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Races Remorts Clans Immortals Online Now

Automated race/class web update function ©1998 by Nebseni of Clandestine MUD

Mortal Races

Abborg Ariel Asgardian Atlantean Centaur
Dragon Drider Drow Darkling Duergar
Dwarf Efreeti Elf Elysian Felpur
Giant Gnome Goblin Halfling Hobgoblin
Human Kang Kender Orc Pixie
Quickling Spriggan Sprite Svirfnebli Treant


Abborg

are human, but a secluded existence in the far north saw them develop many unique characteristics. Originally hunters and gatherers, they now place little value on gathering anything except weapons and equipment. They make excellent warriors and the skills they learn from childhood adapt well to the life of a thief. They prefer action to intellect and seldom become clerics or master magic.
Affected by: detect magic, detect hidden, hide
Skills: bash, hunt, second attack, fast healing, lore
Str Int Wis Dex Con
Base 16 16 16 16 16
Max 23 23 23 23 23
Immune to: disease
Resistant to: charm, magic, fire
Vulnerable to: cold
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Ariel

are descendant from the large birds of long ago. They are roughly the same height as the average human, but of a much slighter build. Like humans, their colourings vary. They can almost tuck their wings out of sight and pass as human to the casual observer. It is rare for any of the land bound races to visit the Ariel eyries, hidden as they are in almost inaccessible mountains. During the cataclysm, their ability to travel great distances without tiring allowed them to spread word of the sanctuary at St Helens.
Affected by: detect hidden, flying, haste
Skills: hunt, lore, peek
Str Int Wis Dex Con
Base 15 17 13 13 17
Max 21 25 25 19 25
Immune to: cold
Resistant to: summon
Vulnerable to: lightning, drowning
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Asgardian

are an ancient race once thought to be mythical. They are descendants of the famous guardian of the Gods. The very presence of an Asgardian warrior has been known to turn the tide of a battle, striking fear into all opponents intelligent enough to know fear. After the Cataclysm, their duty to the Gods was fulfilled and they were again free. They were one of the races that re-emerged into the lands.
Affected by: detect magic, detect hidden, sanctuary
Skills: bash, hunt, second attack, fast healing
Str Int Wis Dex Con
Base 17 17 17 17 17
Max 25 25 25 25 25
Immune to: poison
Resistant to: charm, magic
Vulnerable to: no vulnerabilities.
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Atlantean

are descendants of folk that were once human. They were transformed by the Gods when Atlantis sank and now bear little resemblance to their far distant ancestors. They are an almost liquid life form.
Affected by: sanctuary, pass door, haste
Skills: hunt, hide
Str Int Wis Dex Con
Base 16 17 17 16 17
Max 24 25 25 24 24
Immune to: charm, cold, disease
Resistant to: magic
Vulnerable to: fire, acid
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Centaur

are a powerful tauroid race. The torso of a human atop the body of a horse gives them the advantage of four legs and two arms. They are reputed to be bad tempered and not very clever. They foster these misconceptions to their own advantage. Whilst they are awesome fighters, they lack a true understanding of the nature of their opponents and are not therefore great tactical fighters. They tend to rely on brute force when battle is engaged. They do however have a strong empathic link with the forest world of their choice which they prefer to the towns of the Lands. They make excellent rangers.
Affected by: detect invis, detect hidden, sanctuary, haste
Skills: bash, hunt, second attack, kick
Str Int Wis Dex Con
Base 14 14 16 14 16
Max 23 22 25 22 25
Immune to: cold
Resistant to: no resistances.
Vulnerable to: fire
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Dragon

are not the Dragons of legend. They worship the greater Dragons and their devotion has changed them physically. It is believed that they were once elven and their life span supports this theory. Their skin has a hard chitinous layer like the scales of a dragon and leathery wings unfurl from their shoulder blades. They are a solitary race. Their home is hidden in Dragonslair mountain where the greater Dragons protect these young changelings, waiting for them to fulfil their destiny and emerge into a full awareness as Dragons. They are excellent magic users and fierce warriors.
Affected by: detect invis, infrared, flying
Skills: berserk, lore, fast healing
Str Int Wis Dex Con
Base 15 15 15 15 15
Max 25 25 25 25 25
Immune to: no immunities.
Resistant to: charm, blunt, fire
Vulnerable to: piercing, cold
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Drider

