Here are the races I have so far created. If anyone has suggestions for midification changes, or basic ideas for other races, please email me either through the list or at
shadowninja17@xxxxxxxxx
I'm thinking of making 1 more dark race and maybe 2 more neutral ones, but then, we don't want too many. Though I have seen games with over 19 races and subraces just as a side note. Enjoy.
Races
Elves:
Elves are perhaps the most powerful worshippers of the light. Known by many as "the fair folk", they are easily the most beautiful. Several inches taller than most humans, elves tend to be around six feet in height and are very graceful and fluid in their movements. Strong in body, mind and magic, they are superior to most in combat of blades or of magic. Their muscle density and their reflexes have been improved by contact with magic for so long. This contact with the wild magics that exists in the dark eastern forests has also granted the elves increased longevity, heightened their innate magical ability, and given them their beautiful appearance for which they are renowned. It has also increased the elves' senses, giving them far keener sight, even in the dark, hearing, touch, and sense of smell.
Appearance:
Elves once looked very much like humans, but now they are quite different. They all have alabaster skin, slanted eyes that are usually green, black, or blue, thick silken hair that is usually black or sunshine gold, and high cheek boned, somewhat angular faces. The males are most often lean and muscular; though almost never to the point of bulky, as almost all elves have a slender build. The females are mostly slender, graceful, and beautiful, resembling dancers, though there are quite a few who tend toward the bustier appearance.
Innate spells:
Innate skills: Hunt Night vision
Skill bonuses: Archery: plus 2 Spear: plus 2 Sword: plus 1 Magic: plus 2
Attribute Modifiers:
Strength: plus 2 Dexterity: plus 3 Intelligence: plus 3 Wisdom: plus 1 Luck: plus 1 Constitution: minus 2
Alignment: good
Dwarves
These small folk never get any taller than four feet! Sturdy, strong, and tough as nails, they more than make up for their lack of height in other ways. While they are short, dwarves are rather broad in the shoulders and chest, and are very strong. Having a great love for stone, they dwell in their cities deep within the earth, and often in mountains. They are great smiths and miners, and their skill at making armor is matched by none and only enchanted weapons and armor can compare. Not the smartest, nor the fastest race, they mostly depend upon their strength and durability to see them through. In war, dwarves can be quite formidable opponents, for while they may be short, their strength is great and so is their ferocity and loyalty to their king and to the light. The dwarves favor the use of axes and hammers, and will rush into battle bellowing their fierce war cry and cut the legs out from under their enemies, literally. If you think this couldn't possibly be affective, then you have never tried to fight a short powerful, ax-wielding warrior when he has just cut off your legs at the knee and you are in great pain and bleeding like crazy. Ah, see, I thought not. And guys, don't forget other important parts of your body are down there…*cough*.
Appearance: Dwarves range between three and a half to four feet tall, and, being smiths and miners, has very muscular arms and backs. Very dense for all their small stature, they are heavy and hard to move against their will. The dwarves are all fond of growing long bushy beards, and even the females have beards, though not quite so bushy, and this is the few differences between the two sexes.
Innate skills: treasure seek
Innate spells: earth crush
Skill bonuses: Ax: plus 3 Hammer: plus 2
Attribute Modifiers:
Intelligence: plus 1 Strength: plus 3 Dexterity: minus 1 Constitution: plus 3 Wisdom: plus 2 Luck: plus 1
Alignment: good Humans
The humans are a short-lived, but inventive and productive race. There are also quite numerous, and it is this which helps them stand against magically or physically stronger enemies. Humans more closely resemble the elves than the dwarves, but are not so beautiful. Compared to an elf, humans look quite plain. The have a darker complexion, are a few inches shorter and tend to be broader and more muscular looking than the elves, though the elves are still stronger. Humans are suited to most occupations, for while they are not exceptionally good at anything, they are equally not truly bad at anything.
