#HELPFILEDATA
colourcode `
security 7
END
#HELPENTRIES
keyword RACE-OVERVIEWS RACIAL-OVERVIEW~
category race~
see_also RACE-APPLY CLASS~
text -------------------------------------------------------------------
- [Race ][CP] [Description ] -
-------------------------------------------------------------------
- Avian 25 Good clerics, mages and druids. -
- Draconian 25 Good warriors and thieves. -
- Drow 21 Good mages and spellfilchers. -
- Dwarf 8 Good warriors, clerics, paladins, and rangers. -
- Elf 5 Good mages, thieves, and spellfilchers. -
- Gnoll 16 Good warriors and barbarians. -
- Gnome 5 Good mages, clerics, and druids. -
- Half-Elf 4 Good mages, thieves, and spellfilchers. -
- Half-Orc 6 Good warriors and barbarians. -
- Halfling 8 Good mages, thieves, and spellfilchers. -
- Human 0 Jack of all trades. -
- Orc 8 Good warriors and barbarians -
- Kobold 10 Good thieves and warriors -
- Duergar 10 Good mages and thieves -
- Mrem 12 Good rangers and druids -
- Lizardman 15 Good warriors and barbarians -
- Voadkyn 12 Good rangers and paladins -
- Alaghi 10 Good rangers and barbarians -
- Minotaur 20 Good barbarians and warriors -
- Goblin 10 Good thieves, warriors and barbarians -
- Troll 18 Good barbarians, rangers -
- Faerie 22 Good mages, druids and clerics -
-------------------------------------------------------------------
Different races have different starting statistics, and also different
stat maximums. For more information, see the help files for each race
(i.e. 'help race-dwarf')
~
END
keyword RACIAL-SKILLS~
category undefined~
text `=?
-------------------------------------------------------------------
- [Race ] [Race skills ] -
-------------------------------------------------------------------
- Avian -
- Draconian claw, `Y*`=?tail -
- Drow -
- Dwarf `Y*`=?appraise -
- Elf -
- Gnoll -
- Gnome `Y*`=?cobble -
- Half-Elf -
- Half-Orc -
- Halfling -
- Human -
- Orc -
- Kobold gouge -
- Duergar `Y*`=?appraise -
- Mrem claw -
- Lizardman claw -
- Voadkyn -
- Alaghi -
- Minotaur gore -
- Goblin -
- Dragon-kin claw, `Y*`=?tail -
- Faerie vanish -
-------------------------------------------------------------------
`Y*`=? = Marked racial skills are not implemented yet.
`CSEE: RACE-OVERVIEW RACE
~
END
keyword DRAGON-KIND DRAGON-KIN DRAGONS~
category undefined~
see_also DRAGON-MYTHS LANGUAGES BREATH-WEAPONS~
text Of all the races, none are as powerful or as awe inspiring as the
dragon-kin. Some say that the dragon-kin are as old as time itself,
certainly there were dragons around to be recorded in the first
histories of mortal-kind.
Dragons are reptilian in looks, but that is about all they share with
those dim-witted animals. Dragons are huge, often as big as a house,
graced with the strength and power to match. A dragon is capable of
vanquishing a small army by itself. Covered in scales which will
deflect all but the most powerful blows, resistant to the elements,
most dragons have little to fear physically.
Mentally dragons do not suffer either. Dragons are gifted with an
intellect to match their size (awe-inspiring considering their size).
This intellect also extends to the magus-realms, where dragons are
often the most powerful spell-casters to be found in time.
One of the reasons for their power is the age of dragon-kin. Dragons
are the oldest living race, with some dragons reaching ages in excess of
millennia. A dragon has centuries in which to become proficient in their
chosen arts, time which is often not granted to other "mortal" races.
Unfortunately, the immense age of dragons also means that they
reproduce slowly. Thus dragons are the least common of the races, and
this coupled with their solitary nature means rarely will they be seen,
and more rarely will they be friendly.
One last item concerning dragons are their breath weapons. Without
doubt this is one of the more deadly forces on the planes. Most dragons
can breathe a concentrated form of a particular element. This could be
a cone of frost, or fire or lightning, or even poisonous gas.
~
END
keyword KOBOLDS-GENERAL KOBOLD-GENERAL~
category undefined~
see_also LANGUAGES~
text Kobold's are small, barely three feet tall, every inch packed with diabolical
cunning. Their skin is a tough, horny substance that covers their body like
scaled armour and can deflect all but the most direct hits from blades and
arrows. The digits of their feet and hands end in sharp claws that can
sometimes inflict infection and disease by the merest contact.
Their heads are ugly, bare skulls ridged with a hard, horny crest, and bestial
snouts whose mouths are filled with jagged teeth. Their presence above ground
is unusual. Kobold's are subterranean creatures most often found in dank dark
places like caves or overgrown swamps.
The pupil of the kobold eye is similar to that of a cat and open in darkness
to utilize whatever light is available. Kobold night vision is exceptional,
as it must be for the dark underground environs they normally inhabitate. They
have a developed sense of heat, as well.
Rumors have it that kobold women have in the past "placed prisoners in cages
using and abusing them sexually until they begged for death." Kobold's are
inherently evil. A kobold of good intentions is as likely as a kobold with an
affinity to magic. Troubled minds and restless thoughts make kobolds
excellent thieves, sturdy warriors and capable barbarians.
Kobolds speak with whining and excitable tones which are distinct to
themselves. Kobolds do have their own language but most kobolds are
reasonable fluent in human as well, this is often because of their servantile
relationship to some powerful human masters. Kobolds are scorned by most
races often to the point of being hunted for sport. Kobolds generally keep to
their own, and are led easily. It would not be entirely uncommon for kobolds
to accompany a more powerful individual of another race, on a caravan raid for
example. Kobolds are most comfortable in groups and when alone are generally
afraid and cowardly.
Kobolds are not a smart race, nor a strong one. They are slightly weaker and
sturdier than a human, but do not have their durability. Their constitution
makes them resistant to normal blows, and poison. Yet, that same nature, makes
them weak to magic.
Kobold are skilled thieves, that lurk in the darkness, sneaking and hiding,
ready to steal from others. They are not a clean people, and use that as an
advantage. It is common that those who were scratched by a kobold die of some
weird sickness.
`#`c<OOC>:`^ Kobolds should be played by experienced "mudders" and Roleplayers.
Do not be offended if you are killed on sight when playing one.
~
END
keyword AVIANS-GENERAL AVIAN-GENERAL~
category undefined~
see_also AVIAN-MYTHS AVIAN-SOCIETY LANGUAGES~
text This race of bird-like beings is noted for their superb mental abilities.
Avians tend to find their lot in life to fall along the path of mages,
clerics and druids. Aside from their affinity for magic, avians also
possess several extra abilities that set them apart from other races.
As their name would imply, all avians have a fully grown set of wings
that allow them to move across the land with little effort on their part.
