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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