Races

Human
Alignments allowed: any

Classes Allowed: mage, cleric, thief, warrior, exorcist, daemon, horreur, hunter, ranger, druid, sohei, paladin, Anti-Paladin

Creation Points: 0

Aff: None

Res: None

Vul: None

Coming in all shapes and sizes, humans are the meat and potatoes of the world. If you honestly don't know what one looks like, perhaps gazing at a reflection in a stream would be in order.

Aasimon
Alignments allowed: good

Classes allowed: mage, cleric, warrior, exorcist, ranger, sohei

Creation Points: 7

Aff: fly

Res: negative, holy

Vul: acid, fire

Aasimons are beings composed of pure light. They are the very essence of goodness, and oppose evil in all its forms when ever possible. They are powerful creatures, and make good warriors and clerics.

Brownie
Alignments allowed: good, neutral

Classes allowed: mage, thief, daemon, ranger, druid

Creation Points: 13

Aff: invisibility, fly

Res: wood, mental

Vul: bash

Brownies are tiny, friendly humanoids who are distantly related to halflings. Standing no taller than two feet, brownies are one of the most nimble races known and are often very hard to see. Because of this, they make the best thieves around.

Demi-Lich
Alignments allowed: evil

Classes allowed: mage, cleric, thief, warrior, daemon, horreur, hunter, sohei

Creation Points: 13

Aff: regeneration

Res: negative, cold

Vul: holy, silver

Liches are one of the most feared forms of the undead. A lich greatly resembles a wight or a mummy, being gaunt and skeletal in form. They were originally wizards of great power in their former lives, and as such, are best suited to the spell-casting classes.

Djinn
Alignments allowed: good

Classes allowed: mage, cleric, warrior, exorcist, ranger, sohei

Creation Points: 7

Aff: fly

Res: blunt

Vul: fire

The djinn are a race of genie that come from the elemental plane of air. Since they themselves are of a magical nature, djinn make good magic users, but can also be trained as skilled warriors and thieves.

Drake
Alignments allowed: good, neutral

Classes allowed: mage, thief, warrior, daemon

Creation Points: 9

Aff: fly

Res: fire, lightning

Vul: cold, pierce

Small (compared to a FULL dragon) dragons, averaging 7-8 feet in height, standing upright on hind legs and tail, with smaller front legs functioning as arms. Mischievous by nature, and not very fast, they nonetheless make doughty fighters and good magic-users.

Drow Elf
Alignments allowed: neutral, evil

Classes allowed: mage, cleric, thief, warrior, daemon, horreur, hunter, ranger, sohei

Creation Points: 10

Aff: sneak, infravision

Res: mental

Vul: light

This evil, dark-skinned race of elves inhabit black caves and dark tunnels under the earth. Drow are extremely intelligent and stealthy creatures. They make excellent thieves due to their high dexterity, and all drow have considerable potential as magic users.

Dwarf
Alignments allowed: any

Classes allowed: cleric, warrior, exorcist, hunter, sohei

Creation Points: 10

Aff: detect hidden, infravision

Res: poison

Vul: drowning

Dwarves are typically deep tan to light brown of skin, with ruddy cheeks and bright eyes. Their hair is brown, black or gray. They favor earth tones with small bits of bright color in their clothing. Although only 4 or so feet tall, they weigh no less than 150 pounds due to their stocky muscular build. Dwarves make excellent warriors and fairly good priests.

Efreet
Alignments allowed: evil

Classes allowed: mage, cleric, warrior, hunter, sohei

Creation Points: 7

Aff: fly

Res: fire

Vul: cold

Efreet are evil genis from the elemental plane of fire. They are natural enemies of the djinn, and attack them whenever possible. They are cruel creatures who are said to be made out of basalt, bronze, and solid flames. Because of their strength and intelligence, they are equally suited to being warriors or magic users.

Elf
Alignments allowed: any

Classes Allowed: mage, cleric, thief, warrior, exorcist, daemon, horreur, hunter, ranger, druid, sohei

Creation Points: 11

Aff: detect hidden, detect invis

Res: charm

Vul: iron

Elves are slim of build and pale complected. Their hair is dark, and their eyes are green. Their garb is typically pastel and of blue or green or violet. Elves make excellent thieves and decent spell-casters.

