Dwarves
 Dwarf
 Duergar
 Elves
 Drow
 High-Elf
 Wild-Elf
 Githyanki
 Giant
 Human
 Half-Elf
 Halfling
 Hirath
 Ithkari
 Plaintouched
Genasi
Air Genasi
Earth Genasi
Fire Genasi
Shadow Genasi
Water Genasi
 Half-Celestial
 Tiefling
 Troll
 Wemic
Dwarves
Dwarves are short, stocky demi-humans, known for foul temper and great
stamina. Dwarves have high strength and constitution, but poor dexterity.
They are not as smart as humans, but are usually wiser due to their long
lifespans. Dwarves make excellent fighters and priests, but are very poor
mages or thieves.
Dwarves are very resistant to poison and disease, but cannot swim, and so
are very vulnerable to drowning. They receive the berserk skill for free
(if warriors), and can see in the dark with infravision.
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Duergar
The Duergar are an offshoot of the normal dwarven race. They were driven
into the caverns around the same time as the Drow, for many of the same
reasons. Duergar's bodies have made many of the same modifications as
well. They have black skin and white hair, with dark eyes and tend to be
shorter and heavier built than the dwarves that live in the caverns closer
to the surface. Like the Drow, many Duergar are accepted in the surface
world, so the race as a whole is not discriminated against, merely those
individuals who prove to have evil intentions. Duergar are best suited
to the fighter and priestly classes, much like their surface cousins,
although they are decent at being stealthy as well.
Duergar have gained several other abilities during their time below the
surface. Most Duergar have the ability to manifest simple illusions such
as a non-moving illusion of a person. They also have the ability to sense
movement within 150 feet of them, even if they can't see the source of
the movement, by feeling the slight vibrations in the rock. This skill
detects any movement by a creature that isn't sneaking. This ability also
gives them a basic form of invisibility detection. Unless the invisible
person is also sneaking they can sense with about eight percent accuracy
exactly where their target is. Duergar also have infravision.
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Halflings
Halflings are... Halflings... Little agile people that live in little people houses.
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Half-Celestial
Half-Celestials are the opposite of Tieflings, they are children born
of the union between a heavenly being and a mortal. Half-Celestials generally
look like average humans, in rare cases they may be distinguished by a golden glow
to their eyes. They are usually a bit taller and more muscularly built then the
race of their mortal parent. They gain holy touch (any weapon they hold behaves
as if it was affected by a holy enchantment and continual light spell, they can
cure light wounds by touching someone, or blind a person with a successful unarmed attack)
and something else I'll think of later as racial skills.
Half-Celestials haven't suffered greatly from the damage done to the human race, most of
them are born in elven communities. They are generally of good alignment due to their
ancestry, but there are at least a few half-celestials that follow an evil path.
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Genasi
The Genasi are an oddity in a world of odd creatures. They are half-breed
children spawned from the coupling of mortals and elemental beings. A
Genasi's mortal parent can come from any race and the elemental can be
of most any type (fire, air, water, earth, or shadow). Genasi have the
same base statistics and modifiers as their mortal parents, but have a
bit of an odd appearance and gain an extra ability or two. They aren't
very common, but are not feared by any but the most paranoid of the cities.
All Genasi are resistant to damage, magical or otherwise, imparted from the
element they are bound to. Like most of the half-breed races, the number of
Genasi has dropped dramatically since the destruction of the human population.
Earth Genasi tend to be shorter, stockier versions of their mortal parent's
race, with brownish skin and dark hair. They gain stoneshape and tremorsense
as racial skills.
Fire Genasi tend to be built much like their mortal parent.
They typically have firey red hair and bright red eyes (and in some cases,
hair that is actually made up of magical fire). They are immune to burns from
smaller, non-magical fires (candles, torches, stoves) and gain manipulate
flame and searing touch as racial skills.
Water Genasi tend to be built much
the same as the parent, and generally look like normal mortals. The only thing
that can typically distinguish a Water Genasi is their eyes, which are in most
cases completely blue (iris and white, pupil is still black). They gain water
breathing and manipulate water as racial skills.