Avians have feathers covering their bodies, as well as a beak and tails.
In one thing, though, they differ from common birds. They have an extra
set of members, arms, with bird-like hands.
Their ties to the divine have allowed them to see invisible beings as well.
In physical terms, avians are almost completely superior to humans. These
benefits come at a price however. Light boned avians tend to suffer greatly
in physical combat. Avians are not very sturdy, as such a well placed blow
with a blunt weapon is likely to kill most avians easily.
As a race, avians tend to form tight groups in their mountain aeries. They
often come down to meet and talk to other races in the attempt to broaden
their already impressive knowledge of the world around them. And to do
some business also. Avians are the main merchants of Mythrin. All commercial
treats of some importance have an avian signature also.
Avians speak in their own musical language that seems very confusing to those
that are not born to it.
They worship mainly Raven, the Goddess of Ressurection, who brought them
back from extinction, and turned them into a smarter race, not too ready to
trust others.
~
END
keyword DRACONIANS-GENERAL DRACONIAN-GENERAL~
category undefined~
see_also DRACONIAN-MYTHS LANGUAGES~
text Draconians are a race of dragon like people. Their myths tell of how a
dragon and a human fell in love, and were later destroyed. Draconians were
their children, and to this day they carry in their hearts the hatred that
was born from their parents slaughter. Thus they hold a grudge against all
other races. If you were to look directly at a Draconian, their eyes would
show pure hatred, and a want for war.
Because they are like dragons, they do have wings, giving them the ability to
constantly fly. Also, because they are part dragon, they are naturally
resistant to all the elements... Fire, lightning (weather), cold, and acid.
Something else they have in common with dragons is their arrogance.
They excel in fighting abilities, and are often very strong, although not very
agile. Because they are so close to dragons, they are feared almost as much as
dragons are. If you were to even think of engaging battle with a Draconian,
watch out... they have sharp claws and teeth, as well as a tail, and may end
up using them in combat. Not to mention their great endurance.
Draconian society is very strict. They have a rigid social structure, women
have almost no rights, and children are kicked until they have proved
themselves out. Draconians never developed a language of their own, and speak
mainly
human.
~
END
keyword DWARF-GENERAL DWARVES-GENERAL~
category undefined~
see_also DWARF-MYTHS LANGUAGES~
text Dwarves are short, stocky fellows, easily identified by their size and shape.
They average 4 to 4 1/2 feet tall. They have ruddy cheeks, dark eyes, and
dark hair. Dwarves tend to be dour and taciturn. They are given to hard work
and care little for most humor. They are strong and brave. They enjoy beer,
ale, mead, and even stronger drink. Their chief love, however, is precious
metal, particularly gold. They prize gems, of course, especially diamonds
and opaque gems (except pearls, which they do not like, perhaps because it
reminds them of the water).
Dwarves like the earth and dislike the sea. Not overly fond of elves, they
have a fierce hatred of orcs and goblins. They are ill-disposed toward magic
and have little talent for it, but revel in fighting, warcraft, and scientific
arts such as engineering. Though dwarves are suspicious and avaricious, their
courage and tenacity more than compensate for these shortcomings. Dwarves
typically dwell in hilly or mountainous regions. They prefer life in the
comforting gloom and solidness that is found underground.
Dwarves are very resistant to poison and disease, but cannot swim, and so are
very vulnerable to drowning. Their warriors can go into such a rage when
fighting, that they ignore even deep wounds when in this berserk state.
Dwarves, due to their living in dark caves, can see as well in the dark as
in the light.
Though not exactly charismatic or fast, dwarves have an endurance that makes
them some of the toughest people to defeat, be it by the weather, environment
harshness or a plain fight. It is this same endurance that makes them most
resistant to poisons and diseases.
~
END
keyword ELF-GENERAL ELVES-GENERAL~
category undefined~
see_also ELF-MYTHS LANGUAGES~
text Elves tend to be somewhat shorter and slimmer than normal humans. Their
features are finely chiseled and delicate, and they speak in melodic tones.
Although they appear fragile and weak, as a race they are quick and
intelligent, making them excellent mages, thieves, or spellfilchers. Elves
are not, though, a people who distinguishes themselves for their
self-discipline.
Elves are often considered frivolous and aloof. In fact, they are not,
although humans often find their personalities impossible to fathom. They
concern themselves with natural beauty, dancing and frolicking, playing and
singing, unless necessity dictates otherwise. They are not fond of water or
mines, but they enjoy growing things and gazing at the open sky. Even though
elves tend toward haughtiness and arrogance at times, they regard their
friends and associates as equals. They do not make friends easily, but a
friend (or enemy) is never forgotten. They prefer to distance themselves
from humans, have little love for dwarves, and hate the evil denizens that
would threaten their precious woods. Their humor is clever, as are their
songs and poetry. Elves are brave but never foolhardy. They eat sparingly:
they drink mead and wine, but seldom to excess. While they find well wrought
jewelry a pleasure to behold, they are not overly interesting in money or
gain. They find magic and swordplay (or any refined combat art) fascinating.
If they have a weakness it lies in these interests.
Elves resist charm spells most effectively, due to their magical nature.
However, they are burned by the touch of iron. Elves are notoriously hard
to spot, so elven warriors and thieves are specialists in the arts of
sneaking and hiding. They may see in the dark with infravision.
Elves are one of the most ancient races of Mythrin. For some unexplained
reason, though, their early history, that before the Magi War, was lost and
forgotten. Few knowledge remains from that era, but it is known that once
elves and drows once formed one race only, and that a terrible war led to
their separation.
The God of the elves, Lanthos, talks of glory and power to the one race who
will defeat all the others, and have the world for them alone. Thus, the
elves see themselves as a superior race, the chosen one to survive and rule
all the lands.
~
END
keyword HUMAN-GENERAL HUMANS-GENERAL~
category undefined~
see_also HUMAN-MYTHS LANGUAGES~
text Although humans are treated as a single race in Mythrin, there are a great
deal of varieties. A human can have whatever racial characteristics one
can imagine. Their skins range from pale white to dark black, and some have
reddish, yellowish skins, or of an olive color.
Humans are more social and tolerant than most other races, accepting the
company of dwarves, elves, and the like with noticeably less complaining.
Because of these abilities and tendencies, humans have become significant
powers within the world and often rule empires that other races (because of
their racial tendencies) would find difficult to manage.
Although humans have no special talents like the other races, they are more
versatile, being skilled in all activities. Humans are slightly agile and
strong, but nothing compared to the strength of orcs or the agility of
avians.
~
END
keyword DROW-GENERAL DROWS-GENERAL~
category undefined~
see_also DROW-MYTHS LANGUAGES~
text Drow are similar in physical build to elves, but of slightly shorter
stature. Unlike land elves, Drow have black skin and red eyes,
with hair color usually white or varying shades of grey. As drow are
a sub-terranian race, they posses infravision and have keen vision in
the dark. Unfortunately, both of these traits result in difficulty above
ground in daytime.