are a giant arachnid race. Their grotesque appearance makes most other races give them a wide berth. The giant bulbous body looks awkward but they are extremely agile on their many legs. They have adapted to a humanoid form with two of the legs now specialised as forearms and hands. The regugnance that they sense from most races makes them shun the daylight. They make excellent thieves and have a natural fascination with the dark forces. When they follow this path they excel as DeathKnights and Necromancers.
Affected by: detect invis, infrared, hide
Skills: berserk, lore, second attack
Str Int Wis Dex Con
Base 14 16 16 14 15
Max 25 24 25 25 25
Immune to: poison
Resistant to: no resistances.
Vulnerable to: no vulnerabilities.
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Drow

once happily shared the surface world with their cousins, the surface elves, prancing and frolicking in the light of the sun. Then came the great Elven Wars resulting in the Drow being driven deep underground. They were nearly lost, then they found solace under the shadow of the evil deity, the Spider Queen Lloth. Now totally devoted to her teachings, the Drow live their evil lives underground. Adept necromancers and mages, Drow also move silently and make good thieves.
Affected by: sneak, dark vision
Skills: hide
Str Int Wis Dex Con
Base 12 14 13 15 11
Max 16 20 18 21 15
Immune to: no immunities.
Resistant to: charm
Vulnerable to: light, iron
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Darkling

are the product of dark evil experiments by the Master. In drawing the essences of life from poor unfortunates who fell into his clutches, the Master inadvertently created an evil twisted race that preys without conscience on the weak. Since they were created by torture and experiment, there is great diversity in their outward appearance. The one constant characteristic is their apparent lack of visceral organs. They eat food with difficulty and feed by preference on the fear they engender in others. They thirst for blood and live to kill.
Affected by: prot good, berserk, dark vision
Skills: None.
Str Int Wis Dex Con
Base 13 13 13 13 13
Max 18 18 18 18 18
Immune to: no immunities.
Resistant to: no resistances.
Vulnerable to: mental
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Duergar

are a race of dark dwarves who live underground. They are similar to their surface cousins but no longer work in stone and metal. Whilst they are still a strong and robust race, they are less strong for their time undergound and their skin is now ebony in colour. They are however very dexterous as a result of centuries of thieving and deceit. They are not tall, standing only about shoulder height to the average human and they are by nature evil.
Affected by: infrared, prot good
Skills: berserk
Str Int Wis Dex Con
Base 14 12 14 10 15
Max 23 16 18 21 22
Immune to: no immunities.
Resistant to: poison, disease
Vulnerable to: drowning
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Dwarf

is a short stocky demi-human. They are infamous for their foul tempers and great stamina. Dwarves have high strength and constitution but poor dexterity. They are not quick learners but are usually wise due to their long lifespans. They are excellent fighters and priests their stubborness and strength of character means that they often find the powers in themselves and become psionicists.
Affected by: infrared
Skills: berserk
Str Int Wis Dex Con
Base 14 12 14 10 15
Max 20 16 19 14 21
Immune to: no immunities.
Resistant to: poison, disease
Vulnerable to: drowning
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Efreeti

are reputed to be descendants of the genies of legend, however they long ago lost the power to grant wishes. They are fervent followers of the God of Chaos in the hope that one day he will return their lost powers. Meanwhile, they are branded as liars and fakes if any mention is made of their ancestry. They are therefore suspicious and distrusting of strangers and many have taken successfully to the thief class. Since the forgotten powers of the genie go beyond magic, many excel as psionicists. Others seek their lost heritage as necromancers or mages.
Affected by: detect invis, detect magic, infrared
Skills: sneak, hide, peek, steal
Str Int Wis Dex Con
Base 21 21 18 18 18
Max 25 25 25 25 25
Immune to: no immunities.
Resistant to: poison
Vulnerable to: cold
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Elf

is slightly taller than average human and has a lighter build. They lack the strength and stamina of some of the other races, but are very agile in body and mind. Elves have a long history in the lands of Elusive and many different races appeared after the cataclysm. Some of these ancient long-lived races of Elves are really elves transformed to higher state of being by experience and knowledge and the cleansing process of re-morting.
Affected by: infrared
Skills: sneak, hide
Str Int Wis Dex Con
Base 12 14 13 15 11
Max 16 20 18 21 15
Immune to: no immunities.
Resistant to: charm
Vulnerable to: iron
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Elysian