Air Genasi are much thinner
and more lithe than their mortal parent, typically have a slight blue tint to
their skin, and usually have blue hair and irises. They gain control weather
and force wall as racial skills.
Shadow Genasi are built much the same as
their mortal parent and usually look like an average member of their race.
Their only real distinguishing characteristics are jet black hair and black
irises. Shadow Genasi gain shadowmeld and darkness globe as racial skills.
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Tiefling
Tieflings are, uncommon, to say the least. Spawned from the pairing of an
infernal being and a mortal (usually evil). Tieflings can look just like a
normal member of their mortal parents race, or have numerous features which
announce their devilish heritage. These features can include numerous things,
leathery wings, a tail, backbent legs with hooves, small horns, ridges of
spikes along knuckles or other joints, clawed fingers, oddly colored (black
or red) eyes, pointed teeth, and several other possibilities. Tieflings as
a whole are not evil, but due to the general fact that they are born of
mutually evil parents, they usually are. As such, tieflings are widely feared
and are turned back at the gates of most cities.
Tieflings gain several relatively small abilities from their heritage. The
ability to cast a darkness globe, manipulate fire, and searing touch are
the most common, although other abilities are known. Tieflings are resistant
to fire and shadow based spells and extremely vulnerable to holy magics.
Like most of the half-breed races, the number of tieflings has dropped
dramatically since the destruction of the human population.
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Wemic
Wemic's are a half breed race born from humans and Wemics (There is no
distinguishing name for what would more appropriately be a Half-Wemic.)
Wemic's inherit the general build of their human parents and the feline
characteristics of their other parent. They're fur covered and range in
color from white to black and have been known to be tiger-striped or
have leopard like patterns. They are extremely agile and almost as strong
as Trolls. Wemics excel as any non-magic using class.
Wemics are one of the few races that is openly shunned by most cities,
although the larger, well established cities allow them within their walls
most small cities have an odd paranoia about a human sized, bipedal lion.
Wemics are extremely vulnerable to fire and are resistant to cold. They
gain the sneak and hide skills for free and have low-light vision they
also gain dodge and awareness. Like most of the half-breed races, the number
of wemics has dropped dramatically since the destruction of the human
population.
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Half-Elf
Half-elves are the children of mixed human and elven relations. They are
about the same height as humans and are built only slightly smaller than
the average human. Half-elves commonly inherit the hair and eye color
(and in the case of Half-Drow, skin color) of their elven parent. They
gain no resistances from their elven parents, although they always end
up with low-light vision (and infravision in the case of Half-Drows).
Half-Elves were once a relatively large community, but after the destruction
of so many human settlements and the vast decrease in the human population,
the Half-Elven population has followed much the same road. Half-Elves can
excel as any class, being almost as versatile as their human parents.
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Hirath
The Hirath are an extremely rare, widely unknown race of semi-amorphous
energy based creatures. They are very intelligent and extremely nimble due
to their huge range of motion. Hirath appear as humans usually (they are
able to change their general physical features) but have light blue skin
and dark blue hair. Unless unconcious they radiate a field of bright energy
around their bodies, the color of which is variable amongst the race,
ranging through almost all colors of the spectrum. Hirath are highly resis-
tant to fire, electricity, and spirit based magics, but are vulnerable to
cold and earthly magics, other forms of magic affect them normally. The
only known Hirath settlement is in the hilly lands to the north of the
Ithkari swamps.
They have several special capabilities. They are able to shift into an
amorphous liquid like form, making most barricades useless against them
(They receive the 'shift' skill, effectively the same as pass door). While
in the liquid form they are vulnerable to fire and electricity attacks, and
are extremely vulnerable to any spell that manipulates liquids. Due to their
energy based abilities and dexterity they function best as spellcasters or
rogues, but do poorly as strength based fighters, due to being somewhat weak.