Appearance
Humans and elves share the same basic form, though the humans are not so beautiful. Humans tend to be broader and bigger boned. They ears are not pointed, nor their eyes slanted. Also, their skin is darker, and tans in the sun, where as the elves skin changes only very slightly under the sun. The look more muscular, even if they are not stronger and they are generally several inches shorter.
Skill Bonuses: Hand to hand: plus 2 Plus 1 to all
Attribute bonuses:
Luck: plus 3
Humans receive a bonus of plus 2 to the primary stat of their primary class/guild upon the selection of a class/guild at character creation.
Alignment: good Changelings
The changelings are perhaps the most powerful race. They are very like the elves in both appearance and culture, with a few, but significant differences. They enjoy music and the arts, like the elves, as well as a deep fascination with riddles and puzzles. They like them so much, that it has turned into a weakness at times, for they can sometimes be distracted by music, beautiful works of art, riddles, or anything fascinating similar to these. Though formidable, the Changers can sometimes be distracted by one of these things, and thus be overcome. For this reason, some who would hope to survive fighting one carry symbols with complex designs with them in the hope of that the Changer's attention will be caught long enough for a deadly blow. They do not all follow the light, though this is their usual choice, they are free to choose between following the light, the dark, or neither, something only a few do. But it is the special ability granted to them when they were created that makes them truly unique. Each and every one of them has a little talent for magic, and every one of them can change, at will, into one animal, each person being different in nature, so are their secondary forms. This makes the Changers very wise and intelligent, since they have to perspectives on almost any given situation or issue. When transformed, the changers have different attributes, often getting bonuses to some, and sometimes minuses to others, but all are based on their attributes when in normal form (Changers tend to stay in their humanoid forms most of the time for safety and because it is not so easy to live as a community of constantly changing people and animals. Also, most animals have difficulty with making art, practicing them, and making music, which the Changers love so much)
Appearance
While in their usual forms, the changers are similar to the elves in appearance. They too have pointed ears, though not so pointed as those of the elves. Their hair can be any color, and their skin is also alabaster white. Changers have slanted eyes, which tend toward no specific colors, some even have eyes that look different colors depending on where and how you see them, and some believe that this is due to their ability to change their shape. Changers are tall, like the elves, and the males tend to be more muscular looking, with larger arms and shoulders. The females tend to be busty and do not look as muscular as the female elves, though this is deceiving, for they are no weaker.
Innate Skills: the art of Changing
Skill Bonuses: Sword: plus 2, Magic: plus 3, Hand to hand: plus 1
Attribute Bonuses: Intelligence: plus 3 Strength: plus 1 Wisdom: plus 3 Dexterity: plus 2 Luck: plus 1 Constitution: minus 1
Possible Second Forms: Wolf, Raven, Eagle, Falcon, Bull, Snake, Frog
Alignment: optional Orcs
The Orcs were the first race of darkness, and their visage is a mirror of their twisted and evil souls. With tusk-like fangs, warty, sickly greenish brown skin, fierce, cruel red eyes, they are not the best people to keep company with. Add in there harsh voices, stench of blood and rotting flesh, constant desire for bloodshed, along with a brutality toward any other living thing (except, most of the time, other Orcs), and only other Orcs can bare to be around them except when situation demands it. Orcs like few things in life and they are not much interested in picking up new hobbies. Their favorites include: War, Torture, Pillaging, Looting, Burning, Fighting, And generally causing panic, mayhem, and spilling a lot of blood
They worship a dark and bloodthirsty god, and they are driven by their priests to attempt to quench his thirst with the blood of their enemies. Since their god has an unquenchable thirst, the orcs shall for eternity serve him doing what they do best. The Orcs are extremely strong, very durable, and fairly quick despite their size, and are thus formidable opponents.
Appearance:
Orcs stand between six and six and a half feet tall, and are extremely broad and muscular. They have short, sharp claws on each finger, and their skin is hard, so they have light armor and sort of brass knuckles to begin with. Their teeth are long and sharp, and their noses are more like snouts. Over all, quite hideous creatures to look upon.
