend to favour the Mage,
Necromancer, Cleric and Rogue classes. They can also become fearsome Warriors. As with all
Elvenkind, the Drow have an innate resistance to sleep and charm enchantments and they
have the ability of infravision.
As beautiful as their Elven kin, the Drow have uniformly jet-black skin. They are lithe,
slim and graceful in build. A majority of them have snow-white hair and ruby-red eyes,
although some rare colors have been known to exist among the Drow. All Drow eyes tend to
grow redder when they are angry or upset.
| Allowed Classes | Warrior Mage Necromancer Cleric Rogue |
As their name implies, the Wild-Elves truly are a wild
race. Fun-loving thrill seekers, the Wild-Elves are an enigma to their High-Elven cousins.
Unlike the patient and contemplative High-Elves, the Wild-Elves are an emotional and
adventurous people. Though basically part of the same species, the Wild-Elves are much
more muscular and hardier than their cousins but they are not as intelligent. They can
truly combine inherent Elven grace with the fighting fury of a jungle cat, making them
awesome in battle. Their free and unpredictable ways make enemies of this breed of
Elvenkind fear to fight them even when they are in their own element. Above all else,
Wild-Elves hate Necromancers as they see them as defilers of all that is natural..
Regardless of their ferocity in battle, the Wild-Elves are still well known to be a
hospitable and friendly race to all goodly races, even to the Half-Elves. This is because
they understand and connect well with all outcasts as the High-Elves treat Wild-Elves with
the same respect as the Half-Elves. The Wild-Elves have an interesting view that all races
were created equal, to be children of the land. And no race should view itself as superior
over another. Even though the Wild-Elven race tend to love staying in the forests, many
adventuring members of their race freely roam all over the land, some even enjoying the
sociality of cities. Wild-Elves however, connect less to the arcane heritage of their race
and more to their ties with nature as opposed to their High-Elven cousins. Thus, they only
practise nature magic or healing magic rather than wizardly magic. The Wild-Elf usually
becomes a Ranger, a Druid or a Warrior as that is what their race is famed for. They can
also specialise in the Cleric, Rogue or Bard classes. Wild-Elves also have an innate
resistance to magical sleep and the effects of magically induced charming. As with all
Elvenkind, they also have the ability to see in the dark using infravision.
The average Wild-Elf stands about as tall as the High-Elf,
being well over six feet tall. most have tanned skin and long, straight hair. They are
uncannily graceful and have beautiful features. The most distinctive feature about
Wild-Elves is their pointed ears and their intricate arm tattoos.
| Allowed Classes | Warrior Ranger Cleric Druid Rogue Bard |
The Gnomish race are without a doubt the among the most
curious and peculiar folk in the world. Quirky and easily excitable, they are also
remarkably friendly to those they encounter in their search for new knowledge. Though they
do not strike anyone who encounters them for the first time as a race to be feared, those
that make this mistake will soon learn why most other people stay well clear of Gnomes.
The Gnomes are fixated with new sciences and with inventing new gadgets to make life for
everyone easier. This tinkering and inventing will more than often result in dire
consequences for those around the Gnome when some insane invention goes awry and starts
exploding or laying waste to the countryside. Even though most Gnomes mean well, they are
prone to many unfortunate accidents which have gained them a great amount of notoriety.
Thus, most of the Gnomes are left alone in the homeland of Mount Nevermore. No other race
wants to attack nor conquer them for the risk in getting blown up by a stray invention.
Gnomish adventurers are a very friendly and loyal lot. They love to travel and learn new
lores with fellow companions although they rarely lead adventuring parties as they are
very unpredictable. As they are not very physically strong nor hardy, Gnomes rely on their
keen intellect and wisdom to survive. Because of this, they make excellent Mages and
Clerics. Some Gnomish adventurers have also been known to become reknowned Warriors and
Rogues. All Gnomes also have the ability to see in total darkness.