Drows are faster than humans, and have powerful mental abilities. They
lack strength, though, and even a full trained drow cannot take as many
blows as a human.
Because of their magical origins, all Drow are resistant to most forms of
magical attacks and can determine if an item is magical merely by looking
at it. They are vulnerable to light however. Drow are reasonable warriors,
but they more often tend to be dabblers in magic if they are not trained
spellcasters... at least those encountered by other races tend to be. Due
to their living in the dark, they naturally develop skills in hiding and
sneaking.
Drow society is primarily matriarchal, with the females heading each
family and almost always trained as priests to some god. Themales are
typically trained as either warriors or thieves, but magical aptitude is
also relatively common among the males as well. Each house is headed by
the Matron Mother.
When the time comes, the Drow feel that it is their duty to subjugate all
other races of the known world, to take their righteous place. The exception
is the elves, whom the Drow bear a mutual hatred for, and that will be
exterminated, instead of subjugated. This hatred stems from a war fought
against the elves roughly a thousand years ago, when the Drow were forced
from their old homes on the eastern side of the sea.
Most Drow are relatively friendly with Avians and Dwarves, neutral towards
halflings, gnomes, and Humans. Orcs, Half-orcs, Gnolls, and Kobolds they
generally look upon with contempt. Elves and half-elves they despise
utterly ... those of elven descent are safe when a drow is around only if
they are substantially stronger - or if the Drow has a reason to let them
live.
~
END
keyword HALFLING-GENERAL HALFLINGS-GENERAL~
category undefined~
see_also HALFLING-MYTHS LANGUAGES~
text Halflings are short, generally plump people, very much like small
humans. Their faces are round and broad and often quite florid. Their
hair is typically curly and the tops of their feet are covered with
coarse hair. They prefer not to wear shoes whenever possible, their
feet having thick soles that offer protection enough.
Halflings are sturdy and industrious, generally quiet and peaceful.
Overall they prefer the comforts of their homes to dangerous adventuring.
They enjoy good living, rough humor, and homespun stories. Halflings are
not forward, but they are observant and conversational if in friendly
company. Halflings see wealth only as a means of gaining creature
comforts, which they love. Though they are not overly brave or
ambitious, they are generally honest and hardworking when there is
need. Halloing homes are well furnished burrows, although most of their
work is done on the surface. Elves generally like them in a
patronizing sort of way. Dwarves cheerfully tolerate them, thinking
halflings somewhat soft and harmless. Gnomes, although they drink
more and eat less, like halflings best, feeling them kindred spirits.
Because halflings are more open and outgoing than any of these other
three, they get along with other races far better.
Strength is not a halfling's pride, nor are their abilities with the arcane
arts. Their agility and stealth, though, compensate those flaws by far.
Halflings know how to use their natural nimbleness to their best interests,
and are very skilled in the arts of sneaking and hiding. The fact that
halflings have infrared vision only improves those skills. The very nature
of the halflings gives them resistance to poison, disease and magic.
~
END
keyword HALF-ELF-GENERAL HALF-ELVES-GENERAL~
category undefined~
see_also HALF-ELF-MYTHS LANGUAGES~
text Half elves are the most common mixed race beings. They are usually
much like their elven parent in appearance. They are handsome folk, with the
good features of each of their races. They mingle freely with either race,
being only slightly taller than the average elf and weighing about 150 lbs.
In some nations, half elves are viewed with suspicion and superstition. In
general, a half elf has curiosity, inventiveness and ambition of his human
ancestors and the refined senses, love of nature, and artistic tastes of his
elven ancestors. Half elves do not form communities themselves; rather, they
can be found living in both elven and human communities. The reactions of
humans and elves to half elves ranges from intrigued fascination to outright
bigotry. Having lived mostly among humans, half elves adopted the human
language as their own.
Half elves do not have all the abilities of the elf, nor do they have the
flexibility of the human. They are not quite as agile as true elves, but
they are built more solidly, and do not have the weakness of elves either.
Half elves inherited the enhanced vision of elves, that allows them to see
in the absence of light, and their resistance to charm. As a drawback, they
still have their elven ancestors' vulnerability to iron in general. Finally,
half elves have a special feature of their own, that being an incredible
resistance to poisons.
~
END
keyword HALF-ORC-GENERAL HALF-ORCS-GENERAL~
category undefined~
see_also HALF-ORC-MYTHS LANGUAGES~
text A cross breed of humans and orcs, these individuals are scorned by both
halves of their parentage. Both races consider the other to be
undesirable, and the fact that they can exist in the same body is hardly
accepted by either race. Because of this, half orcs tend to lead solitary
lives, drifting from place to place, never staying put for too long.
These half-breeds are a lot more similar to their orcs parents than to
humans. They have their backs slightly curved, sharp canines, and their
bodies are all covered with a dark colored fur, much similar to that of
orcs, though not as much thick. In some cases, it is only a very thin,
soft fur. Half-orcs inherited from humans more delicate features, and a
smaller height.
Half-orcs have some of the advantages of either race. They are still
stronger than humans, smarter than orcs, and have retained the dark vision
of their orcish side. Also, they inherited the ability of the orcs to go into
a berserk rage, during fights, becoming fearsome foes. It will take several
blows to defeat a well trained half-orcs.
~
END
keyword ORCS-GENERAL ORC-GENERAL~
category undefined~
see_also LANGUAGES HALF-ORC~
text Orcs are humanoids, but they are higher than humans, their bones and
muscles stronger. Their hands and feet are larger, and they have their
backs slightly curved. It is not a hunchback, it is just an inclination
that makes the head stay a little ahead of the body. Their skin is thick
and dark, covered by a fur of a dark color, that can be red, brown, grey,
black or green, this last one being extremely rare. The orcs who are part
of the oldest clans, and live in cold places, have long fur. The orcs that
had contact with towns, and are part of the new clans have short fur or no
fur at all.
The orcs face is somewhat similar to that of humans, but their maxilla is
larger and more prominent; their teeth are as sharp as a dog's, and they
have such large canines, that they can't close their mouths, plainly
showing those long, sharp canines. Orcs have a small and very rounded nose,
and long, pointed ears, with thin skin. They don't have much fur on their
faces. Males can have some all around their faces, like a beard, but
females usually have only a soft hair. Most orcs have eyes with a reddish
color. Due to their infravision, orcs dislike bright lights, and prefer to
hunt in the dark night.
Granted legendary strength, these humanoids do very well for themselves as
warriors and barbarians. Their great constitution allows them to survive even
the toughest conditions, but they are also known for not being able to keep
their concentration for long on any kind of study and thus an orcish mage is
a very rare thing indeed.
Orcs in general have a deep hatred, and fear, for magic and the unnatural,
and keep themselves as far as possible from those. When faced with such
hateful beings and powers, they can go into a berserk state, that turns
them into fearsome foes. All orcs are skilled with maces, that being their
primary weapon, and in the art of knocking an enemy down with a powerful
bash.