Attribute Bonuses: Strength: plus 4 Constitution: plus 4 Luck: plus 1 Intelligence: minus 1
Skills: Club: plus 2 Mace: plus 2 Hand to hand: plus 2
Alignment: evil Dark Elves
Dark Elves were once just regular elves of the light, dancing and singing in the green forests with their people, living the merry life. Then came a day when a malicious spirit, wishing to spite the Gods of light, found a young elf that was gullible, and not as strong of mind as most of the others. The spirit lured the young elf away from the rest, out away from the forests, using its powers to take the shapes of what the elf longed for most in order to draw him away from those who could have protected him and to gain his trust. The spirit then carefully twisted the young elf's mind, filling him with evil until at last; all goodness was crushed from him. The spirit then drove the elf back the rest of his kind and helped him win followers, helped him corrupt more elves. Soon, the elves that held strong to the light realized what was happening and fought to save those who had been tempted. It was all in vain, for the elves that had been won over to the darkness were beyond saving, and so the elves of the light were forced to drive them out, and far, far away. The outcaste elves, called the Dark Elves, convinced themselves that they had been wronged by the elves of the light, and their hatred was so strong, that they swore to do all that could be done to bring down the elves of the light, and all who sided with them. As years past, the dark gods taught the Dark Elves wicked magics gave them a taste for causing pain. And so, the Dark Elves, growing more numerous with each generation, became known as for their love of pain. Pain is their greatest passion, and torture is their game. Until the age of 18, Dark Elves are taught dark magics, and are the ways of torture. They are also tortured, some say into even greater insanity throughout this time, so that when their training is finished, there is nothing left in them, except the desire to have, pain, give pain, and to destroy the Light. They take greatest pleasure in capturing and torturing an Elf of the light, and whenever they catch one, there is usually much celebration in the city where the captive is to be tortured.
Appearance
Dark Elves look almost exactly like the Elves of the light, since they were once the same. Now however, the Dark Elves appear thinner, almost skeletally so, and their skin has a somewhat sallow, unhealthy look do to their time spent in pain and so little time in the sunlight. This is deceiving however, for they are just as strong and quick as the Elves of the light.
Innate Skills: torture, tracking
Innate Spells: agony (causes the victims nerves to sear with crippling pain, often immobilizing them completely)
Attribute Bonuses: Strength: plus 2 Dexterity: plus 3 Intelligence: plus 2 Wisdom: plus 2 Constitution: minus 1
Alignment: evil Trolls
The trolls are much like the orcs. They are enormous monsters with rather small brains, who detest the races of light. They hate the elves for their beauty and grace, the humans for their clever ingenuity, and they scorn the dwarves for their skill and are disdainful of their small stature. The don't even get along with the dark elves particularly well, though they serve the same master, the dark elves are too like their cousins of the light, and always tend to be condescending toward the trolls for their lack of intelligence. What the Trolls lack in brain power however, they more than make up for in muscle power. They are immensely strong, and favor lifting up massive boulders and ripping up huge trees to use as improvised weapons. When they do fashion weapons rather than using the naturally provided ones, they make clubs and spiked maces, which have devastating effect in battle, as you may imagine. Of course, given their size, a kick or stomp is nearly as bad. The other advantage that trolls have in battle is their thick, armor-like hides. The thick, leathery skin of trolls is excellent armor, and resistant against all but the sharpest weapons. Any additional armor is just extra protection, and for this reason, directly taking on a troll is a stupid idea, unless of course you are a troll yourself
Appearance: Trolls stand between 10 and 12 feet tall, have large muscles, thick warty skin, two large tusks that are as sharp as spears, large teeth, and are a green/gray/brown color. This coloring makes it possible for them to disguise themselves as boulders or parts of mountains. They are rather ugly, and saying no more is best at this point.
