Races
RACES
races - the many playable races of Alyria
There are 14 different adventuring races in Alyria: Human Elf Half-elf Dwarf Ogre Fey Sahuagin Gnome Halfling Dracon Minotaur Drow Sidhe Sporefolk
HUMAN
human - a playable race which is average, with no downsides and great flexibility
Averaging between five and six feet in height, Humans are the most populous race in the world. The Humans have established settlements on every continent, and their appearances vary widely depending on ancestry. Almost any hair, eye, or skin color that you can imagine can be found on a group of Humans somewhere. Although they have no special biological talents like the other races, Humans are far more versatile, able to be trained in almost all classes. The Humans were the first to discover how to focus magical energies, and as a result they can utilize items to enhance their attributes more effectively than any other race. Additionally, the Human religions encourage a very personal connection with the Powers, and allow quicker reincarnation to occur. Humans racial bonuses: A (level/15) power bonus to religious spells. 6 additional spells to spellbook capacity. 8% more frequent skill betters. 20% shorter death timer.
ELF
elf - a playable race which specializes in spellcasting
Elves are slightly shorter than humans, and have a much lighter build. They lack the strength and stamina of the larger races, but are far more agile, both in body and mind. Elves tend to make their homes deep within secluded forests, but always remain in touch with the world around them. The easiest way to recognize an elf is by their pointy ears. Because of their affinity with nature, Elves posses the ability to blend in with their surroundings, can see in the dark, and are difficult to control through magic. They tend to have strong morals, and can instinctively sense evil creatures. While their intelligence allows them to pursue almost any type of magical or religious training they desire, Elves are limited in their choices of other vocations. Elves' racial ability is to be able to innately determine when they are in a wooded area, and to deal 15% more damage with spells while in the woods.
HALF-ELF
half-elf - a playable race with many of the benefits of both humans and elves
Half-Elves are the result of a cross-breeding between a Human and an Elf, the only interracial pairing that can successfully produce offspring. Half-Elves possess the strength of a Human and the agility of an Elf, and fall somewhere between the two in height and weight. They are readily accepted in either Elven or Human society, but because of their unusual heritage Half-Elves are unable to reproduce. While they can see in the dark and resist magical control like their Elven ancestors, Half-Elves also inherit Human versatility and can be trained in most classes. They seem to regenerate faster and are less likely to get sick than either Elves or Humans, most likely because of their genetic diversity. Half-elves' racial ability is to be able to innately determine when they are in a wooded area, and to have a 30% chance per tick to cure their own poison while in the woods. Half-elves and their mounts are immune to tangle vines. Half-elves deal 14% more damage with slug-thrower and archery weapons.
DWARF
dwarf - a hardy playable race from the underground
Dwarves are short, stocky demi-humans, known for their foul tempers. They often prefer building their cities underground, and enjoy working with the earth. Dwarves are excellent miners, and possess more detailed knowledge on gems and metalsmithing than any other race. They can easily be identified by the long beards that both males and females alike wear proudly. While Dwarves are not as smart as some of the other races, they are usually wiser due to their long lifespans. Their great physical strength and stamina makes them resistant to the effects of poison, disease, and magic, and centuries of working underground have given the Dwarves a keen ability to see in the dark. While they are excellent fighters, Dwarves are not very dexterous and often distrust the use of magical spells. Dwarves' racial ability is to deal 10% more damage with bashing weapons. Dwarves dig more effectively than others, possessing a baseline of +25 dig. While in Underground wildernesses, Dwarves can see 2 distance further. In addition, dwarves' hardiness not only makes them resistant to disease and poison, but reduces 10% of critical hits taken to non-critical.
