|   
      
      
          |  | Races on 
 
          
 Automated 
      race/class web update function ©1998 by Nebseni of Clandestine MUD 
       Mortal Races
 
 
        
        
          | Abborgare 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 |  |  
 
 
        
        
          | Arielare 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 |  |  
 
 
        
        
          | Asgardianare 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. |  |  
 
 
        
        
          | Atlanteanare 
            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 |  |  
 
 
        
        
          | Centaurare 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 |  |  
 
 
        
        
          | Dragonare 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 |  |  
 
 
        
        
          | Driderare 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. |  |  
 
 
        
        
          | Drowonce 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 |  |  
 
 
        
        
          | Darklingare 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 |  |  
 
 
        
        
          | Duergarare 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 |  |  
 
 
        
        
          | Dwarfis 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 |  |  
 
 
        
        
          | Efreetiare 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 |  |  
 
 
        
        
          | Elfis 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 |  |  
 
 
        
        
          | Elysianare 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 |  |  
 
 
        
        
          | Felpurare 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 |  |  
 
 
        
        
          | Gianttowers 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 |  |  
 
 
        
        
          | Gnomeis 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. |  |  
 
 
        
        
          | Goblinstands 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 |  |  
 
 
        
        
          | Halflingare 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. |  |  
 
 
        
        
          | Hobgoblinresembles 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. |  |  
 
 
        
        
          | 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. |  |  
 
 
        
        
          | Kanglook 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 |  |  
 
 
        
        
          | Kenderare 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 |  |  
 
 
        
        
          | 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 |  |  
 
 
        
        
          | Pixieis 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 |  |  
 
 
        
        
          | Quicklingresemble 
            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 |  |  
 
 
        
        
          | Sprigganlook 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 |  |  
 
 
        
        
          | Spriteare 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 |  |  
 
 
        
        
          | Svirfnebliare 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. |  |  
 
 
        
        
          | Treantis 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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