Ettin
Alignments allowed: neutral, evil

Classes allowed: warrior, hunter, sohei

Creation Points: 7

Aff: frenzy

Res: disease

Vul: mental

Ettins are an extremely powerful race of giant. Even though they have two heads, they are still very unintelligent, and have a disturbing lack of personal hygiene. Despite this, Ettins are perhaps the strongest and hardiest creatures around.

Ghost
Alignments allowed: evil

Classes allowed: mage, thief, daemon, horreur

Creation Points: 20

Aff: fly, passdoor

Res: pierce, cold, negative

Vul: holy, light, energy

Hazy, mist-like beings, ghosts are among the more intelligent of the undead races. Somehow they seem to have retained the intelligence they possessed in life, and thus make excellent spell-casters. In form, they are non-corporeal, often showing only two glowing red eyes.

Ghoul
Alignments allowed: neutral, evil

Classes allowed: warrior, hunter, sohei

Creation Points: 7

Aff: frenzy

Res: disease

Vul: energy

Ghouls are vaguely recognizable as having once been human, but have become horribly disfigured by their change into undead form. They have large, pointed teeth and filthy, sharp nails. They are unnaturally strong and hardy, and make excellent warriors.

Giant
Alignments allowed: any

Classes allowed: warrior, hunter, ranger, sohei

Creation Points: 8

Aff: slow, regeneration

Res: bash

Vul: mental

Giants range in height anywhere from 10 to 12 feet in height and typically dress in rough hides or skins. Immensely strong, but hideously slow, giants virtually never choose a profession that does not involve fighting as their primary tool.

Kestryl
Alignments allowed: good

Classes allowed: mage, cleric, warrior, ranger, sohei

Creation Points: 12

Aff: fly, detect hidden

Res: cold, charm

Vul: lightning, drowning

Kestryls are a race of humanoid birdmen. They have large wing-spans and a bright, colorful plumage. Obviously, they are blessed with the powers of flight and are resistant to spells that corrupt the mind and chill the soul. They possess a higher than normal wisdom, making them good clerics, mages, and druids.

Manx
Alignments allowed: any

Classes allowed: mage, cleric, thief, warrior, daemon, horreur, hunter, ranger, druid, sohei

Creation Points: 7

Aff: dark vision

Res: cold

Vul: light

Manxes are an intelligent cat creature. They have distinctly feline facial features, and are covered in a long and luxurious fur coat, which keeps them protected from cold based spells. Manxes can see in the dark just as well as they can in full daylight, although the light does tend to hurt their delicate eyes. due to their catlike dexterity and agility, manxes make excellent thieves.

Mummy
Alignments allowed: neutral, evil

Classes allowed: mage, cleric, warrior, horreur, sohei

Creation Points: 3

Aff: slow

Res: cold, disease

Vul: fire, holy

Mummies are perhaps the strongest of the undead races; unfortunately, this is balanced by a severe lack of intellect and speed. Often used by powerful clerics to guard tombs, mummies do make excellent soheis as well as warriors. In appearance, they look most like an uninsured burn victim treated by four-year-olds playing doctor.

Nazgul
Alignments allowed: evil

Classes allowed: mage, warrior, hunter

Creation Points: 19

Aff: fly, detect good

Res: fire, poison

Vul: cold, holy

In their former life, the Nazgul were once kings. Now, they are spirits of great power and limitless evil. In their natural form, they are invisible except for the clothes they wear, and flame-like red eyes, giving them a most disconcerting appearance. The Nazgul are extremely strong and intelligent creatures, and are equally skilled at wielding a sword or throwing a fireball.

Quasit
Alignments allowed: evil

Classes allowed: mage, thief, daemon, horreur

Creation Points: 19

Aff: sneak, regeneration

Res: fire

Vul: cold

Quasits are an evil race of imps. They have leathery bat wings, a barbed tail and sharp, twisting horns. Because of their small size, they are most suited to the thieving class.

Rakshasa
Alignments allowed: evil

Classes allowed: mage, cleric, thief, warrior, daemon, horreur, hunter, sohei

Creation Points: 9

Aff: regeneration

Res: mental

Vul: drowning, fire

Rakshasas are a race of malevolent spirits encased in flesh which hunt and torment humanity. They have no uniform appearance, but can appear as humanoid creatures with the bodily features of animals (tigers and apes being the most common). Some rakshasas have more than one head. They are remarkably smart and dextrous creatures, and make good thieves and spell-casters.