Innate skills and spells: (skill) improvised weapon, (skill) stomp, (skill) and crushing blow
Skill bonuses: camouflage (plus 2)
Attribute Modifiers: Strength: plus 6 Intelligence: minus 3 Dexterity: minus 2 Constitution: plus 7
Alignment: evil Centaurs
Centaurs, a mystical, half horse, half human creature, are one of the most mysterious of all known of the races. They are very wise, and often have knowledge of things in the future, though they only rarely share this knowledge. They owe allegiance to none but their god, and only join in wars when their god orders them to, in order to preserve that with which they are most concerned, keeping the balance between all things. When they do choose to fight, they are quite fierce enemies, having a strength of, well…horses. From a Centaur, a kick can be nearly as bad as a sword slash, though. In battle they use mostly the bow and arrows, and spears at closer ranges, and only use swords at very close quarters, in which they are not as efficient, because of their size, though they are tough, and can take damage well, they are lacking in agility, though in running, of course, they are as fast as, well, a horse. The rest of the time, they keep to themselves, deep in their forests and caves, avoiding, for the most part, those who seek their wisdom unless the have foreseen that they should aid in this way. They will, however, reward particularly brave and intelligent adventurers who manage to find them with some information.
Appearance: Centaur's appears as humans from the waste up, but from the waste down, they have the lower flanks and back legs of a horse. The colors of the horse part of them various just as much as real horses coloring varies, though it usually matches the tone of their human skin, which varies as much as does the coloring of humans. They tails are a source of pride, and insulting it will often lead to being kicked.
Innate skills: foretelling, kick
Skill Bonuses: archery (plus 2), spear (plus 1)
Attribute Bonuses: Intelligence: plus 1Strength: plus 2 Wisdom: plus 4 Luck: plus 1 Constitution: plus 2
Alignment: neutral Wraiths
The wraiths, a secretive and mysterious being, dwell in the shadows, and are the shadows. The wraiths are given their name for their ability to meld their bodies with their shadows, becoming a thing of shadow, through which objects may past through as easily as through mist, and allows them to slip through the narrowest of cracks, under doors, through knot holes, through a chink in the wall. They may affect the physical world however, for they can speak, though their voices are whispery and even when not in shadow form, and require a keen ear to hear them when in the shadow form. They refer to this transformation as fading, and when they are in this ethereal form they say that they are "Wraith". When they are Wraith, they have the ability to float through the air at reasonably high elevations, though it is more drifting, as their speed is not great, lacking wings and they are propelled by their concentration and magic. While airborne, they achieve speeds of a swift running elf. The Wraiths have rather frail bodies, and thus make poor warriors, or any other occupation that is mostly physical. They are better suited to magical occupations, such a mages, since they are quite strong in it. They also make good thieves and assassins, though most consider this to be a waste of their magical abilities. They are very intelligent and clever, enjoy tricks and riddles, and are quite fast and good at dodging, which is fortunate, since they are fragile. Unsurprisingly, because of their similar abilities, there has always been great friendship between the Wraiths and the Changers. They are strong allies in war and work well with each other. It is common to find them in the same groups socially and in warfare.
Appearance: Wraiths, when in their solid form, bear some resemblance to the elves and changers. They are much frailer however, and seem to be almost insubstantial. They have pointed ears, pale skin, and are quite slender. They typically have large, usually light colored eyes, though occasionally a Wraith will be born with a darker shade of eyes. Their hair is usually a silver or white blonde. They stand a little taller than humans, and a little shorter than elves, males averaging about five feet 10 inches or so, and the females averaging closer to five feet eight inches, or five feet seven inches.