Orcs live mostly everywhere, usually in harsh landscapes, but one of the
most common places to find them are caves and, due to long times living in
them, they can see perfectly well in the darkest tunnels with no extra
light needed.
Orcs are tribal in nature, preferring to live in small groups rather than
alone. Their primary purpose on these realms is to destroy the weaklings
that hide from battle, be it in deep caves, dark forests, or behind
unnatural magic. Orcs are mortal enemies of dwarves, who they battle since
the beginning of times.
Orcs believe that Grummsh, their God, created them to battle and to conquer
the land from the weak. They have managed to form their own way of speaking,
and tend to keep to it, rather than learn other ways of communicating.
~
END
keyword GNOLLS-GENERAL GNOLL-GENERAL~
category undefined~
see_also GNOLL-MYTHS LANGUAGES~
text This race of northerners is clearly defined by their menacing appearance.
Bearing strong ties to canines, the gnoll are well known on battle fields.
Although their origins are lost in the sands of time, it is known that some
magical force was involved in the early days of the gnoll. Their northern
climate suits the cold resistant gnoll very well. Thick pelts of fur help
to keep them warm in places no other race would think of living.
Aside from that natural defense, gnolls are also known for their ability
to shrug off diseases that would cripple weaker beings. As if this assortment
of physical prowess was not enough reason to leave a gnoll well enough alone,
they also are unthinkably tough. Blows from blunt objects are no more than
minor annoyances to your average gnoll. On the other hand, gnolls don't have
much patience or talent to deal with magic or other mental abilities.
Gnolls are practically born with fighting abilities. From early age, they
learn, by themselves, to handle spears and polearms, and to bash their enemies
to the ground. It is part of their way of fighting to go berserk.
Because of their natural affinity to battle, most gnolls can be found inlisted
as mercenaries or conscripted as soldiers. Gnoll speak their own harsh and
snarling language that in unmistakable for anything but gnoll-speak. Gnolls
tend to stay among their own kind. Whether or not this is due to their language
barriers, or that nobody else wants them near is unclear.
~
END
keyword GNOME-GENERAL GNOMES-GENERAL~
category undefined~
see_also GNOME-MYTHS LANGUAGES~
text `=?
Kin to dwarves, gnomes are noticeably smaller than their distant cousins.
Gnomes, as they proudly maintain, are also less rotund than dwarves. Their
noses, however, are significantly larger. Most gnomes have a dark tan or
brown skin and white hair.
Gnomes have lively and sly senses of humor, especially for practical jokes.
They have a great love of living things and finely wrought items,
particularly gems and jewelry. Gnomes love all sorts of precious stones and
are masters of gem polishing and cutting. They are also master tinkerers.
When one thinks of research and inventions, one thinks of gnomes. They are
always creating some new gizmo, which use remains a mystery to almost
everyone.
Gnomes prefer to live in areas of rolling, rocky hills, well wooded and
uninhabited by humans. The diminutive stature has made them suspicious of
the larger races -- humans and elves -- although they are not hostile.
They are sly and furtive with those they do not know or trust, and somewhat
reserved even under the best of circumstances. Dwelling mines and burrows,
they are sympathetic to dwarves, but find their cousins' aversion to surface
dwellers foolish. Gnomes speak their own language.
This small race of tinkerers is very intelligent and wise, making them
excellent mages and clerics. Being weaker and less nimble than humans,
gnomes to not excel in fighting abilities.
They worship two gods, Knor and Delhor, brother and sister out of a triplet
that created them.
~
END
keyword DUERGARS-GENERAL DUERGAR-GENERAL~
category undefined~
see_also DUERGAR-MYTHS LANGUAGES~
text `=?
Duergar, otherwise known as dark dwarves or gray dwarves, are a malevolent
breed that typically exist at extreme depths underground. They appear to
be emaciated, nasty-looking dwarves, with complexions ranging from medium
to dark gray. They prefer drab clothing designed to blend into their
background. Duergar sometimes wear jewelry, although such items are usually
dull. Duergar society is very harsh, because of the hostile environment in
which they are usually found. They are more intelligent and dexterous than
their dwarven cousins, but usually physically weaker and less hardy.
Duergar have infravision, from many years living in the dark, and are very
resistant to poison, disease, and mental attacks. Like their dwarven
counterparts however, they are very vulnerable to drowning, and dislike
water very much. In addition, because of their many years living in near
complete darkness, Duergar are very vulnerable to light and attacks based
on light. In fact, like Drow, Duergar will even tend to recover from
wounds and fatigue faster in darkness than in light. Duergar are also
well practiced in sneaking and hiding, and get these skills for free.
Duergar are good at a wide variety of professions, but tend to be best
as thieves, mages, spellfilchers, and even warriors in some cases. They
speak the same tongue as their dwarven relatives, but do not get along
well with them at all, often attacking each other on sight. Other races
are not often friendly to them either, but that is alright with the
Duergar, who'd rather not deal with them whenever possible anyway.
Duergar have a common past with dwarves, but none of the races like to talk
much about that.
~
END
keyword MREM-GENERAL MREMS-GENERAL~
category undefined~
see_also MREM-MYTHS LANGUAGES~
text This cat like race appeared after the great war. Their myths state that their
goddess, Anita, created them.
What is certain though is they have height and stature similar to that of
humans. However, all similarities end there. All cat-like features are to be
found. Mrem's native language is called mremish.
Other unique features of Mrem are extended hair growth to the head area, much
like a mane found in some felines. Whiskers on the upper lip with sharp eye
teeth protruding over their lower lips. All over body hair provide protection
against the elements and their non-retractable claw like fingers protect
against enemies.
The Mrem have soft, long tails which are more often than not concealed under
clothing rather than left to hang free. Pointy ears provide exceptional
hearing but also make them sensitive to loud noises. Cat-like eyes provide
exceptional night vision and a sensitive nose provides for an enhanced sense
of smell.
Mrem live in highly structured social environments. Mrem prefer to not live
in open spaces but in lightly wooded forests, often making their homes within
the trees. Mrem, being fond of communal living can also be found living quite
happily in human communities.
Mrem spend much of the day sleeping because of their high metabolic rates,
this means they will tire quicker than most other races when actively doing
something. Mrem are exceptionally fond of the night and can often be found
hunting individually at this time.
Mrem young are called kits, whom are taught from an early age to hate and fear
reptiles as all Mrem do. Mrem rarely put faith in the gods and hence struggle
as Clerics and Paladins.
Mrem are very agile creatures with lightning quick reflexes. They are also
slightly stronger, even if their constitution is not at tough as that of a
human, and they have good memory and reasoning.
The woodland home of most Mrem and their enhanced senses provide an excellent
basis for a Mrem to become versed in woodlore. As such Mrem make excellent
Rangers and Druids.
