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Centaurs seem to have inherited both a tendency to be herbivorous (though at need they can eat meat) and a generally moral nature from their parent races. Though there are exceptions, most centaurs find themselves far more attuned to their surroundings than men, and certainly more so than the dark races. It is therefore quite unsurprising that they seem especially suited to professions such as rangers and druids.
Dwarves average just under four feet in height, with thick, fur-covered torsos and limbs and generally dusky complexions. Male and female dwarves alike proudly wear and take pride in their beards.
Gnomes have fairly strong racial ties to nature and tend to live in rural or woodland communities when among their own people, though some groups, clearly closer to their dwarven cousins, eschew the woods in favor of caves. Those gnomes who leave their settlements to adventure often follow the path of the ranger, drawn to explore the wild places of the world. Unlike dwarves, gnomes are a fairly magical race, almost as imbued with mystical power as elves. They are more specialized, however, than the elves, concentrating on the illusory arts of the shadowmage. As with most races, they also have clerics who can wield holy magics granted by the Gods.
Though there may be a few exceptions, half-elves seem to have inherited a moral nature and a longer life span than humans as well as other qualities generally associated with the elven race. They are more in harmony with the land they live on than most men, making them adept rangers and druids, while their dexterity allows others to follow the path of the cutpurse.
Due to their considerable physical prowess and lack of mental talent, it should not be surprising that almost all half-giants follow the path of arms, becoming warriors or barbarians. Half-giants are the most restricted in class options of all the Surface races, but make up for it by being devastating fighters.
Mentally, high elves are highly gifted. Most high elves are keenly intelligent, and the greatest among them easily transcend any human in intellectual capacity. High elves were the teachers and mentors of the high men, the first forebears of humans, and to a lesser extent of some of the common human strains. They maintain a usually close relationship with dwarves, although not without occasional disagreement or conflict, and similarly with their wood elf cousins; although certain high elves may sneer at the wood elves' comparative lack of culture, overall their two kindreds are close allies, especially in view of the ongoing threat from the third elven kindred, the drow of the Underdark. High elves have their share of bigots just as any other race, but overall tend to be the most cosmopolitan of the elven kindreds, equally at home in the forests beloved by their wood elven kin, or in cities, whether of their own building or that of their dwarf and high man allies. High elves are among the most magical of the Surface races, outclassed in the sorcerous arts only by sprites. High elves make talented mages and clerics, and occasionally also druids—though not as frequently as their wood elven kin—and have some more limited talent in the illusory magics of the shadowmage profession. Despite their comparatively low strength and constitution, their high dexterity enables them to develop some talent as warriors, at least with ranged weapons and certain mêlée weapons—their general preferences are for swords and spears rather than the less elegant bludgeoning weapons. Occasionally, as with wood elves or half-elves, a high elf may be drawn to the thieving arts; such folk are usually renegades or outcasts, unwelcome in high elven society.
Physically, high men tend to be slightly taller and more muscular than common humans, this physique yielding them notable strength and endurance at the cost of slightly reduced agility. In coloring, high men generally have light skin and dark hair, though intermarriage with both the newer humans and the elf races can vary this. Culturally, high men have a strong affinity toward good, probably to some extent a product of elven influence on the early years of their development, and are quite magic-oriented. The noble paladins, so rare among other races, are more numerous among this people than any other. High man culture holds little room for stealth or duplicity, and none at all for evil, leaving the classes of shadowmage, thief and antipaladin forbidden, though some of the most terrible inquisitors known have been fallen high-man paladins.
Hobbits are a friendly and easygoing people, valuing good conversation second only to a good meal. As a result, most hobbits have a bit of a pot belly, but their society as a whole feels a round belly is a mark of dignity. They are very friendly and tend to be very helpful, and can almost always be found wearing a smile. They are usually wary of strangers at first, but once they relax they will happily chat for hours. There is little or no magic about them, except whatever enchantment helps them to disappear quietly and quickly in the woods, utilizing an innate affinity for both nature and the earth. As a result, they choose to live in happy valleys and rolling hillsides, away from the bustle of a big city, making comfortable homes out of cozy burrows in the earth. While adventurers among their kind are rare, hobbits are a very-strong willed people, who, when forced to fight, can do so with surprising intensity and vigor.