are a powerful and arrogant race who are strangers to the Dream. Little is known of their origins save for a crytpic word they use - Clandestine. They offended their Gods with their arrogance and were cursed to perpetual sleep. They escaped the curse by riding the silver pathways of the dream to these Lands. They understand the power of the waking dream and are devoted to the Silver Lady since they fear the loss of their refuge if she should awaken. They are not restricted by a false morality and are excellent necromancers and mages. They have an affinity for the land with allows them to become excellent rangers.
Affected by: detect invis, detect magic, infrared, haste
Skills: sneak, hide
Str Int Wis Dex Con
Base 16 17 17 19 20
Max 25 25 25 25 25
Immune to: no immunities.
Resistant to: magic, fire
Vulnerable to: poison, disease
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Felpur

are a race of large cats magically given limited sentience to serve in the temples of the Gods. It was the cataclysm itself that freed them, bringing them to full sentiency. Their long silken coats were still covetted for their beauty and warmth and in the first years of turmoil they were almost hunted to extinction. They soon learned to use their long sharp claws to defend themselves. They make excellent necromancers and mages and many turn their natural stealth skills to the life of a thief.
Affected by: detect invis, detect magic, dark vision
Skills: sneak, hide
Str Int Wis Dex Con
Base 17 16 14 17 16
Max 25 24 22 25 24
Immune to: none
Resistant to: cold
Vulnerable to: drowning
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Giant

towers over most races, usually standing 9-12 feet in height. They are very strong and durable. Giants are not noted for their clear thinking and logic and their sheer size tends to make them clumsy. They are however formidable warriors. After the cataclysm, a diversity of giants began to appear in the lands, however many of these races are the result of giants moving to the next plane of existance through the cleansing process of remorting. They do not learn magic easily but can harness the natural forces both within themselves and the lands. They make excellent psionicists.
Affected by: no permanent affects.
Skills: bash, fast healing
Str Int Wis Dex Con
Base 16 11 13 11 14
Max 22 15 18 15 20
Immune to: no immunities.
Resistant to: fire, cold
Vulnerable to: lightning, mental
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Gnome

is a cousin to the Dwarves. They are about the same height as Dwarves but are considerably slimmer. Even before the cataclysm, a tribe of Dwarves left their ancient homes and made its home on the surface. Over the centuries this tribe changed becoming less dependant on muscles and more on their minds. The natural skills of the Dwarves were refined beyond plain metallurgy or mining and the gnomes developed a love of machinery. Gnomes are cunning and inventive, always thinking up plots and trying to devise more efficient ways to do things. Gnomes make good Mages and Thieves though their methods of stealing often go beyond mere pickpocketing since the plot is often more important than the profit.
Affected by: infrared
Skills: lore
Str Int Wis Dex Con
Base 12 12 14 14 15
Max 18 23 20 23 23
Immune to: no immunities.
Resistant to: magic, poison, disease
Vulnerable to: no vulnerabilities.
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Goblin

stands about five feet tall, has pale green or grey skin and is almost always smiling with a white, sharp-toothed grin. Save for the fine, luxuriant hair on their heads they have little or no body hair. Its difficult to tell what a goblin is thinking and behind that smile they are just as likely to be eyeing you like a side of meat. They have a disarming charm though. Goblins are thin and wiry, small and compact but very tough for their size. Goblins are fond of bartering, and will sit for hours to haggle down the price of a loaf of bread by one coin. They are intelligent, and exceedingly agile. They are especially well-suited to be Thieves but also make good Mages.
Affected by: infrared
Skills: haggle, sneak, lore
Str Int Wis Dex Con
Base 10 14 14 16 14
Max 15 23 20 25 20
Immune to: no immunities.
Resistant to: disease
Vulnerable to: magic
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Halfling