~
END
keyword LIZARDMAN-GENERAL LIZARDMEN-GENERAL~
category undefined~
see_also LANGUAGES~
text `=?
Lizard men are savage, semi-aquatic, reptilian humanoids that live through
scavenging, raiding, and, in less hostile areas, by fishing and gathering.
Adult lizard men (and women) stand 6 to 7 feet tall, weighing 200 to 250
pounds. Skin tones range from dark green to gray to brown, and their
scales give them a flecked appearance. Their tails average 3 to 4 feet
long and are not prehensile. Males are nearly impossible to tell from
females without close inspection. Lizard man garb typically consists of
strings of bones and other barbaric ornaments. They speak their own
language, and very often gnoll as well.
Lizard men usually have excellent strength, durability, and agility, thus
make good fighters, thieves, barbarians, or even rangers. Often lacking
intelligence and rational thought patterns, lizard men make very poor
magic-users, although rarely a shaman with clerical abilities may be found.
They are naturally resistant to both disease and bashing attacks.
Lizard men are typically well-practiced with their weapon of choice, being
spear and sword weapons they learn to use the moment they have the strength
to hold one. Warfare is part of lizard men day-to-day life, and their
warrior skills are sharpened to the point any of them can use their weapons
to their limits.
~
END
keyword VOADKYN-GENERAL VOADKYNS-GENERAL~
category undefined~
text Voadkyn are also known by more common name of wood giants. They are one of
the smallest of the giant-kin races, vaguely resembling giant-sized wood
elves. They stand about 9 1/2 feet tall and with approximately 700 pounds.
They have the same physical proportions as humans, which gives them a
thinner, lighter look then other giant-kin. Wood giants have no facial or
body hair They have large heads as compared to their bodies, and their
jaws, chins and mouths are especially prominent. Their ears are on a
higher plane then human ears, resting almost completely above the line of
the eyes.
The skin of a wood giant can be any shade of brown mixed with yellow or
green. They like to wear leather armor or ring mail, and they carry a
special steel-tipped sheath for their sword which allows them to use it as
a walking stick. They often disdain footwear, leaving their feet bare,
though they do wrap their ankles in strips of leather. They dress in loose
trousers or short kilts stained in forest colors, and always wear a
leather forearm sheath to protect their bow arm.
Wood giants usually live in the same forests favored by wood elves, whom
they are good friends with. In fact, the two races often co-exist. They
share a bond that goes back further than the oldest legends. They do not
make their own lairs, preferring to live under the stars or to share a wood
elf lair when shelter is needed. They do not have a language of their own,
sharing the elven language, as well.
The bond between wood giants and wood elves extends to the other elven
races. Wood giants tolerate the company of most elves. Usually, they do
not mix with other intelligent creatures, except for the occasional
treat.
Voadkyn are flighty and frivolous by nature. They have a fondness for
finely cut gems and well-crafted magical items. They also love to eat and
drink wine, usually in large amounts.
Wood giants give in to sudden whims and rarely take anything seriously.
Those that decide to become adventurers are mostly in it for the fun they
believe awaits them and for the treasures they believe they will earn.
They are fun-loving beings. More serious companions consider them to be
irrational, foolish, and even obnoxious. Still most believe wood giants to
be friendly and enjoyable company.
Wood giants love to eat, and they always have a sack of nuts and seeds
from which to snack. When traveling with other adventurers, a wood giant
can be heard munching on some plant by product almost constantly. They eat
all kinds of vegetables and plants, including leaves and roots that other
humanoid races find inedible. They do not eat meat.
Voadkyns are known to be a lithe and intuitive people. Their strength is
also over the human average, but they aren't known as the most charismatic of
races. The living in the woods granted them the ability to sneak silently, and
natural to their race is the ability to sense the proximity of heat, even that
of living beings.
`CSEE: VOADKYN-MYTHS VOADKYN-SOCIETY LANGUAGES
~
END
keyword ALAGHI-GENERAL ALAGHIS-GENERAL~
category undefined~
see_also ALAGHI-MYTHS LANGUAGES~
text The Alaghi are distant relatives to elhi, an extinct race of snow dwelling
animals. Alaghi are forest dwelling humanoids. They have barreled chests,
short necks, and wide flat heads. Their short legs are thick, their hands
and feet large, and their hair is thick: blond, reddish, brown, or charcoal
gray. They stand about 6 feet tall, weigh over 300 pounds and are very strong.
Most Alaghi live as semi-nomadic hunter-gathers. Sedentary alaghi set
up communities of crude huts or large cave complexes. Alaghi communities
are generally mistrusted, though some neighbors will trade manufactured
good for pelts, game and ore. The rarest alaghi are philosophical hermits.
These forest dwellers tend to be shy and peaceful. The hermitic alaghi
are curious and helpful to those in need. They love riddles and games of
strategy, often seeking competition from willing humans and demihumans. They
especially enjoy a good game of chess. And above all alaghi love hunting, for
the sport of it. They all know how to stealthily follow animals.
Alaghis usually brawl to settle disputes, and they are skilled in placing
blows in the right places, causing more damage.
Alaghi tend to fear things which appear to them as unnatural, including wizard
spells, undead creatures, and metal arms and armor. They worship the God of
Stability, Kerenos, who is said to have given them the gift of conscience.
~
END
keyword MINOTAUR-GENERAL MINOTAURS-GENERAL~
category undefined~
see_also MINOTAUR-MYTHS LANGUAGES~
text Most minotaurs are a cursed race, created by magic, to be used as slaves. They
have a deep hatred for all kinds of magic, and do not worship any god.
Minotaurs are a xenophobic race, and dislike all other races, preferring to
live their lives by their own, with few contact with others. Interestingly,
they lack a language of their own, and have adopted the human language.
While many minotaurs are brutal, uncivilized savages, they are not mindless
killers. Most are ruthless, harsh, and stubborn, but some are thoughtful and
even sophisticated. A few are known for gentleness and kindness. And those are
the ones that do not share the xenophobia of their race.
All of these minotaurs are ver muscular, broad and very tall (7 to 7 1/2 feet
tall). They have the head of a bull and the body of a human male. They usually
live in a very primitive fashion, in caves, forests, or ruins.
Minotaurs venerate physical strength above all else. The strong, they
believe, should naturally rule. Surrender is viewed as weakness, so
minotaurs almost always fight (or argue) to the death. They are
extremely cunning and have excellent senses. They will attack without fear
and retreat only if the opponent is obviously beyond their ability to
defeat. Minotaurs seldom spend much time developing their mental abilities.
Suspicious of other people, as they are, they all study fighting skills to
defend themselves, like bashing the enemies, or dealing powerful blows.
Minotaurs also know how to use very well their horns on a fight. They have a
great durability and their magical nature gives them the abilities to see
heat sources, as well as those that are hiding around them.
