Races Found on
Dark Mists
Human
The
most populous species in the world, Humans are found in every
walk of life and come in just about every shape, size, and
coloring. They average 6' in height. Magical devices tend to
benefit them greatly. They may follow any path
(good/neutral/evil).
Maximum stats: 20 Str 20 Int 20 Wis 20 Dex 20 Con
Immune: None
Resist: None
Vuln: None
Elf
Slightly
taller but lighter in build than Humans, Elves lack the strength
of other races, but are more agile, both mentally and physically.
Averaging 6'5" in height,Elves are fair skinned and have
golden blonde to reddish to brown hair, and their eyes are
usually green or blue (although there are some grey-eyed Elves).
Elves are magical in nature, and it is rare to find an Elf who
has forsworn magic. They are somewhat resistant to charm spells
and other magic, but a strong spell can penetrate that
resistance. Elves are difficult to locate and often walk
unnoticed.Infravision allows them to see in the dark. Elves must
stay good in order to keep their magical abilities. Elves who
have turned to evil (even to neutrality) are frowned upon, and
find themselves unable to cast magic, for the forces of good
which empowered them will no longer allow them to draw upon the
magical weave.
Maximum stats: 18 Str 25 Int 20 Wis 23 Dex 17 Con
Immune: None
Resist: Charm, Fire
Vuln: Iron
Grey-Elf
In
physical appearance much like Elves, you really cannot tell them
apart just by looking at them. Grey Elves came into being as the
offspring of Elves and Dark-Elves, neither inherently good nor
inherently evil. Such breeding was common practice during surface
raids, a torture set upon female Elves by male Dark-Elves, and in
some cases as a part of the torture of male Elves by female
Dark-Elves (who after the breeding made a bloody sacrifice of the
male Elves). In rare instances where the Dark-Elves and Elves
live on the surface and learn to tolerate each other, some Grey
Elves have resulted from happier couplings. Grey Elves average
about 5'10" in height. It is as a result of their mixed
heritage that Grey Elves have chosen not to follow the Light, nor
to walk entirely in Shadow, but to move between the paths,
seeking balance (although not always finding it). Grey Elves may
be neutral only or risk losing their ability to cast magic. Grey
Elves are highly intelligent and very wise, although not as
nimble as Dark-Elves, and are, for the most part, very likeable.
Maximum stats: 17 Str 24 Int 24 Wis 22 Dex 16 Con
Immune: None
Resist: Charm
Vuln: Iron
Dark-Elf
Averaging
5'6", with ebony skin and stark white or silver hair, and
eyes that spark red with infravision (although there are a few
who have lavender eyes), Dark-Elves are a species of renegade Elf
who have turned their energy toward evil. They are highly
intelligent but not as studious as Elves, and their nimbleness
has been honed nearly to perfection through generations of
thievery and trouble-making. Like Elves, they can walk unnoticed
and are not easily locatable, and they are magical and resistant
to charm spells. Dark-Elves must remain evil to keep their
magical abilities. Dark-Elves who have turned to good (or
neutrality) are frowned upon. Indeed, those who seek balance or
goodness in their lives have found that they cannot tap into the
dark forces which empowered them magically, and their abilities
to cast spells gone.
Maximum stats: 18 Str 24 Int 20 Wis 24 Dex 17 Con
Immune: None
Resist: Charm, Cold
Vuln: Iron
Giant
Giants
are the largest sentient species in the land. They average around
12-13' in height, although some have been sighted who are 27'
tall. Due to their size, they tend to resist blows well. They
excel at bashing people and doors, and enhanced damage . Due to
their size they are not good swimmers and cannot breathe under
water easily. Giants who cast magic must continue to walk the
path of balance or they will lose their magical spellcasting
abilities: giants are neutral only.
Maximum stats: 25 Str 16 Int 17 Wis 18 Dex 24 Con
Immune: None
Resist: Weapon, Blunt
Vuln: Mental
Dwarf
Short,
stout, human-looking sentient beings known for their short, foul
tempers and great stamina, Dwarves have great strength, high
vitality, but average when it comes to nimbleness. They are very
noisy and make lousy thieves. Their average height 4'6",
with ruddy to dark complexions and usually bearded. It is hard to
tell females from males. Dwarves may be good neutral or evil.
They are resistant to magic, poison, and disease, but they cannot
swim and are vulnerable to drowning. Like Elves and Dark Elves,
they can see in the dark with infravision. They have been known
to lose their tempers from time to time, rendering them a little
stronger in battle than they might be if they kept an even
temper.
Maximum stats: 22 Str 18 Int 22 Wis 16 Dex 25 Con
Immune: None
Resist: Poison, Disease
Vuln: Water
Gnome
The
smallest sentient species in the land, averaging 3' in height,
Gnomes are usually pale grey to light brown skinned, and see in
the dark with infravision. Tough, wiry little cretures, Gnomes
live a long time and accumulate wisdom and knowledge. It is said
that Gnomes are excellent at reading arcane works, shaking
magical sticks, and zapping people with magic wands. Resistant to
poisons, they are vulnerable to bashing. Gnomes walk in all
paths, good, neutral, or evil.