are a shy, reclusive folk. Physically, they average around 3 ft high, about half the height of a human (hence the name). Surprisingly, they are tough and incredibly agile -- and deceptively quick. They are fond of good company and good drink, and are very soft-hearted. But when a Halfling is cornered, or home (or food and drink!) is threatened, they will fight with a ferocity that would startle any but the most seasoned of adventurers. Halflings do not take well to magic, and it is rare to find a Halfling who can demonstrate magical powers of any sort. They make excellent Thieves, due to their innate agility and stealth.
Affected by: pass door
Skills: sneak, hide
Str Int Wis Dex Con
Base 11 14 12 15 13
Max 15 20 16 21 18
Immune to: no immunities.
Resistant to: poison, disease
Vulnerable to: no vulnerabilities.
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Hobgoblin

resembles a tall slender elf. Up closer though, their smile turns out to be a grimace of sharp white pointed teeth. They have a ravenous hunger for newborn flesh and those sharp teeth and their long claws make short work of any tasty morsels they manage to snatch. They are extremely well-adapted to life as a thief.
Affected by: infrared, haste
Skills: sneak, hide, backstab
Str Int Wis Dex Con
Base 18 18 18 18 18
Max 24 24 24 24 24
Immune to: no immunities.
Resistant to: poison, disease
Vulnerable to: no vulnerabilities.
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Human

-- a race that for many years lived under the happy delusion that they were the only race in the lands. On the few occasions that they did interact with other races, they managed to convince themselves that it was imagination, delusion or even luck that caused the unusual results. The Cataclysm however, shattered the illusion and humans were no longer under the delusion that they alone were the sentient race, overlord in the lands. The the pain of the cataclysm and the power of the dream did alter their perceptions enough so that they moved into the true plane of existance in Elusive. Their major asset is their ability to adapt. They do equally well in any class. Human males average just under six feet tall, and females about five and a half.
Affected by: no permanent affects.
Skills: None.
Str Int Wis Dex Con
Base 13 13 13 13 13
Max 18 18 18 18 18
Immune to: no immunities.
Resistant to: no resistances.
Vulnerable to: no vulnerabilities.
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Kang

look like a cross between a snake and a lizard. They stand on two feet and have the intelligence and natural instincts of a true predator. They are a mysterious folk, living deep in secluded swamps and jungles and are rarely seen in major centres of population. Kang are tall, some nearing seven feet in height, and are well muscled. They are covered in a scaly skin, the color varying for each individual. They have a strange loping walk, and are not very flexible, despite their sinuous snake like appearance. Kang are brought up under an ethos of Peace and Healing, and many vow to extinguish evil in the world. They are fierce fighters, well suited as Clerics, Warriors and Psionicists.
Affected by: detect invis, infrared
Skills: berserk
Str Int Wis Dex Con
Base 14 12 14 10 15
Max 25 15 23 15 25
Immune to: poison
Resistant to: blunt, fire
Vulnerable to: cold
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Kender

are a mischievous lovable race that despite their traditional topknot and love of strange and exotic weapons, manage to blend into the scenery on most occasions. They are so much a part of the scenery in fact that they tend to carry most of it away with them. Others call it stealing, but Kender vehemently deny any intention to deprive the owner of their goods. Items just fall into their bags. They tend to be loners yet love company. Its just that not many can cope with their light-fingered nature for long. They make excellent thieves.
Affected by: pass door
Skills: steal, sneak, pick lock
Str Int Wis Dex Con
Base 13 15 11 16 14
Max 18 19 16 21 15
Immune to: no immunities.
Resistant to: disease
Vulnerable to: blunt
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Orc

- Once elves, they were bred and twisted and corrupted from tortured Elves. Orcs are now almost everything the Elves are not. They are foul and unlovely and are cruel haters of all life. They do not have the grace of the elves, instead having squinty eyes, pronounced canines and coarse hair. They are renowned for their bad tempers and have a homicidal hatred for other races. They are tough as nails love the ceremony and rituals associated with the dark gods and therefore can make excellent clerics. They are also fierce warriors.
Affected by: infrared
Skills: berserk
Str Int Wis Dex Con
Base 14 12 13 11 15
Max 20 16 18 15 21
Immune to: no immunities.
Resistant to: disease
Vulnerable to: light
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Pixie