~
END
keyword GOBLIN-GENERAL GOBLINS-GENERAL~
category undefined~
see_also LANGUAGES~
text Goblins are small humanoids, growing to a height of about four feet
tall. They have flat faces, broad noses, pointed ears, wide mouths, and
small sharp fangs. Though they walk upright, their arms hang down to their
knees.
Their dull, glazed eyes range in color from bright red to gleaming
yellow. Their speech is harsh and of a higher pitch than humans. They
don't have a language of their own, but usually speak kobold and orc.
These humanoids are general evil in nature, and often they are great
cowards as well. They avoid direct confrontations whenever possible,
preferring the safety of ambushes. They use simple, even crude,
strategies and tactics. They do not believe in fair fights, for many-on-one
works much better than one-on-one to the goblin mindset.
Goblins live in dark caves and dismal underground dwellings. They only
come above ground at night or on dark, cloudy days. Goblins and their
lairs carry a foul stench, due to their lack of sanitation. Their
tribes share with large common area set aside for eating and sleeping.
Treasure and property belongs to the entire tribe, though the chief and his
subchiefs watch over it. Only their leaders have separate living areas.
Each tribe has an exact pecking order, and every goblin knows his exact
place in it. The way to move up the social ladder is through battle,
and goblins constantly fight among themselves to improve their station in
life.
Tribes regularly take slaves for food and labor. They keep these slaves
constantly shackled and under guard.
Females are not afforded the same rights as males in goblin society,
and females never learn to fight. Their role is to service the males and
care for the young.
Goblins take great pleasure in killing. They do not eat much, but they
eat almost anything. Rats, snakes, humans, and other humanoids make up the
bulk of their diets. When food is scarce, they will even eat carrion.
They hate most other humanoid races, especially gnomes and dwarves.
Goblins are a sneaky race, lacking some smartness in their thinking, and are
specially vulnerable to magic. Their god, Zeok, the God of Seas, gave them
the mission of defeating all other races.
~
END
keyword RACE-APPLY~
category race~
parent_help RACE-OVERVIEW~
text To have a new race please send an email to `=_ADMIN with this info.
* Race help file. (see help `=_race-elf for example)
* Race table information. (see help `=_race-table)
* Race stat information. (see help `=_race-stat)
* Race language. (see help `=_race-language)
And any other relevant info.
~
END
keyword RACE-LANGUAGE~
level 92
category undefined~
text `=?
Either use an existing language or create your own language
Current languages: "human", "elven", "dwarven", "gnomish", "halfling", "orcish",
"drow", "avian", "gnoll", "lizardman", "kobold".
Information needed.
This is how human looks:
/* human */
{
{ " ", " " },
{ "1", "1" }, { "2", "2" }, { "3", "3" }, { "4", "4" },
{ "5", "5" }, { "6", "6" }, { "7", "7" }, { "8", "8" },
{ "9", "9" }, { "0", "0" },
{ ",", "," }, { ".", "." }, { "!", "!" }, { "'", "'" },
{ "_", "_" }, { ";", ";" }, { ":", ":" }, { "=", "=" },
{ "\"", "\"" }, { ")", ")" }, { "(", "(" },
{ "*", "*" }, { "&", "&" }, { "^", "^" }, { "%", "%" },
{ "$", "$" }, { "#", "#" }, { "<", "<" }, { ">", ">" },
{ "-", "-" }, { "?", "?" }, { "@", "@" },
{ "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" },
{ "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" },
{ "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" },
{ "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" },
{ "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" },
{ "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" },
{ "y", "l" }, { "z", "k" },
{ "", "" }
},
This is how another language might look:
{
{ " ", " " },
{ "1", "1" }, { "2", "2" }, { "3", "3" }, { "4", "4" },
{ "5", "5" }, { "6", "6" }, { "7", "7" }, { "8", "8" },
{ "9", "9" }, { "0", "0" },
{ ",", "," }, { ".", "." }, { "!", "!" }, { "'", "'" },
{ "_", "_" }, { ";", ";" }, { ":", ":" }, { "=", "=" },
{ "\"", "\""}, { ")", ")" }, { "(", "(" },
{ "*", "*" }, { "&", "&" }, { "^", "^" }, { "%", "%" },
{ "$", "$" }, { "#", "#" }, { "<", "<" }, { ">", ">" },
{ "-", "-" }, { "?", "?" }, { "@", "@" },
{ "master", "mashter" }, { "him", "im" },
{ "yes", "yesh" }, { "no", "niooo" },
{ "mine", "mine" }, { "magic", "magish" },
{ "me", "mesh" }, { "i", "ssh" },
{ "kill", "canjshan" }, { "murder", "canjshan" },
{ "death", "canjshan" }, { "slay", "canjshan" },
{ "destroy", "canjshan" }, { "corpse", "canjshan sha" },
{ "a", "aa" }, { "b", "m"}, { "c", "ch" }, { "d", "l" },
{ "e", "ee" }, { "f", "y"}, { "g", "h" }, { "h", "p" },
{ "i", "ii" }, { "j", "ff"}, { "k", "t" }, { "l", "r" },
{ "m", "w" }, { "n", "k" }, { "o", "oo" }, { "p", "d" },
{ "q", "d" }, { "r", "j" }, { "s", "ssh" }, { "t", "h" },
{ "u", "uu" }, { "v", "" }, { "w", "whh" }, { "x", "" },
{ "y", "p" }, { "z", "sshh" },
{ "", "" }
}
Basically just replace an actual word with how it will look to someone
who isn't versed in the language.
`CSEE: EMAIL ADMIN POLICY RACE
~
END
keyword RACE-STAT~
level 92
category undefined~
see_also EMAIL ADMIN POLICY RACE~
text `=?
Information you need.
race name (for example "kobold")
short name (for example "Duergar" can only be 6 digits long)
points (for example 10, meaning the race costs 10 creation points)
class multipliers (for example 100 means they are good at a class 200 means they are bad)
bonus skills (for example kobold get `"sneak", "hide", "steal") for free)
base stats (for example orcs are strong ie + 20 to strength)
size (see builders docs for sizes)
language (see language-apply)
recall_room (depending on races basic alignment GOOD_RECAL_VNUM or EVIL_RECAL_VNUM)
How I would like to see it.
{
/* "Name", "Sh_Name", CP, {MAG, CLE, THI, WAR, DRU, PAL, RAN, BAR, SPE}, */
"kobold", "Kobold", 10, {250, 200, 100, 110, 200, 200, 200, 125, 200},
{"sneak", "hide", "steal", "human", "gouge" },
/* { ST QU PR EM IN CO AG SD ME RE}, Size, */
{-10, 5, 0, 0, 0, 5, 10, 0, -5, -5}, SIZE_SMALL,
/* language min_hp's max_hp's min_size max_size */
"kobold", 12, 140, 30, 50, ROOM_VNUM_EVIL_RECAL, N
},
~
END
keyword RACE-TABLE~
level 92
category undefined~
see_also EMAIL ADMIN POLICY RACE~
text `=?