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Ithkari
The Ithkari are creatures steeped in almost as much mystery as the greatest
secrets of magic. They are easily the most reclusive of all the races and
are very rarely seen outside their swamps. Many scholars speculate that the
Ithkari are a half-breed race. One being the Lizardfolk of Tarak, the other
from a world with close ties to the elemental plane of water. Ithkari are
extremely strong and very intelligent, but their bodies are not suited to
rapid movements. Due to their isolated nature they are also highly
susceptible to diseases that are present outside their swamps. The Ithkari
are native to a small continent located several hundred miles south of
Tarak. During the Deep War the Ithkari homeland was completely annihilated
by a dark elven mythal that drained the life from the land. Only around
five thousand Ithkari survived the exodus to Tarak, where they established
new cities in the southern swamps.
Ithkari are very capable as straightforward warriors and are even more
skilled as water mages. Eventually they gain the ability to psionically
manipulate the element of water (If they're mages, warriors don't have the
focus to do this.) This ability can be devastating to an opponent of any
race except the Githyanki (who are magical in nature, with a lower level
of water concentration in their makeup) as it allows them to, in a sense
turn an opponents body against itself. Those Ithkari skilled in using this
power can transform a fearsome opponent into a fleshy puddle with a small
amount of concentration.
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Githyanki
Githyanki are a race of beings that dwell between the planes. There are
colonies of Gith's on numerous worlds throughout the planescape. Githyanki
are powerfully tied to the chaos that dwells between the planes. This bond
has two effects. They are skilled at magic innately and are able to learn
some spells very easily and cast them even more easily. It also makes them
weak against lawfully aligned spells and weapons. Due to their somewhat
extraplanar nature any spell that would effect such a creature (extraplanar)
does damage to Githyanki as well (although this is reduced because of their
not completely extraplanar nature). The single established Githyanki city
in the realm is on a small island north of Arnoch. The same island where the
exiled exiles were exiled (How else do I word it?). Gith's can be seen
throughout the realm, many of them calling major human and elven cities home.
They're typically taller than any of the other races, but are also of thinner
build. Githyanki are excellent speed based fighters, excelling as rogues and
swordsaints, due to their innate magical abilities, they are also natural
spellswords. They have trouble with classes which require a large amount of
concentration, such as clerics and mages.
Githyanki are able to choose one mage spell every five levels. At level five
they can choose a level one spell. At level ten another level one spell. At
level fifteen they can learn a level two spell, and another at level twenty.
At level twenty-five they can learn a level three spell, so on and so forth.
Githyanki are unable to freely learn spells over the fifth level of mage
casting. These spells are cast with no armor penalties and can be used once
every eight hours. Upon reaching level ninety a Githyanki learns a race
specific spell "touch of chaos." This spell can have numerous effects. It
can bestow blindness, poison, deafness, weakness, plague, aging, heat damage
(1d6), or cold damage (1d6). When random effects are determined, a d3 is
rolled to see how many effects are used. In the case of two or three effects,
any two or three effects can occur, but effects will not repeat (it can cause
blindness, weakness, and poison, but not blindness and two cold effects). If
the spell is cast against a lawful target three effects are used no matter
what. The spell also deals 5d6 points of chaos based damage. This spell can
be used once per week and when cast also discharges all other innate spells
the caster has (other innate spells are available again as normal (i.e. eight
hours after touch of chaos is used)).
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High-Elf
The group of elves most commonly refered to simply as "elves" is actually
what the history books define as the high elven race. The high-elves are
the original elven race, the drow and wild elves being offshoots. High elves
are slightly taller than humans, but much more slightly built. They're much
weaker than the other races, but are by far more agile, both mentally and
physically. They are most effective as mages or in a profession that relies
on agility more than strength.
High-Elves are resistant to mind influencing spells such as charm and sleep
but are highly vulnerable to iron, only using it when they are forced to and
in such cases making sure they don't actually contact it. High-Elves are
naturals at hiding and avoiding detection, and gain the sneak and hide skills
for free (Though they must be practiced.) High-Elves also have the ability to
see clearly in light levels approaching the dimness of starlight and as such
receive low-light vision as a racial ability.