Innate Skills: Wraith form, fly, sneak
Skill Bonuses: dagger (plus 2) Steal) plus 3)
Attribute Bonuses: Strength: minus 1 Intelligence: plus 3 Dexterity: plus 3 Wisdom: plus 1 Luck: plus 3 Constitution: minus 2
Alignment: optional
Lurians
Lurians are a very fey race. They are also known as Sirens, temptresses and charmers. The Lurians are given these names because of their haunting beauty. In fact, they are so beautiful, that they will easily drive any normal member of the opposite sex mad with desire. They are known for luring travelers away from their companions and safety, only to use their magical power of concealment to vanish. They can camouflage themselves to look exactly like that which they are near, and it takes an observant eye to discern their presents unless they wish it known. Once captured, however, they cannot vanish, they must be free, and so long as some part of them is bound, they blend with their surroundings. For this reason, they tend to wear little in the way of ornament, or clothing for that matter. Exceedingly swift and clever, they can best opponents by speed or out whit them. Being, like the elves, fond of riddles, they love to play at them and use them to distract their enemies so they may use their speed to kill or flee. Once caught, however, Lurians can pose much less of a threat, being neither strong nor very resilient to physical harm.
Appearance:
Lurian females, called Lurias, are of middling height, with soft, rounded hips, large, full breasts, and skin as pale and soft as cream. The males, calls Lurans, tend to be more tan and very muscular, and, of course, very handsome. Both sexes have thick, silky hair, large eyes and full lips. The Lurias have heart shaped faces, with refined, cat like features. The Lurans also have refined features, but with more of a hawkish look. All Lurians carry a small, silvery, eight pointed star shaped birthmark in the smalls of their backs. This is used, by those of strong enough will to resist their tricks and tempting appearance, to distinguish them from other races, for they will sometimes attempt to pass themselves off as an elf or changeling, since they too have slightly pointed ears, and the elves and changelings are the only other races to come close in matching the beauty of Lurians.
Innate Skills: camouflage, seduction
Skill Bonuses: dagger (plus 3), archery (plus 2)
Attribute Modifiers: Dexterity: plus 4 Intelligence: plus 3 Wisdom: plus 2 Constitution: minus 1 Luck: plus 1
Alignment: Neutral
Goblins
Goblins are a cave dwelling people, usually choosing the dark caverns at the heart of mountains for their cities, adding their own passages where they need to, but otherwise learning to navigate the natural tunnels and passages that water and the forces of the planet have carved. Because of their nearly constant time spent underground, they have poor eyesight and are very sensitive to sunlight, which they consequentially avoid if at all possible, They have keen hearing and smell, however, and this makes them dangerous enemies in the dark, especially underground, for they will use their knowledge of caves and passages, along with their ability to run swiftly in the darkness, with not a glimmer of light, to confuse their enemies, allowing them to get lost in the darkness, then slay them from behind. For this reason, Goblins prefer to fight with long knifes, occasionally swords or axes, and sometimes clubs. They never use thee bow and arrow, however, since it can almost never be used in the twisting passages in which they dwell, and their poor eyesight makes them less than competent archers. Goblins will eat almost anything, except for plants. With the exception of mushrooms, Goblins usually dine on the flesh of what ever creatures they may catch in their caves, including lizards, fish, and even bats. When possible, they find human flesh to be quite tasty, and elf flesh to be a true delicacy. Thus they will go to great lengths to catch any human or elf that should be unfortunate enough to wander into their forsaken tunnels. Even when they must capture a member of these races and keep them prisoner for war purposes, they treat their captives as other races might treat cattle, fattening and sometimes breeding them for future meals.
Appearance:
Goblins are either a pallid white or gray in color, with large, pointed ears at the top of their heads, large, pale eyes, and wide, flat noses, used for sniffing out pray. Their skin is thick, though sensitive to sunlight, and their flat feet have 4, long toes, each ending in a sharp claw. Their hands have only 3 fingers, plus a thumb, also tipped with claws, used both for climbing and for fighting or catching food.
Innate Skills: sense direction
Skill modifiers:
Archery: minus 1 Knife: plus 3
Attribute Modifiers:
Strength: plus 3 Dexterity: plus 2 Constitution: plus 3 Intelligence: plus 2 Wisdom: minus 1
Alignment: evil