OGRE
ogre - a playable race that focuses on the physical, brutish aspects of life
Ogres are the largest and strongest of the races, averaging over seven feet in height. They resemble enormous humans, but tend to be almost hairless. While Ogres often organize into tightly-knit communities, they tend not to interact much with the other races. Their cities are usually located in mountainous or hilly areas, and their buildings are made from stones so large that no other people would be able to move them. Because of their massive size and strength, Ogres make excellent fighters, and they are always greatly feared by their enemies. Their thick skins provide them a bonus to their armor resistance which increases as they gain in experience and makes them resistant to extreme heat and cold. They also tend to be a bit dull-witted and thus somewhat open to mental attacks. Their lack of intellect also prevents Ogres from using magic very well, and their massive size makes them ineffective as thieves. Ogres typically have poor vision, and their ranged combat abilities suffer from it. Ogres suffer from 50% increased distance penalties in combat. (for more information, see HELP MYOPIA) Ogres' racial ability is to gain twice as much a damage bonus from heavy weapons. (for more information, see HELP WEIGHT)
FEY
fey - a playable race from the ethereal plane who resemble demons
The Fey are an evil race of bloodthirsty creatures from the plane of faerie, who have come to the world of Alyria in order to gain power. They are small, twisted humanoids, with sharp fangs used to drink the blood of mortals. While the Fey do have wings like their cousins the Sidhe, they are small and leathery, like those of a bat. Because they are not native to the physical plane, Fey are immune to poison and resistant to disease and magical control. They also have the special ability to assume the semblance of any living being, and can fade out of existence to avoid attacks. Unfortunately, due to their ethereal nature, Fey are harmed by sunlight, water, and the touch of iron, since these things disrupt their physical forms on this plane. Though limited in power in the mortal realms, the Fey are still considered formidable opponents. The racial ability of the Fey is an increase of 1 skillpower for every 2 units of blood in their room while casting offensive spells.
GNOME
gnome - a playable race that focuses on invention and cleverness
Gnomes have been the enemies of Dwarves for many centuries. The two races descended from a common ancestor, and the conflict between them arose when the Gnomes wished to focus on mechanical innovation rather than subterranean exploration. They found that their interests aligned closely with those of the Humans, and left the Dwarven cities to live with humankind. With the increased interaction between races, Gnomes have gradually learned to become more tolerant of their cousins. While Gnomes are much shorter than Humans, their wiry forms are more and durable. They have an incredible ability to regenerate, and resistance to poison, disease, and magical attacks. Their intelligence and quickness make them well-suited for many different professions, although they are not as skilled in fighting as some of the other races, with a maximum of 90 accuracy. Gnomes' racial ability is a 25% reduction in items' decay and spark rates.
HALFLING
halfling - a playable race that are stealthy and focus on ambushing opponents
Halflings are the most diminutive humanoid race, averaging about four feet in height. Like the elves, they tend to live in secluded communities, and are very much in tune with nature. While Halflings lack physical strength and stamina, they are quite dexterous and intelligent, relying on their wits and skill to survive. They are also one of the hairiest races of all, sprouting tufts all over their bodies, especially their feet, leading them to eschew footwear of any kind. Because they are so small and agile, Halflings can move much faster than most of the larger races, often getting in two attacks before an opponent can make one. They also have the ability to avoid detection, and can easily find creatures that are attempting to hide. Because of their strong connection with the natural world, Halflings are resistant to all magical attacks. Halflings' racial ability is to be able to sneak between rooms affected by room spells such as circle of fire and circle of thorns undetected, as well as a 15% chance to evade snares while sneaking. Halflings all receive triple benefits from cunning strikes.
DRACON
dracon - a playable race descended from dracons, with tough, scaly skin
The Dracons are a race of large humanoids who were magically evolved from dragons. They strongly resemble their ancestors, and although they are only about five feet tall, they still have scaly skin, sharp teeth, long tails, and massive wings. Because of their origins, Dracons are innately evil. They are natural enemies of the Minotaurs, and will attempt to attack and kill them whenever possible. Along with their appearance, the Dracons also inherited many abilities from their ancestors. One power that they still possess is the skill to breathe fire, frost, lightning, gas, or acid at their foes. Dracons also have limited flying ability, and retain their thick hides. As a result, Dracons gain a bonus to their armor resistance which increases as they gain experience and are resistant to fire and to bashing weapons. A flaw in their skin makes them vulnerable to extreme cold. While they are physically strong, they tend to be rather dull-witted and can only be trained in a few different classes. Dracons' racial ability is to make elemental breath attacks without hindrance.