Serpentes
Alignments allowed: neutral, evil

Classes allowed: mage, thief, warrior, daemon, horreur, hunter

Creation Points: 16

Aff: haste, sneak

Res: cold, poison

Vul: fire, mental

Sinuous, scaly, snake-people, with small arms and legs extending from their otherwise snake-like bodies. Flickering forked tongue and cobra-like hood complete their sinister demeanor. Lightning quick, and quite sturdy, they radiate a menacingly evil aura.

Storm Giant
Alignments allowed: good

Classes allowed: mage, cleric, warrior, exorcist, ranger, sohei

Creation Points: 7

Aff: detect evil

Res: lightning

Vul: negative

Storm giants are usually gentle and reclusive creatures, but can be very dangerous when angry. They resemble muscular humans of gigantic proportions with green skin, hair, and eyes. Because of their size and strength, they make good warriors.

Tiefling
Alignments allowed: neutral, evil

Classes allowed: mage, cleric, thief, warrior, daemon, horreur, hunter, ranger

Creation Points: 16

Aff: haste, infravision

Res: poison, cold

Vul: acid, energy

Tieflings are a small race of half-breed demons. Most Tieflings are different in some way. They may have claws, a prehensile tail, horns or any other number of racial quirks. Physically, they are rather scrawny and weak, but they make some of the best thieves and magic users around.

Titan
Alignments allowed: good

Classes allowed: mage, cleric, warrior, ranger, sohei

Creation Points: 8

Aff: detect evil

Res: charm, mental

Vul: negative

Titans are gargantuan, almost god-like men and women. They are huge people of great strength and beauty. They commonly dress in traditional Greek clothing, such as togas, loincloths, etc. Titans make excellent warriors and clerics.

Treant
Alignments allowed: good, neutral

Classes allowed: cleric, warrior, exorcist, ranger, druid, sohei

Creation Points: 0

Aff: slow

Res: mental, wood

Vul: fire, lightning

Treants are almost indistinguishable from trees. Their skin is thick bark, their arms are gnarled like branches and they even grow large leaves. They are naturally suited to the ranger and druid classes, because of their close ties with nature.

Valley Elf
Alignments allowed: neutral

Classes allowed: mage, cleric, thief, warrior, daemon, hunter, ranger, druid, sohei

Creation Points: 11

Aff: detect hidden, detect magic

Res: charm, mental

Vul: iron

Valley elves are almost exactly identical to normal elves, except that they have a better eye for magic than their more common cousins. They are still great thieves and spell-casters.

Vampire
Alignments allowed: evil

Classes allowed: mage, cleric, thief, warrior, daemon, horreur, hunter, sohei

Creation Points: 25

Aff: fly

Res: disease, negative

Vul: holy, light, day

Of all the evil undead cratures that stalk the world, none is more dreadful than the vampire. Moving silently through the night, vampires prey on the living without compassion or mercy. Vampires excel at all classes, making equally brilliant warriors, thieves or magic users. They do, however, have one major drawback: their vulnerability to the sun.

Wight
Alignments allowed: evil

Classes allowed: mage, warrior, horreur, hunter

Creation Points: 13

Aff: regeneration

Res: mental, cold, negative

Vul: holy, light, fire

Wights are undead creatures that are a nightmarish mockery of their former selves. They have cruel, burning eyes set in mummified flesh, over a twisted, malformed skeleton. Wights are resistant to cold-based attacks, and also regenerate wounds quickly. Because of thier strength, they make good warriors and hunters.

Wraith
Alignments allowed: neutral, evil

Classes allowed: mage, cleric, thief, warrior, daemon, horreur, hunter

Creation Points: 11

Aff: passdoor

Res: negative, pierce

Vul: holy, light

A wraith is the evil, undead spirit of a powerful human. They are usually seen as a pitch black, vaguely human-shaped mist. They have no set form, but usually shape themselves with two arms, a torso and a head with glowing red eyes. They are very intelligent, and make good spell-casters.

Yeti-Kin
Alignments allowed: any

Classes allowed: warrior, hunter, ranger, druid

Creation Points: 8

Aff: frenzy

Res: cold

Vul: fire

Sometimes confused with the abominable snow man, the yeti is a distant cousin to the ape. It stands nearly eight feet tall and is covered in long, white fur. Yetis are resistant to cold based attacks, and are almost always in a battle rage. Because of their primitive nature, they are natural hunters.