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Drow
The Drow are a degenerate offshoot race of the High-Elves. The original Dark-
elves where normal members of the High-Elven race that secretly worshipped
an evil deity. This religion was discovered by the High-Elves and a war
insued which forced the Dark-Elves to flee to the only place they could find.
The huge cave systems that crisscross beneath the surface world. The Drow are
built much like the High-Elves although they are slightly shorter. Their most
striking features include their ebony skin, white hair, and brilliantly
colored eyes, all traits developed after their exodus below the surface.
Unlike other worlds, the Drow here are less feared. There are numerous Dark-
Elven cities which are led by goodly theocracys or mageocracys. However, there
are also numerous cities controlled by those with evil hearts. In this world,
the Drow are feared by many, but not outwardly shunned unless they prove to
have evil intentions.
Drow are much the same as High-Elves in their abilities. They function best
as agility based classes or mages. They are immune to most mind influencing
spells and resistant to most poisons (living below ground has adapted them
to eating various things which would kill a surface dweller). They have
several innate abilities that are inborn to all Drow. They have the ability
to cast a darkness globe, faerie fire, and levitation from the time they
reach adolescence, and are born with the ability to see in low-light
conditions and also in the infrared spectrum. The spell-like abilities tend
to fade if a Dark-Elf dwells on the surface for a long period of time, but
even a brief foray into the underground will bring them back. Their vision
abilities are permenant.
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Wild-Elf
The Wild-Elves, sometimes known as Wood-Elves. Are, in essence, a group of
High-Elves which chose to return to their less civilized roots. During the
war against those that would become the Drow small groups of High-Elves fell
to the belief that civilization would inevitably lead to the destruction of
their race. These groups left the cities of the High-Elves and returned to
their ancient tribal ways. The Wood-Elves are much the same as the High-
Elves, but are also much different. They are just as tall, but are typically
built more heavily due to larger amounts of physical exertion. They also
tend to be tanned instead of pale. Wood-Elves commonly wear face and body
paint to help them blend into their surroundings. They live in small tribes
of forty to fifty members and roam throughout the forests at will.
Wild-Elves are much the same as High-Elves, they are intelligent, but not
as much so as High-Elves, they are also stronger and as such, slightly
slower. They excel as thieves and fighters. Wild-Elves are vulnerable to
mind influencing spells, but they are not vulnerable to iron. They have the
ability to fade from view much like the other elven races, but do a very
poor job of it when they aren't in the wilds. Wild-Elves receive low-light
vision and trackless step, along with sneak and hide.
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Human
Humans are, strangely enough, a rare sight. Long past the human population
was devastated by plague which had no effect on the other races. The number
of humans in the world is small indeed. They have no special talents like
the other races, they are more versitile, being able to learn the skills of
all professions with equal ease.
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Giant
Giants are the largest of the races, ranging from 9-12 feet in height. They
are stronger than any other race, and almost as durable as the dwarves.
They aren't too bright, however, and their huge size makes them more clumsy
than the other races. Giants make the best warriors of any race, but are
ill-suited for any other profession.
Giants resist heat and cold with nary a mark, due to their huge mass. However,
their slow minds make them extremely vulnerable to mental attacks. Giants,
due to their size and stamina, receive the fast healing and bash skills for
free. (Only giant warriors receive bash).
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Troll
The trolls of the world are, physically, much like those of other planes of
existance. However; on Tarak they are more intelligent and less prone to
direct violence. There are still thousands of trolls which follow the path
of general idiocy and live in the wilds, but there are also a large number
of civilized trolls which follow their own path in life. Trolls are amazingly
strong and recuperate very rapidly, but are slow and not amazingly intelligent.
As such, they typically make very good fighters and barbarians, but do poorly
as most other classes.
The more civilized members of this race have no real community or commaraderie
and typically live alone as wanderers. They are welcome in most cities, but
are usually carefully watched unless they are well known. Trolls gain low-light
vision and fast healing. They are resistant to all weapons, exluding piercing
weapons, and are vulnerable to acid and fire. Trolls are immune to poisons of
all types because of their body's recuperative abilities.
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