As a race, humans are clever and can easily adapt to just about any environment. They are also good students, able to develop a multitude of useful skills. As a result, humans can choose just about any profession. Some of the largest and most prominent cities and nations of the Surface world are inhabited solely or mainly by humans, and many other nations include at least some human component. This is not to say that humans dominate the Surface—certainly not in the way that the drow dominate the Underdark—but, united, they can exert considerable influence on events of the world. Sadly, the human species is rarely united: rivalries and even open conflicts between tribes, nations, or cities are more widespread among them than among many other Surface races such as dwarves or elves. Humans may occasionally be found also as slaves in the Underdark, captured by drow on their infrequent raids against the Surface world. This is uncommon, since humans are not preferred as slaves by the dark elves due to their comparatively short lifespans, and do not have the history of conflict with the drow that the dwarves and Surface elves do. Those humans who do exist as slaves in Aluhryn or other cities of the Underdark have had their spirits thoroughly broken and cannot be played as player characters.
Lizard-men average about six feet in height. Their head, backs, and limbs are covered with fine scales approximately a quarter inch across. These are tough and help protect them from attack. Coloration of the scales varies greatly—varieties include dusty brown, yellowish green, olive green, and forest green. A lizard-man's chest and stomach is fleshy, not scaled, and is generally a slightly lighter shade than the rest of his body. Their heads are flat and contain thick eye ridges to help protect their highly sensitive eyes, which have a second set of translucent eyelids to protect their vision in bright light.
Minotaurs are very strong and tough, but a little clumsy. Their mental capabilities are less impressive; they are generally known as among the least wise and intelligent of the races, though due to their physical prowess few would say so to a minotaur's face. However, their senses are surprisingly sharp: hearing, smell, and above all, sight. Minotaurs can see further, and with greater accuracy, even than elves, although they lack the elven ability to see into the infrared spectrum.
The personalities of most muls usually reflect their dwarvish parent. They tend to live apart from their progenitors because of the inherent biases most races have against their half-breed nature. Muls have, over the time of their self-imposed exiles, become gruff and tend toward violent reactions, living out their lives in hatred and spite. One of the major inheritances from their dwarven heritage is that they are tenacious fighters with stamina for battle matching that of a dwarf on occasion.
Sahuagin typically have deep green or blue scales and black fins. They have large, lidless, yellow or red eyes and webbed fingers and toes that end in vicious claws. There is little way for an outsider to discern the sex of a sahuagin, though females tend to be slightly smaller.
Bands of satyrs frolic in the forests, frequently playing flutes and dancing joyously. These happy creatures are known to have a good relationship with their centaur cousins. They also spend a lot of time chasing comely dryads and wood nymphs. Satyrs are the epitome of nature's carefree ways. Satyrs' empathy with nature makes them among the wisest of the races. They are also very graceful and agile, and able to strike their opponents with uncanny speed, whether with fist, weapon, or hoof.
Sprites are not a numerous species, due to both a low birth rate and their physical frailty. The only region in the Surface world where they are found in great number is the Faerie Kingdom. However, many sprites are possessed of a powerful curiosity and wanderlust, and thus leave Faerie to travel the world. Sprites are poor physical fighters, being too weak of musculature to deal out much damage to an enemy and lacking the endurance to take much damage in return, but their excellent dexterity—matched on the Surface only by hobbits—together with their wings give them a heightened ability to dodge enemy blows. All sprites are expert fliers and indeed will more often fly than walk, especially outside of Faerie, as most outland structures are made for much larger creatures. Sprites are renowned as the most intelligent and intellectual of all the races, Surface and Underdark alike. No other race matches their intellectual accomplishments, though the high elves and gnomes of the Surface and the drow of the Underdark all share second place. This long-lived people also tend to demonstrate the wisdom that comes with great age and experience, unlike the more impetuous elves. Sprites are an inherently magical race and almost all sprites have at least some spell-casting aptitude. They are usually inclined toward good, although neutral and even rare evil sprites are also known.
Physically, tritons are of similar height to humans and elves, but very different in anatomy and coloring, as one might expect from a race that spends much of its time in the oceans. They are bipedal like humans, but both legs are finned to aid in their swimming, and scaled, usually in a silver or blue shade, occasionally green. Above the waist, tritons more closely resemble well-muscled humans, often with long hair and elaborately curled beards. Tritons' superior musculature enables them to do well as warriors. They are also more magically gifted than many of the other, more exotic races, and can become powerful mages. The most wise and devout of goodly tritons may find great power as pious clerics or noble paladins.
Wood elves have adapted to their outdoor lifestyle well, their skin having a slightly darker complexion than other elves. They are a simple, nature-loving race at heart, but are by no means helpless treehuggers. Although generally peaceful, they will protect themselves fiercely if threatened, and are unafraid to kill should it prove necessary. Due to their love of the land, they are well-suited to the ranger and druid classes, but are allowed a wide choice of others due to their varied skills and abilities. |
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