Information you need and how I would like it set out.
{
name_for_race, TRUE,
action bits,
affected_by bits,
offensive bits,
immunities,
resistances,
vulnerabilities,
form flags,
part flags
),
See builders document for flags and bits.
~
END
keyword BREATH-WEAPONS FIRE-BREATH FROST-BREATH GAS-BREATH LIGHTNING-BREATH ACID-BREATH~
category undefined~
text `=?
Dragons are the most ancient of the races. Their powers are legendary
to all, not the least of which is their breath weapons. This is an
ability of which a dragon can breathe out a powerful concentration of a
particular element, often that most closely associated with their
nature.
The different breathe weapons are flame, frost, acid, gas, and
lightning. And while a particular dragon will be most proficient in
that closest to his particular nature, he may still be able to use
multiple different breathe weapons.
Each breathe weapon can be a power in its own. Acid's able to dissolve
armor, Flames which sublime diamonds, Lightning to paralyze a person
with its sheer energy, clouds of Poisons or Frost which can strike down
whole groups of foes at a time and sap their strength.
~
END
keyword GOUGE~
category undefined~
see_also RACIAL-SKILLS KOBOLD~
text `=?
`=lSyntax:`=?
gouge <victim>
Kobolds carry many diseases and germs under their sharp finger nails.
Although this may seem a hindrance, it is often a kobolds first line
of attack, kobolds are well known to attempt to gouge opponents, a side
effect of this is that the unlucky victim is poisoned. Kobolds can
continually gouge a victim even to the point of death, that is unless
you don't squash the little pest first.
~
END
keyword CLAW~
category undefined~
see_also RACIAL-SKILLS DRAGON-KIN DRACONIAN-GENERAL MREM~
text `=?
`=lSyntax:`=?
claw <victim>
Common attack of races endowed with claws. A claw will cause great damage
to the unwary victim, often resulting in death from loss of blood.
~
END
keyword TAIL~
category undefined~
see_also RACIAL-SKILLS DRAGON-KIN DRACONIAN~
text `=?
`=lSyntax:`=?
tail <victim>
Common attack of races endowed with tails. A tail will cause great harm
to the unwary victim, often causing a victim to lose balance and fall as
well as taking a nasty knock.
~
END
keyword APPRAISE~
category undefined~
see_also RACIAL-SKILLS DWARF DUERGAR~
text `=?
`=lSyntax:`=?
Appraise <object>
A skill inherent of dwarves and duergar, enabling them to value and assess an
object at a glance.
~
END
keyword COBBLE~
category undefined~
see_also RACIAL-SKILLS GNOME~
text `=?
`=lSyntax:`=?
cobble <object>
Gnomes being a tinkering race, are able to naturally learn to fix and mend some
items.
~
END
keyword HUMAN-SOCIETY~
helpflags hide_keywords~
category undefined~
text The Humans Society. `1`1 The humans of Mythrin live, mainly, on the continent of Endomar, on a
monogamist, patriarchal society. To the man, is given the duties of earning a
living and taking care of the physical maintenance of the family's life, and
the woman has the duty of caring for their children and supporting her
husband whenever possible. However, it is not uncommon to see women in
places of command, or a man caring for his children (usually in the event of
his wife's death). `1 The human society is basically centered around self-supporting towns
governed by the few men who show leadership skills or a wide view of things.
Humans believe in magic and are not surprised by it, in the general, but
are innately afraid and careful around a mage, even when he is a mage
himself. It is not unusual to see some cities or castles governed by mages.
`1 Their society is agrarian in nature and is basically centered around
practical creativity. They do not invent many new tools or equipment (the
gnomes do it far better), but, rather, use the other's tools and equipment
to their own purposes. This adaptation (or perversity, as some call it), is
a rather predominant characteristic of their society. `1 They do have temples dedicated to their gods, and usually attend
ceremonies help in honor of one god or another. They do not serve one of
their gods in specific, but, rather, believe and (at least in the outside)
follow every one in general (with the exception of paladins and clerics, who
dedicate their lives to serving one specific deity, without, however,
ignoring or leaving the others behind). `1 Human society is quite deterministic in that there is little chance for
one to advance socially in life, without leaving his/her town and going
somewhere where he is mostly unknown. Children are raised to follow their
father's steps and are expected to continue their profession, "As I served
this lord, and my father before me, and my grandfather before him, and my
great-grandfather before him, will you serve him as well" is a common enough
line to hear.
~
END
keyword HUMAN-PSYCHE HUMAN-PSICOLOGY~
helpflags hide_keywords~
category undefined~
text For extensive information and formation on the human psyche, please, refer
to any book from the following authors: `1 `1 Sigmund Freud `1 Carl Jung `1 Adler `1
Lacan `1 `1 If you have any other psychiatrist and/or analyst you wish to see
added to this list, please, note rp about him.
~
END
keyword AVIAN-SOCIETY~
category undefined~
text Avians are basically a merchant race, and so, a great deed to an avian
usually involves some great commercial achievement. They are respected for
their administrative and economic discernment.
The most respected professions are those in the commerce. Nor
necessarily those that are worth a great deal of money. Amazingly, wealth
is not the most wanted goal among avians. To them, to be in a position
that allows them to enhance commerce, and wealth, for the race as a
whole, is much nobler. Those who, in a selfish way, pile up gold in
chests under their beds are hardly respected.
Avians work for avians. They care and look for each other, and seldom
worry about other races problems. Specially draconians, who, for an
unknown reason, are deeply hated.
Males and females share work, and there is no division of activities,
both can do all types of work. All children go to school, and usually
join their parents in their fields of activity afterwards. Due to this,
there isn't much change in the avian's society structure, for those
who achieve something are commonly those who were close to great commercial
activities.
Avians are famous for their distrust. They seldom trust other races,
and even among themselves, commercial relations are sometimes shaken by
distrust. That is the reason why avians are not the economical leaders of
Mythrin.
~
END
keyword VOADKYN-SOCIETY~
category undefined~
text Voadkyns are somewhat individualists, and take all decisions concerning
their lives by themselves. Seldom will a Voadkyn forest have a leader. That
does not mean that voadkyns don't have a social life. On the contrary. There
are clearings in their forests where they gather every day to chat and
perform certain ceremonies.
When there is something that affects all the local Voadkyn community, like
a war, a danger to their forest, or a treaty with some other race, all of the
reunite at the Great Clearing. From the oldest to the youngest, even the newly
born, come to discuss important matters. Each of them can speak and tell their
thoughts. At the end, they vote, and the majority decides which course will
be taken.
Children's votes are counted the same way an adult's is, for they are very
much respected. Voadkyns are a race that reproduce very slowly, thus they
cherish all their children.
This way of life makes any decision need a long time to be made. Thus,
Voadkyn influence in Mythrin's politics is very small.