Maximum stats: 18 Str 23 Int 25 Wis 20 Dex 19 Con
Immune: None
Resist: Charm, Mental
Vuln: Blunt
Centaur
An
offbreed species between 5'8" and 6'3" in height. They
are half man and half beast. Brute strength and raw power are
their thing. They make good warriors (if you get past their
infighting and other untrustworthy attributes). Centaurs are
resistant to most diseases and poisons. They excel in enhanced
damage and bashing doors. They also have a mean kick, and a
meaner rear kick. All centaurs are good. Centaurs who use magic
must remain good or they will be punished with an inability to
cast spells.
Maximum stats: 24 Str 17 Int 18 Wis 20 Dex 22 Con
Immune: None
Resist: Charm, Blunt
Vuln: Mental
Troll
Trolls
are another of the offbred races. Being large and stocky they are
very susceptible to drowning. In addition they have a weakness
against both fire and acid, but are resistant to normal weapons.
Due to the years of slavery and such that they endured to other
races they attained much strength and constitution, making them
quite hearty fellows. They don't easily learn spells as their
wisdom and intelligence aren't that highly advanced as of yet.
They make excellent warriors: They heal from battle wounds
quickly, and they excel at dealing out enhanced damage. Bashing
people and doors they also do to the point of perfection.
Trolls skin color varies widely, from greens to blues are the
most common types though. Trolls must be evil. Those rare trolls
who have managed to learn the art of magic must remain evil or
lose their ability to cast spells.
Maximum stats: 25 Str 16 Int 17 Wis 19 Dex 24 Con
Immune: None
Resist: Weapon, Poison, Disease
Vuln: Fire, Acid
Draconian
It
is said that draconians are some of the foulest creatures that
inhabit the planet. They scavenge bodies left on the battlefield
for little trinkets or useful items that they might wear. They
are intelligent and strong but not very fast. Some of the
deadliest people to walk the land have been draconians who have
excelled in the ways of magic. Due to the wings on their back
they are capable of flight. Reports of their foul breath are
varied, but all agree that draconians can set fire to people and
things. Average height of a draconian is about 5'. They are
resistant to poison and disease. They must remain evil or risk
losing all that they have learned.
It is said that Draconians are the result of the twisted magic of
evil mages upon the eggs of true dragons, forcing a humanesque
look to them. The return to true dragon form is so rare that
history records only one who has accomplished this. Most
draconians are happy with their lot in life and seek to make
everyone else's life miserable.
Maximum stats: 23 Str 23 Int 20 Wis 18 Dex 20 Con
Immune: Poison
Resist: Slash, Acid, Disease
Vuln: Cold
Ethereal
Ethereals
origins and species progression is unknown. They do come from
another plane, possibly a wizard summoned them and lost control
and they started to reproduce on this plane. They have no
discernable body or mass, simply a floating mist which makes them
highly resistant to weapons but electricity is a big weakness of
theirs due to the water particles present in their form. As gases
tend to move quickly, they can sometimes move from place to place
quicker than any other race, in their most gaseous form. They can
fly and are some of the best minds in the world. They have more
affinity to mage professions then fighting. They must remain good
or neutral. Those few ethereals who have chosen to walk
exclusively in shadow have found their ability to cast magic
gone.
Maximum stats: 17 Str 23 Int 22 Wis 23 Dex 18 Con
Immune: Poison, Disease
Resist: Weapon, Blunt, Mental
Vuln: Fire, Lightning
Changeling
Changelings
are a race of humanoids who can change shape. They can become
bats, wolves, or bears. At one time, they could form a third arm
and wield a third weapon (trinal wield), but ever since the Black
Warlock in the Magic Forest mixed his nasty brew and set a yellow
haze all over Thera, changelings have not been able to form that
third arm to wield that third weapon. Before the yellow haze,
changelings could not wear anything on their torsos, but since
losing the ability to form the third arm, they have discovered
that like all others, they, too, can cover their chests.
Changelings have also discovered that they are capable of
shapeshifting into just about anything or anyone, well, within
reason.
Their high intelligence and wisdom allow them to do well as
mages, but their quick reflexes give them an edge in the
non-magic classes, where they do well as Anti-Paladins and
Warriors.
Maximum stats: 17 Str 24 Int 22 Wis 25 Dex 15 Con
Immune: None
Resist: None
Vuln: None
Illithid
llithids
stand about 6 feet tall, with hideous mauve skin that glistens
with slime. The head resembles an octupus, with white, pupilless
eyes and four tentacles protruding from where a mouth should be.
The creature has three fingers and a thumb on each hand; its
fingers have a reddish cast, though the rest of the hand is
mauve. It is unknown how these creatures reproduce, or if they
even have different sexes. Illithids have weak bodies, but their
mysterious ability to affect the minds of others is said to be
unstoppable, such as the horrible psionic blasts they visit upon
their victims. They are capable of flight through psionic
levitation, and are resistant to all types of mental attacks, as
well as magical effects.
Having evolved far beneath the Thera's surface, light is one of
their true banes, and it is said they cannot abide the warmth of
flame. Little else is known about the Illithids, except that
every encounter with them has lead to death and destruction.
Never speaking a word, the creatures have communicated one thing
very clearly...their hatred of all other races. Since their
coming to the Theran surface, it has been noted that Illithids
who were influenced to live a life of balance or goodness cannot
tap into the magical weave and cast spells.
Maximum stats: 17 Str 25 Int 21 Wis 22 Dex 16 Con
Immune: None
Resist: Charm, Magic, Mental
Vuln: Fire, Light