MINOTAUR
minotaur - a playable race with the heads of bulls, strong and aloof
Minotaurs are an elite, somewhat aloof group of humanoid creatures, who believe themselves to be far better than other races. They were originally created as a magical experiment designed to make the perfect race, and their ancestry is revealed by the fact that they have the head and tail of a bull. Minotaurs are covered with thick, warm fur, and thrive on the arctic continent of Avros. Due to their thick pelts and frigid home, Minotaurs are vulnerable to fire. Standing almost seven feet tall, Minotaurs are resistant to disease, poison, and bashing weapons. While they are by nature excellent fighters, their arrogance sometimes causes them to underestimate their opponents. Minotaurs also refuse to train in classes that they consider beneath them, and are somewhat limited in their choice of profession. Minotaurs can also bash opponents in combat with their fists instead of a shield. Minotaurs' racial ability is a 10% reduction in damage taken for 24 Alyrian seconds after bashing with their fists. While they are in labyrinths, minotaurs will heal 10% more effectively and receive GMCP (mapper) updates. In addition, minotaurs can flawlessly see and walk through dizzy rooms.
DROW
drow - a playable race of elvish descent, who seek to acquire power at all costs
A Drow is an outcast Elf who, against normal Elven nature, worships the forces of darkness. Reviled by most, the Drow work in secret, learning as much as they can about black magic. They tend to dwell in underground lairs or in deep, dark forests, and avoid contact with other races unless it will help them further their knowledge of evil. They are stockier than other Elves, and tend to have darker skin as well. Although few Elves are willing to admit it, Drow possess some of the same abilities that they do. They can see in the dark, and are able to locate hidden creatures with ease. Drow are difficult to control through magical means, and in addition can avoid the effects of the necromantic forces that they know so well. However, Drow are highly vulnerable to the forces of goodness, and are often easily dispatched by holy weapons and spells.
SIDHE
sidhe - a playable race from the ethereal plane who resemble angels
The Sidhe are faeries from the ethereal plane; thin, up to six feet in height, handsome and young-looking despite their great age. Their forms are shadowy, and they can only fully materialize in the presence of another humanoid. Even their beauty is that of another world. Their skin is soft, their hair long and flowing, their clothes blindingly white. Their voices are sweet and seductive, and they have shimmering translucent wings, like those of a butterfly. The Sidhe have the ability to cast a glamour over weaker beings, which lets them influence the behavior of others, slip by dangerous places virtually undetected, or assume the form of another creature. Because they are inherently good beings, Sidhe are difficult to control with magic, and can sense the presence of evil creatures. Although their powers are greatest on the ethereal plane, they are yet powerful in the mortal realms, impervious to the effects of poison and resistant to disease. However, they are still vulnerable to the cold touch of iron. Sidhe' superior eyesight and possession of object permanence grant a baseline of +25 search. Use of this knowledge in combat can be used to evade attackers while Glamoured, provided "combat defense evasion" is enabled.
SPOREFOLK
sporefolk - a race of humanoid, sentient fungi
The sporefolk are large, sentient fungus that are vaguely humanoid in appearance, aside from their over-sized head/caps. A quiet, patient people, they communicate by unknown means that is not spoken. They clone asexually, so it is common to choose to bypass social understandings of gender entirely. Although their evolution has approximately paralleled that of the civilizations of the surface of Alyria, there are notable cultural differences. Due to their strong cultural values of community, they believe in each other instead of deities, which increases their empathy and ease of coexistence, but renders them atheist. However, to coexist peacefully with other races and avoid religious persecution, sporefolk can choose to follow religions. They remain non-practitioners as they do not truly believe in them and so, they are unable to cast any religious spells or benefit from religious proficiencies. Despite their typical kindness, they are unwelcome foreigners within many classes pursued by Adventurers in Alyria, particularly the ones that focus around belief in a deity. At home in dark, moist, warm places, sporefolk receive a 10% damage bonus when they remain outside of sunlight, however they are naturally afflicted by sunspots. As such, they are highly attuned to whether the sun is currently shining, and sporefolks' compasses shine yellow in the sunlight. Sporefolks' biological processes are alien relative to other races', and release spores to accomplish many common tasks.