Gnomes stand about as tall as their cousin Dwarves though their bodies are less
muscular and stocky. They have a wizened, thoughtful look on their faces when they are
thinking but this changes often to one of glee and excitement when they get a new idea for
an invention. Some older Gnomes have white beards while the younger ones prefer to remain
beardless.
| Allowed Classes | Warrior Mage Cleric Rogue |
Well known throughout the free Lands for their fearsome
visages and ferocious savagery, the terrifying Iguanadons are also the most mysterious of
all races. Though they are rumored to have been descended from the from the giant lizards
of the past and that the blood of Dragons courses through their veins, no one knows for
sure the exact origins of this dangerous race. Even the locations of Iguanadon settlements
are not commonly known. Secretive and often solitary, the Iguanadons travel to all parts of
the world, working to further some dark and unknown purpose. Hence, they tend to avoid
most major settlements for fear of being attacked by those that do not understand them.
Sleek and well muscled, the Iguanadon is relatively strong and more agile than most
races though they are less intelligent and wise. As they are semi-aquatic creatures with
the ability to breathe underwater for long periods of time, most Iguanadons prefer the
dampness of humid areas such as swamps, rivers and underwater caverns. One would almost
never encounter an Iguanadon in a dry and hot climate such as deserts. Because of their
reptilian nature, all Iguanadons are resistant to cold based attacks. While Iguanadons make
exemplary Warriors, those of the other races speak of Iguanadon Rogues with great dread
for their skills that are near matchless with the exception of the Duergar and the Drow.
Rarely, Iguanadon Clerics can also be found wandering the Land.
The Iguanadon stands about a head taller than the average Human. Physically they appear
to be giant manlike lizards who stand upright like most humanoid races. Sharp claws and a
powerful tail add to their deadliness in combat. Their scaly, cold bodies are excellent for
spending prolonged time in cold and wet areas. Most Iguanadons have greenish to grey skin
and their eyes are a dull yellow color.
| Allowed Classes | Warrior Cleric Rogue |
The Insectoid race lives in the arid wastelands of the Sarnen Isles to
the west of the Alatian continent. They live primarily in nomadic tribes subsisting from
hunting and some farming, but a number of Insectoids have been transplanted from the
Sarnen Isles to Alatia, where they serve as elite units in the army of the kingdom and as
monks in some of the monastaries. Insectoids can be Clerics, Warriors, Rangers, Druids, or
Monks.
Insectoids generally stand anywhere from 5 feet to over 7 in height, and are
covered in a chitinous exoskeleton that provides them some protection from attacks. They
range from a dull red to a light brown color. Insectoids tend to be nimble and wise, but
somewhat less intelligent and lucky than normal. Due to their strange nature, most races
tend to look on them a bit oddly. Due to the often hostile nature of the Sarnen Isles,
Insectoids are somewhat more resistant to fire, but this is offset by their susceptibility
to cold.
| Allowed Classes | Warrior Ranger Cleric Druid Monk |
Sahuagin are shark-like humanoid creatures that live far beneath the
surface of the seas, although they emerge occasionally on raids along the coastlines. They are sleek, quick, and cunningly intelligent, well-suited for the hard life beneath the waves, but they are also somewhat fragile, and their combative nature makes them hard to get along with. Saughin society is very violent, and most members of the race are considered evil by surfacers, though a sahuagin would be quick to point out that such measures as mercilessly slaughtering one's foes are a necessary feature of the life of the deep. Sahuagin society is considerably oriented towards the strong, and warriors are very common among them. They are also very religious, producing large numbers of clerics and the occasional antipaladin. Less common are rogues and necromancers.
Sahuagin are bipedal humanoids, standing a little taller than the average human. They have bluish-green scaled skin, and sport a spined fin down their back. Their hands and feet are webbed and are furnished with long, sharp claws, which they use frequently in combat. A unique feature of the sahuagin race is their ability to breathe underwater, which all sahuagin are able to do, as well as their strong swimming abilities. In addition, they are attuned to the cold nature of the oceans, although this makes them somewhat less resistant to heat.
| Allowed Classes | Warrior Anti-Paladin Necromancer Cleric Rogue |