is a small winged creature, born of the magical spirit of nature. They are self-appointed guardians of the forests of the lands. Although alone a pixie is not a very formidable foe, only the foolhardy would attack one since their very essence is formed from magic and they are a fiercely loyal people. To harm one pixie is to risk punishment by a horde of angry pixies. They are perfectly suited to be druids and also any calling that requires mastery of magic. It is very rare for a pixie to follow any path associated with warriors or fighting.
Affected by: detect magic, infrared, flying
Skills: None.
Str Int Wis Dex Con
Base 10 15 15 15 10
Max 18 25 25 23 18
Immune to: no immunities.
Resistant to: charm, mental
Vulnerable to: iron
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Quickling

resemble tiny wingless pixies. Their origins are unknown although it is believed that whereas pixies are born of the magical spirit of nature, quickling are a born of the elements themselves. They move like the wind and strike like lightning. In fact, the victim is left struggling to explain just why their purse is lighter than it was a moment ago. To catch a Quickling in the act is like trying to catch lightning itself. They normally keep a horde of stolen goods from other races. They are popular spies and their tiny bodies and quick fingers also make them more than capable thieves.
Affected by: detect invis, pass door, haste
Skills: hide, sneak, haggle
Str Int Wis Dex Con
Base 12 13 13 21 12
Max 18 19 19 25 18
Immune to: charm, lightning
Resistant to: disease
Vulnerable to: fire
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Spriggan

look like large insects. They have small antennae and multi- faceted mirrored eyes that make it impossible to tell where they are looking. They are covered in a tough leathery skin and are born with wings but lose these as they reach maturity. They originate in the grassland regions and several home creches dot the landscape there. Spriggan leave the creches as they reach maturity and become nomad wanderers. Polite and diplomatic they have a reputation for impartiality that makes them popular choices as mediators and judges. Many don the robes of the cleric.
Affected by: pass door
Skills: meditation, sneak, fast healing
Str Int Wis Dex Con
Base 16 20 20 16 16
Max 24 25 25 24 24
Immune to: no immunities.
Resistant to: blunt, cold, poison, disease
Vulnerable to: fire
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Sprite

are cousins of the faeries and lephrechauns and are mischievous beings. Their malicious pranks have often ended the lives of those who made themselves targets of their wrath. Their innocent appearance and soft laugh belie their true nature as tricksters and schemers. They make excellent thieves or necromancers.
Affected by: detect invis, detect hidden, flying, haste
Skills: hide, sneak, fast healing, haggle
Str Int Wis Dex Con
Base 14 22 22 21 16
Max 25 25 25 25 25
Immune to: no immunities.
Resistant to: fire, cold, poison
Vulnerable to: blunt
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Svirfnebli

are also known as deep gnomes. They tend to be very pale, with skin colors ranging from light gray to pale white. They are larger and taller than their surface cousins. Their centuries of working with stone has made them strong with great endurance. Their total dedication to stone has limited their mental agility so that it is doubtful they have achieved their full potential. They are regarded as very wise and prefer to remain neutral in all aspects of their lives. They are adept at learning the powers of items. The maverick instinct that brings these wanderers to the surface lands also makes them good rangers. Those that do not settle well on the surface usually turn to the life of a thief.
Affected by: detect invis, infrared
Skills: lore
Str Int Wis Dex Con
Base 14 8 14 14 15
Max 20 19 20 23 23
Immune to: no immunities.
Resistant to: magic, poison, disease
Vulnerable to: no vulnerabilities.
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Treant

is the manifestation of the life force of the forest and it inhabits and "awakens" a tree. The life force that joins with a tree to form a Treant picks the largest healthiest example of any species. They are incredibly long lived. They tend to do things slowly with careful intent and they will journey deep into the forest to contemplate an important decision. To a Treant, the perfect forest is one in which the natural cycles are free to continue uninterrupted. Treants, from time to time, enter a state of dormancy, that can last from as little as a few days, to as much as many years. As Treants age, these dormancy periods increase in frequency and length. They make excellent rangers and druids
Affected by: detect hidden, sanctuary
Skills: second attack, meditation
Str Int Wis Dex Con
Base 14 16 15 11 19
Max 20 20 20 15 25
Immune to: no immunities.
Resistant to: cold
Vulnerable to: fire, lightning
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Races Remorts Clans Immortals Online Now

Copyright © 2005 Elusive Dreams Mud. All rights reserved.
For comments or questions, email Klah.
Last updated: May 25, 2005.