~
END
keyword RACE-CREATE~
category undefined~
text `CRedirection help file.`=?`+
`+
The following help files are about creating new races for the Dawn of Time
players. Check out the builders doc for more information regarding new
races and meaningful flags.`+
`+
`=lType: `=Chelp `=_'RACE-APPLY`+
`=? For information on applying for a new race (email to ADMIN)`+
`+
`=lType: `=Chelp `=_'RACE-LANGUAGE`+
`=? For help on how to create a new language for a race`+
`+
`=lType: `=Chelp `=_'RACE-STAT`+
`=? For help on the stat information about a new race`+
`+
`=lType: `=Chelp `=_'RACE-TABLE`+
`=? For more help on the layout of a new race
~
END
keyword INTERBREEDING HALF-RACES~
level 1
category undefined~
text ..
`#`GExistant half-races in Mythrin`^
These are the races that can interbreed and produce fertile offspring, in the
realms of Mythrin.
`#`B Parents Children
`b ------- --------`^
orc+human half-orc
elf+human half-elf
drow+human drow or human
drow+elf drow or elf
draconian+human draconian or human
lizardman+draconian lizardman or draconian
mrem+gnoll mrem or gnoll
dwarf+duergar dwarf or duergar
gnome+dwarf gnome or dwarf
gnome+duergar gnome or duergar
gnome+halfling gnome or halfling
minotaur+human minotaur or human
goblin+kobold goblin or kobold
The children, though, do not carry features of both parents. One of the races
always takes precedence, and so it is impossible to tell these children from
pure ones. The exceptions are half-orcs, and half-elves.
~
END
keyword RACE-AGES RACES-AGES~
level 1
category undefined~
text .
Below is a table with the lifespans of Mythrin races. Release age is the age
maturity is reached. Note that this list is a guideline to rp, and your
character's background. Ages listed below have no gameplay effect, since death
due to old age doesn't exist in the game.
`#`m Race Release Life-Expectancy
`M---- ------- ---------------`^
Alaghi `#`s20`^ 85
Avian `#`s15`^ 120
Draconian `#`s12`^ 250
Drow `#`s100`^ 850
Dwarf/Duergar `#`s40`^ 450
Elf `#`s100`^ 750
Faerie `#`s200`^ 850
Gnoll `#`s5 `^ 35
Gnome `#`s60 `^ 500
Goblin `#`s8`^ 35
Halfling `#`s20`^ 200
Half-Elf `#`s15`^ 185
Half-Orc `#`s15`^ 90
Human `#`s15`^ 110
Kobold `#`s8`^ 40
Lizardman `#`s10`^ 60
Minotaur `#`s10`^ 110
Mrem `#`s20`^ 200
Orc `#`s10`^ 60
Voadkyn `#`s50 `^ 800
Troll `#`s10`^ 80
~
END
keyword TROLL-GENERAL TROLLS-GENERAL~
category undefined~
text Little is known of these fearsome predators, neither of their origins nor
their insatiable thirst for blood. Trolls are found in all climates, from
the bitter cold of the northlands, to tropical jungles, and everything
imaginable in between. The appearance of a troll is unmistakable -- they
tower at a height averaging nine feet, with a thick, rubbery hide which
ranges from sickly yellow, to mottled green, to night black. Their hunched
frames ripple with muscle, giving them unsurpassed strength, but hindering
their agility. Their powerful arms end in maladroit paws, best suited to
handling heavy weapons.
Trolls organize themselves into loosely-knit clans, generally led by the last
one left standing after a period of in-fighting. As a whole, trolls are
savage, brutal killers, with little regard for things such as honor or
morality. In truth, such concepts are likely beyond a troll's limited
capacity, evidenced in their unsettling thirst for blood and violence.
A troll's thick hide is all but impervious to bludgeoning attacks, shrugging
off blows which might easily cripple a human. Their endurance is similarly
impressive, earning trolls a storied reputation of being able to withstand
attacks for impossible periods of time. Trolls are unsurpassed in their
ability to recuperate after battles, even the deepest gashes and scars are
quick to bind. Only when burned by acid or fire might a troll be slow to
recover.
Trolls are all but born with fighting abilities. From an early age, they
learn to protect themselves, mastering the secrets of bashing and enhanced
damage with ease. As such, they excel as barbarians, but find it almost
impossible to advance in the realms of spellcraft or the priestly arts.
Having long ago forsaken civilized communities, trolls might also function
as competant rangers; a few have even been known to dabble in the druidic
arts.
Trolls speak their own language, a gutteral hybrid of human, orcish, and
several other tongues, which is characterized by its baritone growls and
brass-throated tones. Trolls are generally shunned by civilized societies,
and as such, will most often be found in the company of their own.
~
END
keyword FAERIE-GENERAL FAERIES-GENERAL~
category undefined~
text Faeries are a shy and reclusive people found predominantly in sylvan
settings, living in harmony with nature. They stand no taller than two and
a half feet in height, and have thin, semi-transparent wings which seem to
flutter constantly. Their features are reminiscent of elves, cast in
miniature, with slender faces and finely tapered ears. They have silken
hair in a myriad of vibrant colours, ranging from spun gold to stormy
violet.
By nature, faeries are kind, if mischievous, and would never willfully cause
harm to another, except to protect their beloved woodlands. That said,
faeries abhor evil and ugliness, their somewhat uppity aesthetic causing long
standing conflicts with orcs and trolls.
These little beings are not born, as commonly known. In their magical land,
a huge mushroom grows. Under it, from time to time, a flower blossoms, and
from within it, a faerie is born. They don't grow during their lives, nor
change physically, unless they are harmed.
Faeries possess exceptional intelligence. Their mental faculties lend faeries
a natural resistance to magic and illusions. Their keen memory and reasoning
abilities are unparalleled, and as such, faeries excel in the arcane arts.
Even from an early age, faeries are trained at meditation and mana focusing,
lending them an unsurpassed aptitude at sorcery and spellcraft. Their close
bond with nature also makes them uniquely talented as druids, as well.
Though incapable of malice, faeries are merry pranksters, and some have been
known to delve into the roguish disciplines. The obvious lack of
musculature and their mercurial nature makes faeries unlikely warriors.
Their diminuitive form and frailty makes faeries vulnerable to all forms of
poisons, as well as earning them a reputation for being short-lived in melee
combat. Faeries speak their own tongue, a musical language which sounds more
like singing than speech. It is indeed a rarity to find an outsider with any
degree of fluency in this melodic language.
~
END
keyword VANISH~
category undefined~
see_also RACIAL-SKILLS FAERIE~
text `#`=lSyntax:`^`1 vanish`1`1Because of the weak physical nature of faeries, they have been forced to be
masters of stealth. Faeries have the ability to vanish from plain sight,
making them invisible to anyone but other faeries. This is only meant as a
quick means of escape though, because they will reappear just minutes after
vanishing, leaving them unable to vanish again for quite some time.`1
~
END
EOF~
#$